2,361 research outputs found

    Serious Games in Cultural Heritage

    Get PDF
    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

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

    Get PDF
    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

    Research Naval Postgraduate School, v.12, no.3, October 2002

    Get PDF
    NPS Research is published by the Research and Sponsored Programs, Office of the Vice President and Dean of Research, in accordance with NAVSOP-35. Views and opinions expressed are not necessarily those of the Department of the Navy.Approved for public release; distribution is unlimited

    Extensible Modeling and Simulation Framework (XMSF) Opportunities for Web-Based Modeling and Simulation

    Get PDF
    Technical Opportunities Workshop Whitepaper, 14 June 2002Purpose: As the Department of Defense (DoD) is engaged in both warfighting and institutional transformation for the new millennium, DoD Modeling & Simulation (M&S) also needs to identify and adopt transformational technologies which provide direct tactical relevance to warfighters. Because the only software systems that composably scale to worldwide scope utilize the World Wide Web, it is evident that an extensible Web-based framework shows great promise to scale up the capabilities of M&S systems to meet the needs of training, analysis, acquisition, and the operational warfighter. By embracing commercial web technologies as a shared-communications platform and a ubiquitous-delivery framework, DoD M&S can fully leverage mainstream practices for enterprise-wide software development

    Computational Tools and Facilities for the Next-Generation Analysis and Design Environment

    Get PDF
    This document contains presentations from the joint UVA/NASA Workshop on Computational Tools and Facilities for the Next-Generation Analysis and Design Environment held at the Virginia Consortium of Engineering and Science Universities in Hampton, Virginia on September 17-18, 1996. The presentations focused on the computational tools and facilities for analysis and design of engineering systems, including, real-time simulations, immersive systems, collaborative engineering environment, Web-based tools and interactive media for technical training. Workshop attendees represented NASA, commercial software developers, the aerospace industry, government labs, and academia. The workshop objectives were to assess the level of maturity of a number of computational tools and facilities and their potential for application to the next-generation integrated design environment

    A Review of Platforms for the Development of Agent Systems

    Full text link
    Agent-based computing is an active field of research with the goal of building autonomous software of hardware entities. This task is often facilitated by the use of dedicated, specialized frameworks. For almost thirty years, many such agent platforms have been developed. Meanwhile, some of them have been abandoned, others continue their development and new platforms are released. This paper presents a up-to-date review of the existing agent platforms and also a historical perspective of this domain. It aims to serve as a reference point for people interested in developing agent systems. This work details the main characteristics of the included agent platforms, together with links to specific projects where they have been used. It distinguishes between the active platforms and those no longer under development or with unclear status. It also classifies the agent platforms as general purpose ones, free or commercial, and specialized ones, which can be used for particular types of applications.Comment: 40 pages, 2 figures, 9 tables, 83 reference

    Air Force Institute of Technology Research Report 2019

    Get PDF
    This Research Report presents the FY19 research statistics and contributions of the Graduate School of Engineering and Management (EN) at AFIT. AFIT research interests and faculty expertise cover a broad spectrum of technical areas related to USAF needs, as reflected by the range of topics addressed in the faculty and student publications listed in this report. In most cases, the research work reported herein is directly sponsored by one or more USAF or DOD agencies. AFIT welcomes the opportunity to conduct research on additional topics of interest to the USAF, DOD, and other federal organizations when adequate manpower and financial resources are available and/or provided by a sponsor. In addition, AFIT provides research collaboration and technology transfer benefits to the public through Cooperative Research and Development Agreements (CRADAs). Interested individuals may discuss ideas for new research collaborations, potential CRADAs, or research proposals with individual faculty using the contact information in this document

    Game Theory and Prescriptive Analytics for Naval Wargaming Battle Management Aids

    Get PDF
    NPS NRP Technical ReportThe Navy is taking advantage of advances in computational technologies and data analytic methods to automate and enhance tactical decisions and support warfighters in highly complex combat environments. Novel automated techniques offer opportunities to support the tactical warfighter through enhanced situational awareness, automated reasoning and problem-solving, and faster decision timelines. This study will investigate how game theory and prescriptive analytics methods can be used to develop real-time wargaming capabilities to support warfighters in their ability to explore and evaluate the possible consequences of different tactical COAs to improve tactical missions. This study will develop a conceptual design of a real-time tactical wargaming capability. This study will explore data analytic methods including game theory, prescriptive analytics, and artificial intelligence (AI) to evaluate their potential to support real-time wargaming.N2/N6 - Information WarfareThis research is supported by funding from the Naval Postgraduate School, Naval Research Program (PE 0605853N/2098). https://nps.edu/nrpChief of Naval Operations (CNO)Approved for public release. Distribution is unlimited.

    Air Force Institute of Technology Research Report 2020

    Get PDF
    This Research Report presents the FY20 research statistics and contributions of the Graduate School of Engineering and Management (EN) at AFIT. AFIT research interests and faculty expertise cover a broad spectrum of technical areas related to USAF needs, as reflected by the range of topics addressed in the faculty and student publications listed in this report. In most cases, the research work reported herein is directly sponsored by one or more USAF or DOD agencies. AFIT welcomes the opportunity to conduct research on additional topics of interest to the USAF, DOD, and other federal organizations when adequate manpower and financial resources are available and/or provided by a sponsor. In addition, AFIT provides research collaboration and technology transfer benefits to the public through Cooperative Research and Development Agreements (CRADAs). Interested individuals may discuss ideas for new research collaborations, potential CRADAs, or research proposals with individual faculty using the contact information in this document
    corecore