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2021 ◽  
Author(s):  
◽  
Craig Anslow

<p>3D web software visualisation has always been expensive, special purpose, and hard to program. Most of the technologies used require large amounts of scripting, are not reliable on all platforms, are binary formats, or no longer maintained. We can make end-user web software visualisation of object-oriented programs cheap, portable, and easy by using Extensible (X3D) 3D Graphics, which is a new open standard. In this thesis we outline our experience with X3D and discuss the suitability of X3D as an output format for software visualisation.</p>


2021 ◽  
Author(s):  
◽  
Craig Anslow

<p>3D web software visualisation has always been expensive, special purpose, and hard to program. Most of the technologies used require large amounts of scripting, are not reliable on all platforms, are binary formats, or no longer maintained. We can make end-user web software visualisation of object-oriented programs cheap, portable, and easy by using Extensible (X3D) 3D Graphics, which is a new open standard. In this thesis we outline our experience with X3D and discuss the suitability of X3D as an output format for software visualisation.</p>


2021 ◽  
Author(s):  
Gavin Ronald Nelson Ball

Gladiotron is an online, interactive, 3D web-comic designed to test the efficacy of leveraging assets created for a 3D comic for reuse in other forms of media around the same intellectual property (IP), in this case a game, animation, and merchandise. The Gladiotron 3D web-comic exhibited advantages over basic storyboarding by increasing speed and efficiency of production between the comic and the game, audience growth potential, and opportunities for audiences’ feedback. This 3D web-comic model also demonstrates an alternative approach for developing video games and developing IPs. Keywords: WebGL, Babylon.js, web-comic, interactive, indie game development, marketing, production


2021 ◽  
Author(s):  
Gavin Ronald Nelson Ball

Gladiotron is an online, interactive, 3D web-comic designed to test the efficacy of leveraging assets created for a 3D comic for reuse in other forms of media around the same intellectual property (IP), in this case a game, animation, and merchandise. The Gladiotron 3D web-comic exhibited advantages over basic storyboarding by increasing speed and efficiency of production between the comic and the game, audience growth potential, and opportunities for audiences’ feedback. This 3D web-comic model also demonstrates an alternative approach for developing video games and developing IPs. Keywords: WebGL, Babylon.js, web-comic, interactive, indie game development, marketing, production


2021 ◽  
Vol 7 (1) ◽  
pp. 337-352
Author(s):  
Fredrik Ekengren ◽  
Marco Callieri ◽  
Domenica Dininno ◽  
Åsa Berggren ◽  
Stella Macheridis ◽  
...  

Abstract Archaeological collections are crucial in heritage studies and are used every day for training archaeologists and cultural heritage specialists. The recent developments in 3D acquisition and visualization technology has contributed to the rapid emergence of a large number of 3D collections, whose production is often justified as the democratization of data and knowledge production. Despite the fact that several 3D datasets are now available online, it is not always clear how the data – once stored – may be engaged by archaeology students, and the possible challenges the students may face in the learning process. The goal of the Dynamic Collections project at Lund University is to develop a novel 3D web infrastructure designed to support higher education and research in archaeology. At the onset of the COVID-19 pandemic in the spring of 2020, all teaching at Lund University moved online, reinforcing the urgency for such an infrastructure. By letting a group of students test an early version of the system as part of their online teaching, we were able to study how they used and interacted with an archaeological collection in 3D and explore the intersection of digital methods and pedagogy in archaeology. This article presents the preliminary results from this experiment.


2021 ◽  
pp. 25-43
Author(s):  
Paweł Sobociński ◽  
Dominik Strugała ◽  
Krzysztof Walczak ◽  
Mikołaj Maik ◽  
Tomasz Jenek

2020 ◽  
Vol 2 ◽  
pp. 1-1
Author(s):  
Raluca Nicola

Abstract. Interactive 3D cartography has evolved substantially in the last years. New tools allow cartographers and mapping enthusiasts to create 3D web maps with a minimum effort. Technological advancements allow users to interact with 3D maps on a variety of devices, including their mobile phones or virtual reality glasses. As a result, many interactive 3D maps have been created, from which many insights on their design principles and creation process can be obtained. In this talk I will provide an overview of what is currently possible in 3D cartography and what are the current challenges and possible solutions when creating such maps. More precisely, the specifics of 3D symbology and rendering styles ranging from realistic to abstract will be discussed. In addition, 3D cartography is evolving with a heavy influence from different fields like games industry, art, data visualization or architecture, just to name a few. Hence, examples from some non-conventional 3D maps will be given that allow detecting features that come from such different fields and enhance the maps.


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