37 research outputs found

    Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)

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    Many models exist that predict channel morphology. Channel morphology is defined as the change in geometric parameters of a river. Channel morphology is affected by many factors. Some of these factors are caused either by man or by nature. To combat the adverse effects that man and nature may cause to a water system, scientists and engineers develop stream rehabilitation plans. Stream rehabilitation as defined by Shields et al., states that restoration is the return from a degraded ecosystem back to a close approximation of its remaining natural potential [Shields et al., 2003]. Engineers construct plans that will restore streams back to their natural state by using techniques such as field investigation, analytical models, or numerical models. Each of these techniques is applied to projects based on specified criteria, objectives, and the expertise of the individuals devising the plan. The utilization of analytical and numerical models can be difficult, for many reasons, one of which is the intuitiveness of the modeling process. Many numerical models exist in the field of hydraulic engineering, fluvial geomorphology, landscape architecture, and stream ecology that evaluate and formulate stream rehabilitation plans. This dissertation will explore, in the field of Hydroscience , the creation of models that are not only accurate but also span the different disciplines. The goal of this dissertation is to transform a discrete numerical model (CONCEPTS) into a realistic 3D environment using open source game engines, while at the same time, conveying at least the equivalent information that was presented in the 1D numerical model

    CGAMES'2009

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    The Localisation of Video Games

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    The present thesis is a study of the translation of video games with a particular emphasis on the Spanish-English language pair, although other languages are brought into play when they offer a clearer illustration of a particular point in the discussion. On the one hand, it offers a descriptive analysis of the video game industry understood as a global phenomenon in entertainment, with the aim of understanding the norms governing present game development and publishing practices. On the other hand, it discusses particular translation issues that seem to be unique to these entertainment products due to their multichannel and polysemiotic nature, in which verbal and nonverbal signs are intimately interconnected in search of maximum game interactivity. Although this research positions itself within the theoretical framework of Descriptive Translation Studies, it actually goes beyond the mere accounting of current processes to propose changes whenever professional practice seems to be unable to rid itself of old unsatisfactory habits. Of a multidisciplinary nature, the present thesis is greatly informed by various areas of knowledge such as audiovisual translation, software localisation, computer assisted translation and translation memory tools, comparative literature, and video game production and marketing, amongst others. The conclusions are an initial breakthrough in terms of research into this new area, challenging some of the basic tenets current in translation studies thanks to its multidisciplinary approach, and its solid grounding on current game localisation industry practice. The results can be useful in order to boost professional quality and to promote the training of translators in video game localisation in higher education centres.Open Acces

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Determining principles for the development of virtual environments for future clinical applications

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    The aim of the present research was to determine a range of principles for the development of virtual natural environments (VNEs), using low-cost commercial-off-the-shelf simulation technologies, for bedside and clinical healthcare applications. A series of studies have been conducted to systematically investigate different aspects of the VNEs on a wide variety of participants, ranging from undergraduate and postgraduate students, hospital patients and clinicians, to West Country villagers. The results of these studies suggest that naturalistic environmental spatial sounds can have a positive impact on user ratings of presence and stress levels. High visual fidelity and real-world-based VNEs can increase participants’ reported ratings of presence, quality and realism. The choice of input devices also has a significant impact on usability with these types of virtual environment (VE). Overall, the findings provide a strong set of principles supporting the future development of VNEs. Highly transferrable tools and techniques have also been developed in order to investigate the exploitation of new digital technology approaches in the generation of believable and engaging real-time, interactive virtual natural environments that can be modified and updated relatively easily, thereby delivering a system that can be regularly modified and updated to meet the needs of individual patients

    Architecture handbook 2006

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    2006 handbook for the faculty of Architectur

    Architecture handbook 2006

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    2006 handbook for the faculty of Architectur

    Plataforma para a configuração de ambientes virtuais interativos

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    Mestrado em Sistemas de InformaçãoThis dissertation presents the creation of the Platform for Setting-up Interactive Virtual Environments (pSIVE). Bearing in mind the difficulty required to create virtual environments, the platform aims to allow non-specialists to benefit from virtual environments in applications such as virtual tours as marketing or training where one could interact with elements of the environment to extract contextual information. For this, several frameworks and technologies possible of been integrated into the platform are presented, as well as which ones are more suitable. The platform allows users, from a configuration tool, to create virtual environments and set up their aspects, modes of interaction and what hardware to use. The construction of the world is done by loading 3D models and associating multimedia information (videos, texts or PDF documents) to them. Alongside its development, a comparative study between two ray-tracing selection techniques was performed. Based on the results analysis, it is suggested which technique better fits the environments created with pSIVE. The study also demonstrates the flexibility of the platform, since it was adapted to serve as a test environment. A case of study is introduced where a step by step configuration of a virtual environment is shown, as well as its use within the PRODUTECH-PTI project. Finally, the conclusions are drawn, and suggestions for future work are presented.Este trabalho apresenta a criação da Plataforma para Configuração de Ambientes Virtuais Interativos (com o acrónimo em Inglês pSIVE). Tendo em mente a dificuldade necessária para a criação de ambientes virtuais, a plataforma tem como objectivo possibilitar a não especialistas tirarem proveito de ambientes virtuais, em aplicações genéricas, como por exemplo visitas virtuais que sirvam como publicidade ou treino onde seja possível interagir com elementos do ambiente para extrair informação contextualizada. Para isto apresenta-se um levantamento de tecnologias e frameworks passíveis de serem envolvidos no processo de criação e justifica-se a escolha dos mais adequados para integrar a plataforma. A plataforma permite que utilizadores, a partir de uma ferramenta de configuração, criem ambientes virtuais e seus aspectos, bem como modos de interação e indiquem o hardware a ser utilizado. Para a construção do mundo, é possível carregar modelos 3D associando-lhes informação multimédia (Vídeos, Textos ou Documentos PDF). Paralelamente ao desenvolvimento da plataforma, foi realizado um estudo comparativo entre duas técnicas de seleção por ray-tracing, que diferem quanto à origem do feixe. A análise dos resultados sugere qual técnica que melhor se adequa aos ambientes criados. O estudo também demonstra a flexibilidade da plataforma, uma vez que esta foi adaptada para servir como ambiente de teste. Apresenta-se ainda um caso de estudo, onde se mostra passo a passo a configuração de um ambiente virtual e a sua utilização no âmbito do projeto PRODUTECH-PTI. Por fim, são apresentadas conclusões e possíveis caminhos a serem seguidos para a evolução futura do trabalho

    Contributions to Big Geospatial Data Rendering and Visualisations

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    Current geographical information systems lack features and components which are commonly found within rendering and game engines. When combined with computer game technologies, a modern geographical information system capable of advanced rendering and data visualisations are achievable. We have investigated the combination of big geospatial data, and computer game engines for the creation of a modern geographical information system framework capable of visualising densely populated real-world scenes using advanced rendering algorithms. The pipeline imports raw geospatial data in the form of Ordnance Survey data which is provided by the UK government, LiDAR data provided by a private company, and the global open mapping project of OpenStreetMap. The data is combined to produce additional terrain data where data is missing from the high resolution data sources of LiDAR by utilising interpolated Ordnance Survey data. Where data is missing from LiDAR, the same interpolation techniques are also utilised. Once a high resolution terrain data set which is complete in regards to coverage, is generated, sub datasets can be extracted from the LiDAR using OSM boundary data as a perimeter. The boundaries of OSM represent buildings or assets. Data can then be extracted such as the heights of buildings. This data can then be used to update the OSM database. Using a novel adjacency matrix extraction technique, 3D model mesh objects can be generated using both LiDAR and OSM information. The generation of model mesh objects created from OSM data utilises procedural content generation techniques, enabling the generation of GIS based 3D real-world scenes. Although only LiDAR and Ordnance Survey for UK data is available, restricting the generation to the UK borders, using OSM alone, the system is able to procedurally generate any place within the world covered by OSM. In this research, to manage the large amounts of data, a novel scenegraph structure has been generated to spatially separate OSM data according to OS coordinates, splitting the UK into 1kilometer squared tiles, and categorising OSM assets such as buildings, highways, amenities. Once spatially organised, and categorised as an asset of importance, the novel scenegraph allows for data dispersal through an entire scene in real-time. The 3D real-world scenes visualised within the runtime simulator can be manipulated in four main aspects; • Viewing at any angle or location through the use of a 3D and 2D camera system. • Modifying the effects or effect parameters applied to the 3D model mesh objects to visualise user defined data by use of our novel algorithms and unique lighting data-structure effect file with accompanying material interface. • Procedurally generating animations which can be applied to the spatial parameters of objects, or the visual properties of objects. • Applying Indexed Array Shader Function and taking advantage of the novel big geospatial scenegraph structure to exploit better rendering techniques in the context of a modern Geographical Information System, which has not been done, to the best of our knowledge. Combined with a novel scenegraph structure layout, the user can view and manipulate real-world procedurally generated worlds with additional user generated content in a number of unique and unseen ways within the current geographical information system implementations. We evaluate multiple functionalities and aspects of the framework. We evaluate the performance of the system, measuring frame rates with multi sized maps by stress testing means, as well as evaluating the benefits of the novel scenegraph structure for categorising, separating, manoeuvring, and data dispersal. Uniform scaling by n2 of scenegraph nodes which contain no model mesh data, procedurally generated model data, and user generated model data. The experiment compared runtime parameters, and memory consumption. We have compared the technical features of the framework against that of real-world related commercial projects; Google Maps, OSM2World, OSM-3D, OSM-Buildings, OpenStreetMap, ArcGIS, Sustainability Assessment Visualisation and Enhancement (SAVE), and Autonomous Learning Agents for Decentralised Data and Information (ALLADIN). We conclude that when compared to related research, the framework produces data-sets relevant for visualising geospatial assets from the combination of real-world data-sets, capable of being used by a multitude of external game engines, applications, and geographical information systems. The ability to manipulate the production of said data-sets at pre-compile time aids processing speeds for runtime simulation. This ability is provided by the pre-processor. The added benefit is to allow users to manipulate the spatial and visual parameters in a number of varying ways with minimal domain knowledge. The features of creating procedural animations attached to each of the spatial parameters and visual shading parameters allow users to view and encode their own representations of scenes which are unavailable within all of the products stated. Each of the alternative projects have similar features, but none which allow full animation ability of all parameters of an asset; spatially or visually, or both. We also evaluated the framework on the implemented features; implementing the needed algorithms and novelties of the framework as problems arose in the development of the framework. Examples of this is the algorithm for combining the multiple terrain data-sets we have (Ordnance Survey terrain data and Light Detection and Ranging Digital Surface Model data and Digital Terrain Model data), and combining them in a justifiable way to produce maps with no missing data values for further analysis and visualisation. A majority of visualisations are rendered using an Indexed Array Shader Function effect file, structured to create a novel design to encapsulate common rendering effects found in commercial computer games, and apply them to the rendering of real-world assets for a modern geographical information system. Maps of various size, in both dimensions, polygonal density, asset counts, and memory consumption prove successful in relation to real-time rendering parameters i.e. the visualisation of maps do not create a bottleneck for processing. The visualised scenes allow users to view large dense environments which include terrain models within procedural and user generated buildings, highways, amenities, and boundaries. The use of a novel scenegraph structure allows for the fast iteration and search from user defined dynamic queries. The interaction with the framework is allowed through a novel Interactive Visualisation Interface. Utilising the interface, a user can apply procedurally generated animations to both spatial and visual properties to any node or model mesh within the scene. We conclude that the framework has been a success. We have completed what we have set out to develop and create, we have combined multiple data-sets to create improved terrain data-sets for further research and development. We have created a framework which combines the real-world data of Ordnance Survey, LiDAR, and OpenStreetMap, and implemented algorithms to create procedural assets of buildings, highways, terrain, amenities, model meshes, and boundaries. for visualisation, with implemented features which allows users to search and manipulate a city’s worth of data on a per-object basis, or user-defined combinations. The successful framework has been built by the cross domain specialism needed for such a project. We have combined the areas of; computer games technology, engine and framework development, procedural generation techniques and algorithms, use of real-world data-sets, geographical information system development, data-parsing, big-data algorithmic reduction techniques, and visualisation using shader techniques

    Using Virtual Reality Modelling to Enhance Electrical Safety and Design in the Built Environment.

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    This thesis presents a prototype desktop virtual reality model entitled ‘Virtual Electrical Services’, to enhance electrical safety and design in the built environment. The model presented has the potential to be used as an educational tool for third level students, a design tool for industry, or as a virtual electrical safety manual for the general public. A description of the development of the virtual reality model is presented along with the applications that were developed within the model. As part of the VR development process, this research investigates the cause and effects of electrical accidents in domestic properties. This highlights the high-risk activities, which lead to receiving an electric shock in a domestic property and identifies at-risk groups that could most benefit from electrical safety interventions. It also examines the theory of transfer touch voltage calculations and expands on it to show how to carry out a sensitivity analysis in relation to the design parameters that are being used by designers and installers. The use of Desktop Virtual Reality systems for enhancing electrical safety and engineering design is a novel prospect for both practicing and student electrical services engineers. This innovative approach, which can be readily accessed via the World Wide Web, constitutes a marked shift in conventional learning and design techniques to a more immersive, interactive and intuitive working and learning environment. A case study is carried out to evaluate the users’ attitudes toward VR learning environments and also the usability of the prototype model developed. From the completed case study, it appears that there is sufficient evidence to suggest that virtual reality could enhance electrical safety and design in the built environment and also advance training methods used to educate electrical services engineers and electricians. The thesis includes a discussion on the limitations of the system developed and the potential for future research and developmen
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