66,381 research outputs found

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects

    A Planning Pipeline for Large Multi-Agent Missions

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    In complex multi-agent applications, human operators are often tasked with planning and managing large heterogeneous teams of humans and autonomous vehicles. Although the use of these autonomous vehicles broadens the scope of meaningful applications, many of their systems remain unintuitive and difficult to master for human operators whose expertise lies in the application domain and not at the platform level. Current research focuses on the development of individual capabilities necessary to plan multi-agent missions of this scope, placing little emphasis on the integration of these components in to a full pipeline. The work presented in this paper presents a complete and user-agnostic planning pipeline for large multiagent missions known as the HOLII GRAILLE. The system takes a holistic approach to mission planning by integrating capabilities in human machine interaction, flight path generation, and validation and verification. Components modules of the pipeline are explored on an individual level, as well as their integration into a whole system. Lastly, implications for future mission planning are discussed

    A Study of Educational Simulations Part I - Engagement and Learning

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    Interactive computer simulations with complex representations and sophisticated graphics are a relatively new addition to the classroom, and research in this area is limited. We have conducted over 200 individual student interviews during which the students described what they were thinking as they interacted with simulations. These interviews were conducted as part of the research and design of simulations for the Physics Education Technology (PhET) project. PhET is an ongoing project that has developed over 60 simulations for use in teaching physics, chemistry, and physical science. These interviews are a rich source of information about how students interact with computer simulations and what makes an educationally effective simulation. We have observed that simulations can be highly engaging and educationally effective, but only if the student's interaction with the simulation is directed by the student's own questioning. Here we describe our design process, what features are effective for engaging students in educationally productive interactions and the underlying principles which support our empirically developed guidelines. In a companion paper we describe in detail the design features used to create an intuitive simulation for students to use

    A NPC Behaviour Definition System for Use by Programmers and Designers

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    In this paper we describe ZBL/0, a scripting system for defining NPC (Non Player Character) behaviour in FPS (First Person Shooter) games. ZBL/0 has been used to illustrate the use of scripting systems in computer games in general and the scripting of NPC behaviour in particular in the context of a book on game development. Many novice game designers have clear ideas about how the computer game they imagine should work but have little knowledge – if any – about how their ideas can be implemented. This is why books on game creation (design, programming etc.), as well as all-in-one game creation systems – especially designed for ease of use and intended for an amateur audience – enjoy great popularity. A large proportion of these books however merely present solutions in the form of descriptions and explanations of specific implementations with inadequate explanations of principles. While this may benefit rapid application development it often does not lead to a deeper understanding of the underlying concepts. The understanding of rule-based behaviour definition through simple scripting in computer games and the development of such scripts by programmers and designers is what we aim to address with the ZBL/0 system

    An Extendable Multiagent Model for Behavioural Animation

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    This paper presents a framework for visually simulating the behaviour of actors in virtual environments. In principle, the environmental interaction follows a cyclic processing of perception, decision, and action. As natural life-forms perceive their environment by active sensing, our approach also tends to let the artificial actor actively sense the virtual world. This allows us to place the characters in non-preprocessed virtual dynamic environments, what we call generic environments. A main aspect within our framework is the strict distinction between a behaviour pattern, that we term model, and its instances, named characters, which use the pattern. This allows them sharing one or more behaviour models. Low-level tasks like sensing or acting are took over by so called subagents, which are subordinated modules extendedly plugged in the character. In a demonstration we exemplarily show the application of our framework. We place the same character in different environments and let it climb and descend stairs, ramps and hills autonomously. Additionally the reactiveness for moving objects is tested. In future, this approach shall go into action for a simulation of an urban environment
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