11,708 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

    Automated 3D generation and rendering of stylized building designs

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    Thesis (S.B. in Art and Design)--Massachusetts Institute of Technology, Dept. of Architecture, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 29).The entertainment industry relies fairly heavily on computer-generated imagery to depict built environments in current films, video games, and other forms of simulated reality. These often involve highly complex geometries that take a long time to hand-model and are too difficult or costly for many productions' rendering capacities, both in computational costs as well as time. Procedural modeling and the automation of these geometries is one option to solve these problems. Many modeling programs involve a script or procedural modeling component. This thesis explores the use of CityEngine, a commercially available software that is specialized to generate geometries for buildings in urban environments. By using the CGA Shape Grammar built into CityEngine, this project seeks to generate geometries based on complex architectural precedents using a procedural modeling system based on shape grammar and computational design principles. Results are generated and discussed, as well as applications and future work.by Anisha V. Deshmane.S.B.in Art and Desig

    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

    The Rhetoric of Video Games

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning Bogost's chapter offers an introduction to rhetoric in games. First he looks at the way games and their rules embody cultural values, following the work of Brian Sutton-Smith and looking in particular at a few examples from international sports. Then he discusses the relationship between games and ideology, showing how game play can unpack and expose deeply engrained social, cultural, and political assumptions. Finally he discusses the ways videogames make arguments. Drawing on the history of rhetoric, Bogost introduces a notion he calls "procedural rhetoric," the art of persuasion through rule-based representations and interactions

    Randomly Generated 3D Environments for Serious Games

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    Abstract — This paper describes a variety of methods that can be used to create realistic, random 3D environments for serious games requiring real-time performance. These include the generation of terrain, vegetation and building structures. An interactive flight simulator has been created as proof of concept. An initial evaluation with two small samples of users (remote and hallway) revealed some usability issues but also showed that overall the flight simulator is enjoyable and appears realistic and believable. Keywords – serious games; 3D terrain modeling; computer graphics; flight simulator. I

    Toward an Ecology of Gaming

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    In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning

    Proseduraalisen tietomallintamisen käyttöönotto kaupunkisuunnittelussa

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    This thesis examines procedural modeling as a tool for urban plan creation. Procedural modeling historically has been used for 3D visualization of natural features, but with the release of the soft-ware CityEngine in 2008 the technology can easily be adopted also in problem domains dealing with urban environments. The study begins with a requirement analysis conducted to explore the needs urban planning imposes on the technology, based on which a functional procedural modeling production system is built using the CityEngine platform and its Computer Generated Architecture (CGA) scripting language. A solution is presented to the problem of control in procedural generation methods by introducing the concept of a selectable “Level of Control” and how its implementation in the produced system enables the planner to flexibly assume the necessary amount of control over the generated model. The finished product is then compared against the presented requirements of accuracy, efficiency, ease of use, high visual qualities, and advanced analytical capabilities. The efficiency of the system measured as the ratio between user interactions (mouse clicks and keystrokes) and modeling output in the setting of the assessment is found out to be two to three times greater than the efficiency of a more established manual modeling software. The technology as demonstrated through the produced system is concluded to be especially suitable for preliminary land use studies estimating the building potentials of extensive land areas. Directions for future research with potential to expand the applicability of the technology are discussed.Tässä diplomityössä tutkitaan proseduraalista mallintamista kaupunkisuunnittelun työvälineenä. Proseduraalista mallintamista on historiallisesti käytetty luonnonmuotojen 3D-visualisoimiseen, mutta vuonna 2008 julkaistu CityEngine-ohjelma mahdollistaa teknologian helpon käyttöönoton myös rakennettua ympäristöä koskevissa aihepiireissä. Tutkielma alkaa analyysillä kaupunkisuunnittelun teknologiaan kohdistamista vaatimuksista, joiden perusteella rakennetaan CityEngineen ja sen Computer Generated Architecture (CGA) ohjel-mointikieleen perustuva proseduraalinen mallinnusjärjestelmä. Ratkaisuna proseduraaliseen mallintamiseen liittyvään kontrollin problematiikkaan esitellään käsite valittavasta ”kontrollitasosta”, ja kuinka sen implementaatio toteutetussa järjestelmässä mahdollistaa suunnittelijan ottaa joustavasti tarpeellisen määrän kontrollia generoitavan mallin suhteen. Valmista tuotetta verrataan esitettyihin tarkkuuden, tehokkuuden, käytön helppouden, korkealaatuisen visuaalisuuden, sekä kehittyneen analytiikan vaatimuksiin. Järjestelmän tehokkuus mitattuna käyttäjäinteraktioiden (hiiren klikkaukset ja näppäimistön painallukset) ja tuotetun mallin suhteena mittauksen asetelmassa on kahdesta kolmeen kertaa suurempi kuin vakiintuneemman manuaalisen mallinnusohjelman tehokkuus. Proseduraalisen mallintamisen, sellaisena kuin se tuotetussa järjestelmässä on implementoitu, todetaan olevan erityisen sopiva alustavien rakentamisen määrää laajoille alueille haarukoivien maankäyttötarkastelujen tuottamiseen. Työn lopuksi käsitellään teknologian käyttöaluetta laajentavia tutkimussuuntia
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