94,606 research outputs found

    Imaginary spaces

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    Current three dimensional computer graphics technology has given artists and computer generated images. Imaginary Spaces is a series of images which visually depict two unique and imaginative digitally produced environments. By utilizing modern computer graphics technology, these have been brought to life in stunning realism and detail. Imaginary Spaces consists of seven total images which showcase each environment from alternating vantage designers a new set of tools for producing amazingly life-like com artificial spaces points in virtual space

    Playing Smart - Artificial Intelligence in Computer Games

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    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games

    Playing Smart - Another Look at Artificial Intelligence in Computer Games

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    KBS for Desktop PC Troubleshooting

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    Abstract: Background: In spite of the fact that computers continue to improve in speed and functions operation, they remain complex to use. Problems frequently happen, and it is hard to resolve or find solutions for them. This paper outlines the significance and feasibility of building a desktop PC problems diagnosis system. The system gathers problem symptoms from usersā€™ desktops, rather than the user describes his/her problems to primary search engines. It automatically searches global databases of problem symptoms and solutions, and also allows ordinary users to contribute exact problem reports in a structured manner. Objectives: The main goal of this Knowledge Based System is to get the suitable problem desktop PC symptoms and the correct way to solve the errors. Methods: In this paper the design of the proposed Knowledge Based System which was produced to help users of desktop PC in knowing many of the problems and error such as : Power supply problems, CPU errors, RAM dumping error, hard disk errors and bad sectors and suddenly restarting PC. The proposed Knowledge Based System presents an overview about desktop PC hardware errors are given, the cause of fault are outlined and the solution to the problems whenever possible is given out. CLIPS Knowledge Based System language was used for designing and implementing the proposed expert system. Results: The proposed PC desktop troubleshooting Knowledge Based System was evaluated by IT students and they were satisfied with its performance

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Technological prerequisites for indistinguishability of a person and his/her computer replica

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    Some people wrongly believe that A. Turingā€™s works that underlie all modern computer science never discussed ā€œphysicalā€ robots. This is not so, since Turing did speak about such machines, though making a reservation that this discussion was still premature. In particular, in his 1948 report [8], he suggested that a physical intelligent machine equipped with motors, cameras and loudspeakers, when wandering through the fields of England, would present ā€œthe danger to the ordinary citizen would be serious.ā€ [8, ]. Due to this imperfection of technology in the field of knowledge that we now call robotics, the methodology that he proposed was based on human speech, or rather on text. Other natural human skills were too difficult to implement, while the exchange of cues via written messages was much more accessible for engineering implementation in Turingā€™s time. Nevertheless, since then, the progress of computer technology has taken forms that the founder of artificial intelligence could not have foreseen

    CGAMES'2009

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    Generation of Whole-Body Expressive Movement Based on Somatical Theories

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    An automatic choreography method to generate lifelike body movements is proposed. This method is based on somatics theories that are conventionally used to evaluate humanā€™s psychological and developmental states by analyzing the body movement. The idea of this paper is to use the theories in the inverse way: to facilitate generation of artificial body movements that are plausible regarding evolutionary, developmental and emotional states of robots or other non-living movers. This paper reviews somatic theories and describes a strategy for implementations of automatic body movement generation. In addition, a psychological experiment is reported to verify expression ability on body movement rhythm. This method facilitates to choreographing body movement of humanoids, animal-shaped robots, and computer graphics characters in video games

    Simulation modelling and visualisation: toolkits for building artificial worlds

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    Simulations users at all levels make heavy use of compute resources to drive computational simulations for greatly varying applications areas of research using different simulation paradigms. Simulations are implemented in many software forms, ranging from highly standardised and general models that run in proprietary software packages to ad hoc hand-crafted simulations codes for very specific applications. Visualisation of the workings or results of a simulation is another highly valuable capability for simulation developers and practitioners. There are many different software libraries and methods available for creating a visualisation layer for simulations, and it is often a difficult and time-consuming process to assemble a toolkit of these libraries and other resources that best suits a particular simulation model. We present here a break-down of the main simulation paradigms, and discuss differing toolkits and approaches that different researchers have taken to tackle coupled simulation and visualisation in each paradigm
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