13 research outputs found

    Support tools for 3D game creation

    Get PDF
    Nowadays, tools for developing videogames are a very important part of the development process in the game industry. Such tools are used to assist game developers in their tasks, allowing them to create functional games while writing a few lines of code. For example, these tools allow the users to import the content for the game, set the game logic, or produce the source code and compile it. There are several tasks and components regarding the development of videogames that may become unproductive, therefore, it’s necessary to automate and/or optimize such tasks. For example, the programming of events or dialogs can be a task that consumes too much time in the development cycle, and a tedious and repetitive task for the programmer. For this reason, the use of tools to support these tasks can be very important to increase productivity and help on the maintenance of the various processes that involve the development of videogames. This dissertation aims to demonstrate the advantages of the use of these kind of tools during the development of videogames, presenting a case study involving the development of a Serious Game entitled Clean World.Atualmente, as ferramentas para o desenvolvimento de jogos são uma parte bastante importante de todo o processo de desenvolvimento. Estas ferramentas servem para assistir os criadores de jogos nas tarefas que realizam, permitindo-lhes a criação de jogos funcionais escrevendo poucas linhas de código. Desenvolver um videojogo sem a utilização de ferramentas especializadas é um processo complexo e que consome bastante tempo, daí a existência de ferramentas que permitem ao utilizador importar os conteúdos para o jogo, definir a lógica de jogo, produzir o código fonte e compilá-lo. Este tipo de software é normalmente utilizado por quem se dedica à criação de jogos como hobby, ou por profissionais que procuram otimizar o processo de desenvolvimento de jogos. Existem várias componentes ao nível do desenvolvimento de videojogos que se tornam pouco produtivas, se não forem automatizados e/ou otimizadas. Por exemplo, a programação de eventos ou de diálogos pode ser uma tarefa que consome demasiado tempo no ciclo de desenvolvimento, para além de ser uma tarefa entediante e repetitiva no ponto de vista do programador. Por este motivo, a utilização de ferramentas pode ser muito importante no que diz respeito ao aumento da produtividade e manutenção dos vários processos que envolvem o desenvolvimento de videojogos. Nesta dissertação pretendemos demonstrar as vantagens da utilização dessas mesmas ferramentas durante o desenvolvimento de videojogos, através da apresentação de um caso de estudo que envolve o desenvolvimento de um Serious Game intitulado Clean World. Em Clean World, foram identificadas determinadas tarefas que se mostraram demasiado repetitivas e entediantes quando programadas por inteiro, como é o caso da adição, modificação ou remoção de componentes como diálogos, quest ou items. Tendo em conta este problema concreto, foram criadas algumas ferramentas de forma a aumentar a produtividade no desenvolvimento do jogo, tornando tarefas repetitivas e entediantes em processos simples e intuitivos. O conjunto de ferramentas é constituído por: Item Manager, Quest Manager, Dialog Manager e Terrain Creator

    Multimodalities in Metadata: Gaia Gate

    Get PDF
    Metadata is information about objects. Existing metadata standards seldom describe details concerning an object’s context within an environment; this thesis proposes a new concept, external contextual metadata (ECM), examining metadata, digital photography, and mobile interface theory as context for a proposed multimodal framework of media that expresses the internal and external qualities of the digital object and how they might be employed in various use cases. The framework is binded to a digital image as a singular object. Information contained in these ‘images’ can then be processed by a renderer application to reinterpret the context that the image was captured, including non-visually. Two prototypes are developed through the process of designing a renderer for the new multimodal data framework: a proof-of-concept application and a demonstration of ‘figurative’ execution (titled ‘Gaia Gate’), followed by a critical design analysis of the resulting products

    Security and Privacy in Heterogeneous Wireless and Mobile Networks: Challenges and Solutions

    Get PDF
    abstract: The rapid advances in wireless communications and networking have given rise to a number of emerging heterogeneous wireless and mobile networks along with novel networking paradigms, including wireless sensor networks, mobile crowdsourcing, and mobile social networking. While offering promising solutions to a wide range of new applications, their widespread adoption and large-scale deployment are often hindered by people's concerns about the security, user privacy, or both. In this dissertation, we aim to address a number of challenging security and privacy issues in heterogeneous wireless and mobile networks in an attempt to foster their widespread adoption. Our contributions are mainly fivefold. First, we introduce a novel secure and loss-resilient code dissemination scheme for wireless sensor networks deployed in hostile and harsh environments. Second, we devise a novel scheme to enable mobile users to detect any inauthentic or unsound location-based top-k query result returned by an untrusted location-based service providers. Third, we develop a novel verifiable privacy-preserving aggregation scheme for people-centric mobile sensing systems. Fourth, we present a suite of privacy-preserving profile matching protocols for proximity-based mobile social networking, which can support a wide range of matching metrics with different privacy levels. Last, we present a secure combination scheme for crowdsourcing-based cooperative spectrum sensing systems that can enable robust primary user detection even when malicious cognitive radio users constitute the majority.Dissertation/ThesisPh.D. Electrical Engineering 201

    GAUMLESS: Modelling the Capitalization of Human Action on the Internet

    Get PDF
    The focus of this thesis is on a field of study related to information design, namely visual modelling, and the application of its concepts and frameworks to a case study on the use of Internet cookies. It represents an opportunity to enhance information design’s relevancy as an adaptive discipline; i.e., borrowing and learning from various knowledge domains in representing phenomena for the purposes of decision-making and action-generation. As a critical design project, the thesis endeavors to inform Internet users and other audiences of the exploitation inherent in the data-mining processes employed by websites for generating cookies and to expose the risks to users. This focus was motivated by a concern with the ignorance, or at least the casual awareness, of many Internet users of the implications of giving their consent to the use of cookies. The thesis employs a qualitative research methodology that consolidates information design principles, conventions and processes; a distillation of relevant modelling frameworks; and pan-disciplinary philosophical perspectives (i.e., cybernetics, systems theory, and social system theory) into a visual model that represents the cookie system. The significance of this study’s contribution to design theory lies in the manner in which boundaries to its research methodology (based on the study’s purpose, goals and targeted audience) were determined and the singular visual modelling process developed in consideration of the myriad relevant knowledge-domains, extensive data sources and esoteric technical aspects of the system under study. Whereas simplification in a visual model is a key factor for knowledge-creation and establishing usability, its effectiveness to inform and inspire is also measured by its level of accuracy and comprehensiveness. In concentrating on human behaviour and decision-making contexts and applications, information design has the capacity to help meet personal and social needs and consequently can be a societal force for innovation and progress. The thesis’ visual model is an example of this potential in its intention to represent the cookie process and to raise awareness of its personal and social implications. The study validates the responsibility of the information designer to not prescribe actions or solutions but rather to impart knowledge, support decision-making, and inspire critical reflection

    Context-Aware Software

    Get PDF
    With the advent of PDAs (Personal Digital Assistants), smart phones, and other forms of mobile and ubiquitous computers, our computing resources are increasingly moving off of our desktops and into our everyday lives. However, the software and user interfaces for these devices are generally very similar to that of their desktop counterparts, despite the radically different and dynamic environments that they face. We propose that to better assist their users, such devices should be able to sense, react to, and utilise, the user's current environment or context. That is, they should become context-aware. In this thesis we investigate context-awareness at three levels: user interfaces, applications, and supporting architectures/frameworks. To promote the use of context-awareness, and to aid its deployment in software, we have developed two supporting frameworks. The first is an application-oriented framework called stick-e notes. Based on an electronic version of the common Post-It Note, stick-e notes enable the attachment of any electronic resource (e.g. a text file, movie, Java program, etc.) to any type of context (e.g. location, temperature, time, etc.). The second framework we devised seeks to provide a more universal support for the capture, manipulation, and representation of context information. We call it the Context Information Service (CIS). It fills a similar role in context-aware software development as GUI libraries do in user interface development. Our applications research explored how context-awareness can be exploited in real environments with real users. In particular, we developed a suite of PDA-based context-aware tools for fieldworkers. These were used extensively by a group of ecologists in Africa to record observations of giraffe and rhinos in a remote Kenyan game reserve. These tools also provided the foundations for our HCI work, in which we developed the concept of the Minimal Attention User Interface (MAUI). The aim of the MAUI is to reduce the attention required by the user in operating a device by carefully selecting input/output modes that are harmonious to their tasks and environment. To evaluate our ideas and applications a field study was conducted in which over forty volunteers used our system for data collection activities over the course of a summer season at the Kenyan game reserve. The PDA-based tools were unanimously preferred to the paper-based alternatives, and the context-aware features were cited as particular reasons for preferring them. In summary, this thesis presents two frameworks to support context-aware software, a set of applications demonstrating how context-awareness can be utilised in the ''real world'', and a set of HCI guidelines and principles that help in creating user interfaces that fit to their context of use

    MAGMA a liquid software approach to fault tolerance, computer network security, and survivable

    Get PDF
    The Next Generation Internet (NGI) will address increased multi-media Internet service demands, requiring consistent Quality of Service (QoS), similar to the legacy phone system. Server Agent-based Active network Management (SAAM) acts like a rush-hour traffic reporting helicopter. Upon routing request arrivals, SAAM server determines the best, least traffic/resistance route and assembles the routing path, freeing up ¡ʹlight-weight¡· routers to provide faster, more reliable, forwarding services. The SAAM server is a critical network node; therefore, it is imperative to make it extremely robust. With Margulis Agent-Based Mobile Application (MAGMAà EÌ ) liquid software, a SAAM server agent will remain inactive in resident memory of each router until it is stimulated by a message from the departing server. Then the agent will begin running a new server at a starting point determined from the prior server¡Šs recent state information or a pre-determined point if that state information is not available. MAGMAà EÌ will provide SAAM an increased fault tolerance and security against malicious attacks. Liquid software research has taken place since 1996 (University of Arizona/University of Pennsylvania); however, there is no known application currently providing fault tolerance and system security. In this thesis, the foundation for a mobile SAAM server was developed, with the researcher being able to manually move the server from one host to the next. Furthermore, this thesis designed a protocol thatcompresses critical state information, providing condensed messages to efficiently configure the next SAAM server across the network with the state information from the departing server extracts critical state information from the current server and periodically transports a compressed form of the state information to potential next SAAM servers in the network. MAGMAà EÌ will provide a revolution in today¡Šs computer fault tolerance and security paradigms, benefiting industry through more survivable networks with guaranteed QoS.http://archive.org/details/magmaliquidsoftw109455922US Navy (USN) authorApproved for public release; distribution is unlimited

    Context-aware software

    Get PDF
    With the advent of PDAs (Personal Digital Assistants), smart phones, and other forms of mobile and ubiquitous computers, our computing resources are increasingly moving off of our desktops and into our everyday lives. However, the software and user interfaces for these devices are generally very similar to that of their desktop counterparts, despite the radically different and dynamic environments that they face. We propose that to better assist their users, such devices should be able to sense, react to, and utilise, the user's current environment or context. That is, they should become context-aware. In this thesis we investigate context-awareness at three levels: user interfaces, applications, and supporting architectures/frameworks. To promote the use of context-awareness, and to aid its deployment in software, we have developed two supporting frameworks. The first is an application-oriented framework called stick-e notes. Based on an electronic version of the common Post-It Note, stick-e notes enable the attachment of any electronic resource (e.g. a text file, movie, Java program, etc.) to any type of context (e.g. location, temperature, time, etc.). The second framework we devised seeks to provide a more universal support for the capture, manipulation, and representation of context information. We call it the Context Information Service (CIS). It fills a similar role in context-aware software development as GUI libraries do in user interface development. Our applications research explored how context-awareness can be exploited in real environments with real users. In particular, we developed a suite of PDA-based context-aware tools for fieldworkers. These were used extensively by a group of ecologists in Africa to record observations of giraffe and rhinos in a remote Kenyan game reserve. These tools also provided the foundations for our HCI work, in which we developed the concept of the Minimal Attention User Interface (MAUI). The aim of the MAUI is to reduce the attention required by the user in operating a device by carefully selecting input/output modes that are harmonious to their tasks and environment. To evaluate our ideas and applications a field study was conducted in which over forty volunteers used our system for data collection activities over the course of a summer season at the Kenyan game reserve. The PDA-based tools were unanimously preferred to the paper-based alternatives, and the context-aware features were cited as particular reasons for preferring them. In summary, this thesis presents two frameworks to support context-aware software, a set of applications demonstrating how context-awareness can be utilised in the ''real world'', and a set of HCI guidelines and principles that help in creating user interfaces that fit to their context of use

    Electronic Evidence and Electronic Signatures

    Get PDF
    In this updated edition of the well-established practitioner text, Stephen Mason and Daniel Seng have brought together a team of experts in the field to provide an exhaustive treatment of electronic evidence and electronic signatures. This fifth edition continues to follow the tradition in English evidence text books by basing the text on the law of England and Wales, with appropriate citations of relevant case law and legislation from other jurisdictions. Stephen Mason (of the Middle Temple, Barrister) is a leading authority on electronic evidence and electronic signatures, having advised global corporations and governments on these topics. He is also the editor of International Electronic Evidence (British Institute of International and Comparative Law 2008), and he founded the innovative international open access journal Digital Evidence and Electronic Signatures Law Review in 2004. Daniel Seng (Associate Professor, National University of Singapore) is the Director of the Centre for Technology, Robotics, AI and the Law (TRAIL). He teaches and researches information technology law and evidence law. Daniel was previously a partner and head of the technology practice at Messrs Rajah & Tann. He is also an active consultant to the World Intellectual Property Organization, where he has researched, delivered papers and published monographs on copyright exceptions for academic institutions, music copyright in the Asia Pacific and the liability of Internet intermediaries

    Electronic Evidence: 4th Edition

    Get PDF
    This well-established practitioner text provides an exhaustive treatment of electronic evidence. The revised outline for the fourth edition will continue to follow the tradition in English evidence text books by basing the text on the law of England and Wales, with appropriate citations of relevant case law and legislation from other jurisdictions
    corecore