9 research outputs found

    Making Games to Teach Physics and Mechanics

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    This survey paper introduces engineering educators to a subfield of computer graphics called physically-based animation (PBA) to advocate for collaboration in creating courses to improve student learning in STEM fields, especially in engineering. Engineering students may not realize the degree to which they can leverage their education to enter the entertainment and simulation industries. The central hypothesis of the paper is that introductory physics can be taught via PBA. The paper provides case studies that demonstrate early promise. The paper gives an overview of how “game engineers” leverage theoretical physics and mathematical concepts merged with design aesthetics to portray realistic and fun experiences, manifesting as game physics. As computing power has increased, the convergence of real and fake physics presents an opportunity to teach physics to non-game students. The field of PBA shows promise for enhancing physics education, but much work remains to determine how it may happen and the place in a college curriculum

    Volumetric particle modeling

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    This dissertation presents a robust method of modeling objects and forces for computer animation. Within this method objects and forces are represented as particles. As in most modeling systems, the movement of objects is driven by physically based forces. The usage of particles, however, allows more artistically motivated behavior to be achieved and also allows the modeling of heterogeneous objects and objects in different state phases: solid, liquid or gas. By using invisible particles to propagate forces through the modeling environment complex behavior is achieved through the interaction of relatively simple components. In sum, 'macroscopic' behavior emerges from 'microscopic' modeling. We present a newly developed modeling framework expanding on related work. This framework allows objects and forces to be modeled using particle representations and provides the details on how objects are created, how they interact, and how they may be displayed. We present examples to demonstrate the viability and robustness of the developed method of modeling. They illustrate the breaking and fracturing of solids, the interaction of objects in different phase states, and the achievement of a reasonable balance between artistic and physically based behaviors

    SPATIAL TRANSFORMATION PATTERN DUE TO COMMERCIAL ACTIVITY IN KAMPONG HOUSE

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    ABSTRACT Kampung houses are houses in kampung area of the city. Kampung House oftenly transformed into others use as urban dynamics. One of the transfomation is related to the commercial activities addition by the house owner. It make house with full private space become into mixused house with more public spaces or completely changed into full public commercial building. This study investigate the spatial transformation pattern of the kampung houses due to their commercial activities addition. Site observations, interviews and questionnaires were performed to study the spatial transformation. This study found that in kampung houses, the spatial transformation pattern was depend on type of commercial activities and owner perceptions, and there are several steps of the spatial transformation related the commercial activity addition. Keywords: spatial transformation pattern; commercial activity; owner perception, kampung house; adaptabilit

    Performance Driven Design Systems In Practice

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