14 research outputs found

    Connecting Students by Integrating the 3D Virtual and Real Worlds: We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration Alive

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    Picture a world where imagination is the only limit; a world that stimulates students to learn, communicate, play and grow. The emergence of 3D Virtual Worlds has made this a virtual reality. Until recently this virtual experience has been separated from the real world by the limitations of software (proprietary systems), and constraints of hardware and networks (stationary consoles and network connections). Such separation limits the pedagogical utility that 3D Spaces can offer students. This article peeks around the corner of innovation by exploring a number of emergent open source developments that integrate the 3D Virtual and Real Worlds into a seamless reality, one that enhances pedagogical opportunities by integrating the practical and vocational actuality of the real world with the technical and imaginable possibilities of the Virtual Worlds. These possibilities are explored with reference to recent developments, pedagogical theory, and case studies in various open source 3D Virtual Worlds

    Survey of Technologies for Web Application Development

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    Web-based application developers face a dizzying array of platforms, languages, frameworks and technical artifacts to choose from. We survey, classify, and compare technologies supporting Web application development. The classification is based on (1) foundational technologies; (2)integration with other information sources; and (3) dynamic content generation. We further survey and classify software engineering techniques and tools that have been adopted from traditional programming into Web programming. We conclude that, although the infrastructure problems of the Web have largely been solved, the cacophony of technologies for Web-based applications reflects the lack of a solid model tailored for this domain.Comment: 43 page

    Sviluppo di applicazioni real-time multi-utente: un middleware basato sulla piattaforma Croquet

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    Il crescente aumento del numero di dispositivi connessi in rete e delle applicazioni che vengono sviluppate su di essa ha trasformato completamente lo standard delle applicazioni che una volta erano single-user, facendo quindi arrivare lo standard ad un modello multi-utente, dove si ha un ambiente collaborativo e condiviso in cui le azioni di un determinato utente vanno ad influire anche sugli altri. Altra necessità al giorno d'oggi è inoltre che queste applicazioni multi-utente siano anche real-time, ovvero che si aggiornino in tempo reale e che di conseguenza l'azione di un singolo utente debba essere trasmessa e notificata a tutti gli altri in modo che possano gestirla di conseguenza. Lo sviluppo di tali applicazioni risulta quindi particolarmente complesso, tuttavia esistono anche soluzioni architetturali e framework che risultano essere dedicati all'implementazione di tale tipo di applicazioni, il quale obiettivo è quindi quello di semplificarne e velocizzarne lo sviluppo, tramite l'utilizzo di pattern o architetture mirate all'implementazione di un tipo specifico di tali applicazioni. Un esempio di tali soluzioni è Croquet, che permette la creazione di applicazioni real-time multi-utente, senza la necessità di scrivere alcun codice per la parte server o per la gestione delle comunicazioni tra i peer, ma solamente sviluppando il modello del client, ovvero la parte in esecuzione sulla macchina dell'utente. Questa tesi andrà quindi ad effettuare uno studio sul funzionamento e sull'architettura di Croquet proseguendo quindi con lo sviluppo di un middleware che permetta la creazione di applicazioni real-time multi-utente indipendenti dal linguaggio di sviluppo, le quali si potranno quindi appoggiare sull'architettura di Croquet per funzionare e comunicare, avendo quindi a disposizione tutte le garanzie che vengono offerte da Croquet e dalla sua architettura

    Network architecture for collaborative distributed services

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (p. 85-89).This thesis proposes a network architecture, called SMPL, for the design and development of collaboration-oriented, distributed applications over the Internet. The goal of SMPL is to enable the development of applications that easily integrate the capabilities of different types of computing resources, software platforms, and data repositories across the Internet transcending the level of a single device. SMPL proposes a new abstraction of the Internet as a network composed of services, resources, and capabilities instead of just machines. The SMPL architecture distributes resources through a peer-to-peer network of service providers. The design of SMPL encourages developers to add value to the system by facilitating the creation of new functionalities based upon compositions of the existing ones.Carlos A. Rocha.S.M

    Avoiding overload in multiuser online applications

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    One way to strengthen the bond between popular applications and their online user communities is to integrate the applications with their communities, so users are able to observe and communicate with other users. The result of this integration is a Multiuser Online Application (MOA). The problem studied in this thesis is that MOA users and systems will be overloaded with information generated by large communities and complex applications. The solution investigated was to filter the amount of information delivered to users while attempting to preserve the benefits of dwelling in a MOA environment. This strategy was evaluated according to the amount of information it was capable of reducing and the effects as seen by MOA users. It was found that filtering could be used to substantially reduce the information exchanged by users while still providing users with the benefits of integrating application and community

    Collective systems for creative expression

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 123-126).This thesis defines collective systems as a unique category of creative expression through the procedures of micro and macro cycles that address the transition from connectivity to collectivity. This thesis discusses the necessary technology, context, and terminology, and provides a conceptual structure for the execution, discussion and evaluation of these procedures. This is supported through discussing the author's contribution to the OPENSTUDIO project and the Open I/O system.by Harun Burak Arıkan.S.M

    I am here - are you there? Sense of presence and implications for virtual world design

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    We use the language of presence and place when we interact online: in our instant text messaging windows we often post: Are you there? Research indicates the importance of the sense of presence for computer-supported collaborative virtual learning. To realize the potential of virtual worlds such as Second Life, which may have advantages over conventional text-based environments, we need an understanding of design and the emergence of the sense of presence. A construct was created for the sense of presence, as a collaborative, action-based process (Spagnolli, Varotto, & Mantovani, 2003) with four dimensions (sense of place, social presence, individual agency, and mediated collaborative actions). Nine design principles were mapped against the four dimensions. The guiding question for the study\u27s exploration of the sense of presence was: In the virtual world Second Life, what is the effect on the sense of presence in collaborative learning spaces designed according to the sense of presence construct proposed, using two of the nine design principles, wayfinding and annotation? Another question of interest was: What are the relationships, if any, among the four dimensions of presence? The research utilized both quantitative and qualitative measures. Twenty learners recruited from the Graduate School of Education and Psychology at Pepperdine University carried out three assigned collaborative activities in Second Life under design conditions foregrounding each of the two design conditions, and a combination of the two. Analyses from surveys, Second Life interactions, interviews and a focus group were conducted to investigate how various designed learning environments based in the virtual world contributed to the sense of presence, and to learners\u27 ability to carry out collaborative learning. The major research findings were: (a) the construct appears robust, and future research in its application to other virtual worlds may be fruitful; (b) the experience of wayfinding (finding a path through a virtual space) resulted overall in an observed pattern of a slightly stronger sense of place; (c) the experience of annotation (building) resulted overall in an observed pattern of a slightly stronger sense of agency; and (d) there is a positive association between sense of place and sense of agency

    Création automatique des animations 3D

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    RÉSUMÉ La production traditionnelle d'animations 3D pour un jeu vidéo ou un film d'animation est un processus lourd. Les animateurs ont besoin de plusieurs années de pratique et de bons logiciels de création de contenu numérique pour réussir à créer des animations 3D. Cela est dû à la complexité du logiciel et à la complexité de la tâche. La création d'un cycle de marche réaliste dans une scène complexe nécessite de nombreux détails de bas niveau pour atteindre un niveau élevé de réalisme. Ce mémoire propose une vue de haut niveau dans la création automatique des animations 3D afin de simplifier le processus global de production de l'animation. Afin d'aborder cette problématique, l'objectif général de la recherche a consisté à élaborer un prototype logiciel capable de générer automatiquement des animations 3D qui représentent le sens d'une phrase simple. Ce projet faisait partie intégrale du projet GITAN dans le domaine de l'infographie. GITAN proposait une solution pour générer des animations 3D à partir du texte. La solution proposée dans ce mémoire constitue principalement le module graphique qui génère la scène 3D animée qui représente la phrase d'entrée. Avec ce système, la complexité de la construction de la scène animée est considérablement réduite, puisque nous utilisons une représentation textuelle pour décrire l'animation et les différents objets dans la scène. La revue bibliographique a suggéré que les systèmes semblables qui permettent de générer automatiquement des animations 3D à partir du texte sont souvent très orientés vers un domaine d'application spécifique, par exemple les accidents automobiles, les comportements ou les interactions des personnages. L'automatisation de la génération de la scène sur ces systèmes se base souvent sur des langages script ou des formalismes qui étaient souvent orientés au domaine d'application. De plus, nous voulions générer l'animation en utilisant un format d'échange 3D à la place d'afficher directement l'animation. Nous pensons que l'utilisation d'un format d'échange 3D nous permet de bien générer la scène 3D, puisqu'un bon format d'échange intermédiaire permet de bien définir une animation de façon standard et fournit des outils nécessaires pour son utilisation. Pour cette raison, nous avons utilisé COLLADA comme format 3D pour représenter nos animations. D'après ces observations, nous avons émis trois hypothèses de recherche. La première supposait qu'il était possible de créer un formalisme capable de décrire une scène animée à partir d'une phrase simple. Le formalisme nous permet de faire une description de la scène animée en utilisant des noeuds,des contraintes et des images clés. La deuxième hypothèse supposait qu'il est possible de traduire le script qui décrit la scène vers le fichier COLLADA. Nous avons proposé un système logiciel qui permet de traduire le script vers un fichier COLLADA qui contient l'animation 3D. Finalement, la troisième hypothèse supposait que l'animation générée par le système permet de communiquer le sens de la phrase initiale. Le système doit pouvoir communiquer le message de la phrase qui décrit la scène vers les observateurs. Pour tester ces hypothèses, la méthodologie que nous avons retenue consiste, premièrement, à la création du formalisme qui permet de décrire la scène 3D. Nous avons proposé un schéma XML qui permet de déclarer des noeuds, des animations prédéfinies, des contraintes et des images clés qui décrivent la scène la générer. Par la suite, nous avons proposé une architecture logicielle modulaire qui traduit le script vers le fichier COLLADA. Le système utilise des algorithmes pour positionner correctement les objets dans la scène et pour synchroniser les animations. Finalement, nous avons effectué un sondage pour valider la communication du message par les scènes 3D générées. Le résultat du sondage nous permet d'analyser la compréhension du message par les observateurs et l'influence de l'environnement de la scène 3D sur le message, et ainsi, déterminer s'il est possible de transmettre le sens de la phrase initiale avec l'animation 3D. Les résultats que nous avons obtenus sont très satisfaisants. Nous avons été capables de décrire les scènes avec le formalisme proposée. De plus, le système logiciel génère des fichiers COLLADA bien structurés et il est capable de générer deux types de scènes : des scènes statiques et des scènes animées. Finalement, l'analyse des résultats du sondage montre que les scènes animées permettent de mieux communiquer les messages que les scènes statiques, mais l'utilisation correcte de deux types de scènes en fonction de la phrase permet de bien communiquer le message. En eet, les phrases qui contiennent des verbes d'état seront mieux représentées par des scènes statiques, tandis que des animations 3D permettent de mieux représenter des phrases qui contiennent des verbes d'action. De plus, l'analyse de l'influence de l'environnement nous a permis de constater qu'il n'offre pas d'amélioration dans la communication du message. Ces résultats nous ont permis de constater que le système est capable de générer de façon automatique des animations 3D qui transmettent le sens d'une phrase simple ce qui permet de simplifier le processus de production traditionnelle des animations 3D.----------ABSTRACT The traditional production of 3D animations for a video game or an animated film is a cumbersome process. Animators need several years of practice and excellent skills using Digital Content Creation (DCC) software to successfully create 3D animations. This is due to the complexity of the software and the complexity of the task. Creating a realistic walk cycle in a complex scene requires many low-level details for achieving a high level of realism. This thesis proposes a high-level view in the automatic creation of 3D animations to simplify the overall process of animation production. To address this problem, the overall objective of the research was to develop a software prototype able to automatically generate 3D animations that represent the meaning of a simple sentence. This project was an integral part of the project GITAN in computer graphics. GITAN proposed a solution to generate 3D animations from text. The solution proposed in this paper is mainly the graphics module that generates animated 3D scene representing the input sentence. With this system, the complexity of building the animated scene is greatly reduced, since we use a textual representation to describe the animation and the various objects in the scene. The literature review suggested that similar systems that automatically generate 3D animations from text are often related to a specific application domain such as automobile accidents, behavior or interactions of the characters. The automation of the scene generation for these systems is often based on scripting languages related to an application domain. In addition, we wanted to generate the animation using a 3D exchange format instead of directly display the animation. We believe that using a 3D exchange format allows us to better generate the 3D scene, since a good intermediate exchange format allows to define animations as building blocks and provides the tools to use them. For this reason, we used COLLADA as 3D format to represent our animations. From these observations, we formulated three research hypotheses. The first one assumed that it was possible to create a formalism able to describe an animated scene from a simple sentence. The formalism allows us to make an animated description of the scene using nodes, constraints and keyframes. The second hypothesis assumed that it is possible to translate the script that described the scene to a COLLADA file. We proposed a software system that translates the script to a COLLADA file that contains the 3D animation. Finally, the third hypothesis assumed that the animation generated by the system communicate the original meaning of the sentence. The system must be able to communicate the message of the sentence describing the scene to the observers. To test these hypotheses, the methodology we have adopted consists, rst of all, in the creation of the formalism for describing the 3D scene. We have proposed an XML schema for declaring nodes, animation presets, constraints and keyframes to describe the scene. Subsequently, we proposed a modular software architecture that translates the script into the COLLADA file. The system uses algorithms to correctly position the objects in the scene and to synchronize animations. Finally, we conducted a survey to validate the communication of the message contained in the 3D scenes. The result of the survey allows us to analyze the transmission of the message to the observers and the influence of the environment of the 3D scene on the message, and so, determine if it's possible to transmit the original meaning of the sentence with the 3D animation. The results we obtained are very rewarding. We were able to describe the scenes with the proposed script language. In addition, the software system is generating well structured COLLADA files and it is capable of generating two types of scenes: static scenes and animated scenes. Finally, analysis of survey results shows that the animated scenes can better communicate messages than static scenes, but the proper use of the two types of scenes according to the phrase can eectively communicate the message. Indeed, sentences that contain state verbs will be better represented by static scenes, while 3D animations can more adequately represent sentences that contain action verbs. Furthermore, in the analysis of the influence of the environment, we found that it offers no improvement in communicating the message. These results revealed that the system is able to automatically generate 3D animations that convey the sense of a simple sentence to simplify the production process of traditional animation
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