2,493 research outputs found

    The Technical Research and System Realization of 3D Dice Game base on Embedded Technology

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    目前,国内外的3D游戏多得数不胜数,在3D软件开发方面业已非常成熟,但是,基于嵌入式Linux操作系统下的3D开发却比较少。相对于桌面系统,人机交互技术在嵌入式系统中的研究还处与初级阶段。嵌入式系统和终端产品是大众化的,在简洁、美观和人性化上的要求更高。GUI技术是一种人与计算机接口的技术。我们要在GUI的基础上实践我们的3D游戏。由于在嵌入式下,硬件资源非常有限,复杂的3D游戏根本无法运行。3D模型的支持已经成了嵌入式GUI迫切需要解决的一个问题。通过这次项目的开发,做一些这方面的探讨是非常有意义的。而且,随着3G时代的来临,嵌入式3D游戏将会有非常广大的空间。 国内外在骰子方面做了不少2...3D games are countless in PC system,but only a few in embedded system based on Linux. Embedded system and it’s product is popular,and more quality required in concision,good-looking and personality.GUI is the interface between person and computer on which we will run our 3D dice game. When using embedded’s product , hardware resource are so limited that complex 3D game could not run any more. The ...学位:工程硕士院系专业:软件学院_工程硕士(软件工程)学号:X200523004

    How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?

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    There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for uptake of games and simulations particularly in formal learning contexts. This paper aims to address this shortcoming by introducing a four-dimensional framework for helping tutors to evaluate the potential of using games- and simulation- based learning in their practice, and to support more critical approaches to this form of games and simulations. The four-dimensional framework is applied to two examples from practice to test its efficacy and structure critical reflection upon practice

    Body-and-cad geometric constraint systems

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    AbstractMotivated by constraint-based CAD software, we develop the foundation for the rigidity theory of a very general model: the body-and-cad structure, composed of rigid bodies in 3D constrained by pairwise coincidence, angular and distance constraints. We identify 21 relevant geometric constraints and develop the corresponding infinitesimal rigidity theory for these structures. The classical body-and-bar rigidity model can be viewed as a body-and-cad structure that uses only one constraint from this new class.As a consequence, we identify a new, necessary, but not sufficient, counting condition for minimal rigidity of body-and-cad structures: nested sparsity. This is a slight generalization of the well-known sparsity condition of Maxwell

    Playful Materialities

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Playful Materialities: The Stuff That Games Are Made Of

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Slice and Dice: A Physicalization Workflow for Anatomical Edutainment

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    During the last decades, anatomy has become an interesting topic in education---even for laymen or schoolchildren. As medical imaging techniques become increasingly sophisticated, virtual anatomical education applications have emerged. Still, anatomical models are often preferred, as they facilitate 3D localization of anatomical structures. Recently, data physicalizations (i.e., physical visualizations) have proven to be effective and engaging---sometimes, even more than their virtual counterparts. So far, medical data physicalizations involve mainly 3D printing, which is still expensive and cumbersome. We investigate alternative forms of physicalizations, which use readily available technologies (home printers) and inexpensive materials (paper or semi-transparent films) to generate crafts for anatomical edutainment. To the best of our knowledge, this is the first computer-generated crafting approach within an anatomical edutainment context. Our approach follows a cost-effective, simple, and easy-to-employ workflow, resulting in assemblable data sculptures (i.e., semi-transparent sliceforms). It primarily supports volumetric data (such as CT or MRI), but mesh data can also be imported. An octree slices the imported volume and an optimization step simplifies the slice configuration, proposing the optimal order for easy assembly. A packing algorithm places the resulting slices with their labels, annotations, and assembly instructions on a paper or transparent film of user-selected size, to be printed, assembled into a sliceform, and explored. We conducted two user studies to assess our approach, demonstrating that it is an initial positive step towards the successful creation of interactive and engaging anatomical physicalizations

    Playful Materialities

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    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Development and application of simulation games to introduce model-based systems engineering

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    Model-based Systems Engineering aims at increasing consistency of information in complex engineering processes that involve different engineering domains. A major challenge when introducing Model-based Systems Engineering is to highlight the interactions of different process activities, like requirement definition, specific methods and available tools as well as roles. These interactions have to be demonstrated to members of the engineering team in order to induce awareness for potential hurdles within the implementation process and to increase acceptance for required changes of processes, methods and tools. Simulation games present a promising approach to generate awareness as well as the needed expertise for successful implementation of Model-based Systems Engineering, in both teaching of students and training of experienced engineers. In this contribution a development process and essential aspects for the game design of simulation games are proposed. The structured process and its specific steps are illustrated by the development of the simulation game MbSys

    Developing Ethic Game (Ethnomathematics Game): The Instructional Media of Culture Mathematics with Tringo by Ki Hadjar Dewantara

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    One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers’ context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content—Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale’s theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni – or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture—not only to make the learning process more authentic, but also to make the learners preserve the national culture
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