11 research outputs found

    MEVA - An interactive visualization application for validation of multifaceted meteorological data with multiple 3D devices

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    To achieve more realistic simulations, meteorologists develop and use models with increasing spatial and temporal resolution. The analyzing, comparing, and visualizing of resulting simulations becomes more and more challenging due to the growing amounts and multifaceted character of the data. Various data sources, numerous variables and multiple simulations lead to a complex database. Although a variety of software exists suited for the visualization of meteorological data, none of them fulfills all of the typical domain-specific requirements: support for quasi-standard data formats and different grid types, standard visualization techniques for scalar and vector data, visualization of the context (e.g., topography) and other static data, support for multiple presentation devices used in modern sciences (e.g., virtual reality), a user-friendly interface, and suitability for cooperative work

    Integrating Game Engines into the Mobile Cloud as Micro-services

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    Game engines have been widely adopted in fields other than games, such as data visualization and game-based education. As the number of mobile devices owned by each person increases, extra resources are available in personal device clouds, expanding typical learning space to outside of the classroom and increasing possibilities for teacher-student interactions. Owning multiple devices poses the problem of how to make use of idle resources on devices that are slightly dated or lack portability compared to newer models. Such resources include CPU power, display, and data storage. In order to solve this problem, an architecture is proposed for mobile applications to access these resources on various mobile devices. The main approach used here is to divide an application into several modules and distribute them over a personal device cloud (formed by same-user-owned devices) as micro-services. In this architecture, game engines will be incorporated as a render module to tap in its rendering capability. Additionally, modules will communicate using CoAP which has minimal overhead. To evaluate the feasibility of such architecture, a prototype is implemented and deployed over a mobile device, and tested in a modest context that is similar to real life settings

    Desarrollo de un modelo de simulación para frabricación basado en Unity3D

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    En el presente trabajo se lleva a cabo el desarrollo de una serie de librerías que permiten la implementación de un modelo de eventos discretos en el motor de videojuegos Unity3D. Para ello, primeramente se crea el código necesario para gobernar el comportamiento y la interacción de una serie de elementos que constituyen la simulación de un proceso genérico. Posteriormente, se diseña una interfaz gráfica de usuario que permita al mismo interactuar con la simulación y tener control sobre la misma. A continuación, se define un caso de demostración en el que se realiza una modelización conceptual y se desarrolla un entorno virtual que simula el real. Una vez implementado el modelo en Unity3D, se estudian las potencialidades que pueden ofrecer estos motores frente un software comercial de eventos discretos como FlexSim. Finalmente, se experimenta con la aplicación creada en entornos de realidad virtual.Traballo fin de grao (UDC.EPS). Enxeñaría en tecnoloxías industriais. Curso 2016/201

    Sistemas de Informação Geográfica e Videojogos

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    O espaço é um elemento fundamental no design de videojogos. A tecnologia actual dá ao jogador a possibilidade de experienciar mundos de grandes dimensões, sejam eles puramente imaginários, ou réplicas de ambientes reais. As exigências da produção destes mundos fazem com que os métodos de criação manuais não sejam suficientes, e haja recurso a ferramentas de geração procedimental de conteúdos. No que diz respeito aos mapas, estes procedimentos assemelham-se aos processos de modelação geográfica utilizados nos Sistemas de Informação Geográfica, mas são raros os casos em que há a utilização conjunta das tecnologias. Este trabalho replica métodos de geração procedimental de mapas em videojogos com recurso a software de Sistemas de Informação Geográfica, indentifica as mais-valias desta abordagem e aponta duas alternativas, cujo desenvolvimento pode contribuir para a aproximação das duas áreas

    Enhanced 3D terrain visualization process using game engine

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    Recently, many information visualization regarding terrain use 2D maps which include shading and lines to show the terrain. However, the emerging 3D terrain visualization technologies and software may produce a lot of terrain information. This emerging technology is also concurrent with the growth of game engines. As for this study, Unity3D, one of these game engines, has built-in terrain engine that provides 3D terrain visualization. Moreover, this engine provides the ability to be able to publish as web application for the online environment. Based on the literature review, there are studies related to terrain visualization developed using game engines, however, majority focuses on the capability of terrain visualization in an offline environment. None of these studies focus on the performance of the 3D visualization process in an online environment. Thus, the aim of this study is to enhance the process of generating 3D terrain visualization with GIS data generated from the Unity3D game engine in an online environment. The results of the performance are compared with two different situation that is online and offline. Several experiments are conducted and performances are measured based on loading time, response time, frames per second (FPS), memory usage and CPU usage of different terrain data types and size. The study adopts design research process that is comprised of problem identification from literature review, solution development by using the process to develop the prototype needed, and evaluation by comparing the output of the visualization process. The findings show that the process of enhancing 3D terrain visualization with GIS data generated from the Unity3D game engine in offline environment is better compared to those online. This is due to the compression and the need for Unity3D web player to make contact with the Unity server for authentication and also for visualization during online. Furthermore, operating system resource needs to be used before it goes online. The main finding of this study is the new algorithm of enhancing 3D terrain visualization process using Unity3D game engine. The algorithm can be divided into three processes which are terrain data reading, terrain data conversion, and terrain data processing. It may assist the developer on how to enhance the process of developing web-based 3D terrain visualization using Unity3D game engine

    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

    Games based learning

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    The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered fun‟ to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system. A literature review was conducted into the motivations for using educational games, the educational and conventional approaches to games design, and finally the development frameworks/software tools available for the purposes of implementation. Building upon the literature review, a questionnaire based survey and a games design pilot were conducted in order to establish what constitutes educational games design „best practice‟. Based on the feedback/results obtained, a small number of educational games were developed (using the package "GameMaker") and piloted for use within the subsequent main study. The main study consisted of a series of educational game playing sessions (supported by questionnaires) aimed at addressing the thesis research questions. The results of the study (in combination with an additional literature review) suggest the following: It is possible for teachers (as non-game developers) to create „fun‟ educational computer games, although this may not always be the most practical or preferred approach. Low fidelity graphics do not negatively impact the successful use of computer games within an educational environment. Educational games can be used practically within the education system, but with constraints and barriers preventing their mainstream adoption, unless schools, government and educational game advocates work together towards a shared vision. Due to limitations within the study, the influence of genre on the use educational games remains unresolved. This thesis contributes new knowledge through the discovery that computer games do not require high fidelity graphics in order to be used successfully within an educational environment (at the primary school level), and addresses a gap within the current literature through the documentation of the author‟s „real world‟ experience of developing educational computer games (from a teacher‟s point of view)

    Proceedings of 30th Annual ARCOM Conference, vol 1

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