3,090 research outputs found

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects

    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

    Using multimedia interfaces for speech therapy

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    Multi-Language Edit-and-Continue for the Masses

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    We present an Edit-and-Continue implementation that allows regular source files to be treated like interactively updatable, compiled scripts, coupling the speed of compiled native machine code, with the ability to make changes without restarting. Our implementa-tion is based on the Microsoft .NET Framework and allows applications written in any .NET language to be dynamically updatable. Our solution works with the standard version of the Microsoft Common Language Runtime, and does not require a custom compiler or runtime. Because no application changes are needed, it is transparent to the application developer. The runtime overhead of our implementation is low enough to support updating real-time applications (e.g., interactive 3D graphics applications)

    Multi-Language Edit-and-Continue for the Masses

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    We present an Edit-and-Continue implementation that allows regular source files to be treated like interactively updatable, compiled scripts, coupling the speed of compiled native machine code, with the ability to make changes without restarting. Our implementa-tion is based on the Microsoft .NET Framework and allows applications written in any .NET language to be dynamically updatable. Our solution works with the standard version of the Microsoft Common Language Runtime, and does not require a custom compiler or runtime. Because no application changes are needed, it is transparent to the application developer. The runtime overhead of our implementation is low enough to support updating real-time applications (e.g., interactive 3D graphics applications)

    Improving a New Digital Content Creation Line of Study in Adult Education College

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    The topic of the research is digitalization and digital competence frameworks and competence in the digitalized world and programming. Research methods in the thesis are the qualitative research, the review of literature and case study. Used methods in case study are interviews, questionnaire and observation. Research group in the case study are the new Digital Content Creation line of study students. The new Digital Content Creation line of study was designed according to the Digital Competence Framework 2.0 from European Commission. With the questionnaires, students evaluated their digital skills in the beginning of the studies, in the middle of the study year and at the end of the studies. Review of literature was made in researching digitalization and digital frameworks and competence in digitalization and programming. The goal of the action research process was to improve the Digital Content Creation line of study curriculum and programming teaching. According to interviews, the students think that their digital skills have improved very much during the study year. Students have gained good basics to begin to learn more about programming. As a conclusion according to the research and the case study, basic civic skills that everyone should master are determined. Determined skills are: understanding technology, digital tools, privacy and security, communicating through digital technologies, problem solving, updating digital skills, computational thinking, searching and filtering digital information and giving specific instructions
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