20,024 research outputs found

    Evaluation of optimisation techniques for multiscopic rendering

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    A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work. Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance. This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution. Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately

    Teaching Cultural Heritage using Mobile Augmented Reality

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    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Veneto’s and the surrounding territories’ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel

    Hack the room:an augmented reality game for non-experts to learn ethical hacking

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    Abstract. The shortage of cybersecurity skills caused by a widespread talent drought is having a signifcant economic impact on organizations globally. Several initiatives have been implemented to address this defcit, providing new educational pathways for novice and advanced students. Recently, ethical hacking gamifcation platforms and Capture the Flag (CTF) online games have risen in popularity, offering fun and engaging content that motivate beginners to acquire offensive and defensive cybersecurity skills. However, the use of augmented reality (AR) applications for cybersecurity skill development remains mostly unexplored. Against this backdrop, the overall aim of the thesis is to examine whether CTF games in AR can improve learning outcomes in information security and enhance security situational awareness. Specifcally, we explore how AR gamifcation impacts training and overall experience in the context of ethical hacking tasks. To achieve this, we have created Hack the Room, which is an ethical hacking game developed in Unity, where players use Linux terminals to solve CTF-style tasks. The game can be used for learning key cybersecurity concepts vital for organizations, and target users who have no previous cybersecurity experience, and need to be retrained for future-proofng organizations. In the game, the player has to use simple simple Linux terminal commands like listing fles in directories and reading fles stored in virtual machines hosted in the cloud (CSC Pouta) to reach the predetermined tasks. Each playthrough lasts 20 minutes and features three tasks. The game can be modifed or made more diffcult by changing the tasks in the virtual machine. The main goal of the game is to complete all of the tasks in the game. Our gamifcation concept was evaluated in a feld experiment that included six participants divided into two groups, an expert group (N=3) and a non-expert group (N=3). The expert group responded to a questionnaire that assessed their situational awareness during the game, while the non-expert group responded to a questionnaire that evaluated learning outcomes. The participants reported positive learning outcomes and high situational awareness after playing the game.Hack the room : lisätyn todellisuuden peli eettisen hakkeroinnin oppimiseen. Tiivistelmä. Pula tietoturvaosaamisesta vaikuttaa taloudellisesti organisaatioihin maailmanlaajuisesti. Tämän puutteen korjaamiseksi on tehty useita aloitteita, joissa tarjotaan oppipolkuja aloitteleville sekä edistyneemmille oppillaille. Eettisen hakkeroinnin pelillistämisalustat sekä Capture the Flag- (CTF) (suom. lipunryöstö) verkkopelit ovat lisänneet suosiotaan viime vuosina ja ne tarjoavat hyvän mahdollisuuden vasta-alkajille opetella tietoturvahyökkäämistä ja -puolustamista. Lisätyn todellisuuden hyödyntämistä tietoturvakoulutuksessa ei ole kuitenkaan tutkittu laajalti. Tässä kandidaatin tutkinnossa käsitellään lisätyn todellisuuden hyödyntämistä CTF-peleissä sekä sitä, miten lisätty todellisuus vaikuttaa tietoturvallisuuden ja turvallisuuden tilannetietoisuuden oppimiseen. Käsittelemme erityisesti, miten lisätyn todellisuuden pelillistäminen vaikuttaa harjoitteluun sekä yleiseen kokemukseen eettisissä hakkerointitehtävissä. Tämän mahdollistamiseksi loimme Hack the Roomin, joka on Unityssä kehitetty kyberturvallisuuspeli, jossa pelaajat käyttävät Linux-terminaaleja läpäistäkseen lipunryöstötyyppisiä tehtäviä. Sitä voidaan käyttää työkaluna henkilöiden tietoturvaan tutustuttamiseen, kouluttamiseen ja uudelleen opettamiseen. Pelin tehtävät koostuivat yksinkertaisista tehtävistä, joissa käytettiin Linuxkomentoja, kuten tiedostojen listaamista ja -lukemista. Jokainen pelikerta on 20 minuutin pituinen ja sisältää kolme tehtävää. Peliä voi muokata tarpeiden mukaan, esimerkiksi nostaa vaikeustasoa muuttamalla pelin virtuaalikonetta. Pelin käyttämä virtuaalikone sijaitsee CSC Pouta-palvelimella. Kehittämämme pelillistämiskonsepti evaluoitiin kenttäkokeella. Kokeessa oli 6 osallistujaa, jotka jaettiin kahteen ryhmään. Ryhmät koostuivat asiantuntijoista ja henkilöistä, joilla ei ollut aiempaa kokemusta eettisestä hakkeroinnista. Asiantuntijoiden ryhmä vastasi kyselyyn, joka mittasi heidän tilannetietoisuuttaan ja toinen ryhmä kyselyyn, joka mittasi heidän oppimistaan pelissä. Kenttäkoe osoitti sekä positiivisia oppimistuloksia, että korkeaa tilannetietoisuutta pelissä

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    A Modular Approach to the Development of Interactive Augmented Reality Applications.

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    Augmented reality (AR) technologies are becoming increasingly popular as a result of the increase in the power of mobile computing devices. Emerging AR applications have the potential to have an enormous impact on industries such as education, healthcare, research, training and entertainment. There are currently a number of augmented reality toolkits and libraries available for the development of these applications; however, there is currently no standard tool for development. In this thesis we propose a modular approach to the organization and development of AR systems in order to enable the creation novel AR experiences. We also investigate the incorporation of the framework that resulted from our approach into game engines to enable the creation and visualization of immersive virtual reality experiences. We address issues in the development process of AR systems and provide a solution for reducing the time, cost and barrier of entry for development while simultaneously providing a framework in which researchers can test and apply advanced augmented reality technologies

    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic "crunch time" and argue that game jam organizers are in a good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game
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