37,618 research outputs found

    Generating a 3D Simulation of a Car Accident from a Formal Description: the CarSim System

    Get PDF
    The problem of generating a 3D simulation of a car accident from a written description can be divided into two subtasks: the linguistic analysis and the virtual scene generation. As a means of communication between these two system parts, we designed a template formalism to represent a written accident report. The CarSim system processes template formal descriptions and creates corresponding 3D simulations. A planning component models the trajectories and temporal values of every vehicle that is involved in the accident

    Identifying immersive environmentsā€™ most relevant research topics: an instrument to query researchers and practitioners

    Get PDF
    This paper provides an instrument for ascertaining researchersā€™ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Generating a 3D Simulation of a Car Accident from a Written Description in Natural Language: the CarSim System

    Get PDF
    This paper describes a prototype system to visualize and animate 3D scenes from car accident reports, written in French. The problem of generating such a 3D simulation can be divided into two subtasks: the linguistic analysis and the virtual scene generation. As a means of communication between these two modules, we first designed a template formalism to represent a written accident report. The CarSim system first processes written reports, gathers relevant information, and converts it into a formal description. Then, it creates the corresponding 3D scene and animates the vehicles.Comment: 8 pages, ACL 2001, Workshop on Temporal and Spatial Information Processin

    Virtual worlds, Internet resources, motivation: The results of a research project

    Get PDF
    Udostępnienie publikacji Wydawnictwa Uniwersytetu ÅĆ³dzkiego finansowane w ramach projektu ā€žDoskonałość naukowa kluczem do doskonałości kształceniaā€. Projekt realizowany jest ze środkĆ³w Europejskiego Funduszu Społecznego w ramach Programu Operacyjnego Wiedza Edukacja RozwĆ³j; nr umowy: POWER.03.05.00-00-Z092/17-00

    Worlds at our fingertips:reading (in) <i>What Remains of Edith Finch</i>

    Get PDF
    Video games are works of written code which portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies which blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This paper aims to analyse how these design strategies are deployed in What Remains of Edith Finch (Giant Sparrow, 2017) to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators because they support interpretive play (Upton, 2015) through slowness, ambiguity (Muscat et al., 2016; Pinchbeck 2012), narrative and aesthetic aspirations (Carbo-Mascarell, 2016). Understanding walking sims as literary games (Ensslin, 2014) can shift the emphasis from their lack of ā€˜traditionalā€™ gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways
    • ā€¦
    corecore