1,229 research outputs found

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

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    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

    Serious Games in Cultural Heritage

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    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

    Viper : a visualisation tool for parallel program construction

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    Proceedings of the Second Program Visualization Workshop, 2002

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    The Program Visualization Workshops aim to bring together researchers who design and construct program visualizations and, above all, educators who use and evaluate visualizations in their teaching. The first workshop took place in July 2000 at Porvoo, Finland. The second workshop was held in cooperation with ACM SIGCSE and took place at HornstrupCentret, Denmark in June 2002, immediately following the ITiCSE 2002 Conference in Aarhus, Denmark

    Human factors in the design of parallel program performance tuning tools

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    Distributed D3: A web-based distributed data visualisation framework for Big Data

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    The influx of Big Data has created an ever-growing need for analytic tools targeting towards the acquisition of insights and knowledge from large datasets. Visual perception as a fundamental tool used by humans to retrieve information from the outside world around us has its unique ability to distinguish patterns pre-attentively. Visual analytics via data visualisations is therefore a very powerful tool and has become ever more important in this era. Data-Driven Documents (D3.js) is a versatile and popular web-based data visualisation library that has tended to be the standard toolkit for visualising data in recent years. However, the library is technically inherent and limited in capability by the single thread model of a single browser window in a single machine, and therefore not able to deal with large datasets. The main objective of this thesis is to overcome this limitation and address possible challenges by developing the Distributed D3 framework that employs distributed mechanism to enable the possibility of delivering web-based visualisations for large-scale data, which also allows to effectively utilise the graphical computational resources of the modern visualisation environments. As a result, the first contribution is that the integrated version of Distributed D3 framework has been developed for the Data Observatory. The work proves the concept of Distributed D3 is feasible in reality and also enables developers to collaborate on large-scale data visualisations by using it on the Data Observatory. The second contribution is that the Distributed D3 has been optimised by investigating the potential bottlenecks for large-scale data visualisation applications. The work finds the key performance bottlenecks of the framework and shows an improvement of the overall performance by 35.7% after optimisations, which improves the scalability and usability of Distributed D3 for large-scale data visualisation applications. The third contribution is that the generic version of Distributed D3 framework has been developed for the customised environments. The work improves the usability and flexibility of the framework and makes it ready to be published in the open-source community for further improvements and usages.Open Acces

    IATK:An immersive analytics toolkit

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    International audienceWe introduce IATK, the Immersive Analytics Toolkit, a software package for Unity that allows interactive authoring and exploration of data visualisation in immersive environments. The design of IATK was informed by interdisciplinary expert-collaborations as well as visual analytics applications and iterative refinement over several years. IATK allows for easy assembly of visualisations through a grammar of graphics that a user can configure in a GUI— in addition to a dedicated visualisation API that supports the creation of novel immersive visualisation designs and interactions. IATK is designed with scalability in mind, allowing visualisation and fluid responsive interactions in the order of several million points at a usable frame rate. This paper outlines our design requirements, IATK’s framework design and technical features, its user interface, as well as application examples

    High-fidelity rendering on shared computational resources

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    The generation of high-fidelity imagery is a computationally expensive process and parallel computing has been traditionally employed to alleviate this cost. However, traditional parallel rendering has been restricted to expensive shared memory or dedicated distributed processors. In contrast, parallel computing on shared resources such as a computational or a desktop grid, offers a low cost alternative. But, the prevalent rendering systems are currently incapable of seamlessly handling such shared resources as they suffer from high latencies, restricted bandwidth and volatility. A conventional approach of rescheduling failed jobs in a volatile environment inhibits performance by using redundant computations. Instead, clever task subdivision along with image reconstruction techniques provides an unrestrictive fault-tolerance mechanism, which is highly suitable for high-fidelity rendering. This thesis presents novel fault-tolerant parallel rendering algorithms for effectively tapping the enormous inexpensive computational power provided by shared resources. A first of its kind system for fully dynamic high-fidelity interactive rendering on idle resources is presented which is key for providing an immediate feedback to the changes made by a user. The system achieves interactivity by monitoring and adapting computations according to run-time variations in the computational power and employs a spatio-temporal image reconstruction technique for enhancing the visual fidelity. Furthermore, algorithms described for time-constrained offline rendering of still images and animation sequences, make it possible to deliver the results in a user-defined limit. These novel methods enable the employment of variable resources in deadline-driven environments
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