5,139 research outputs found

    Engaging the Virtual Landscape: Toward an Experiential Approach to Exploring Place Through a Spatial Experience Engine

    Get PDF
    The utilization of Geographic Information Systems (GIS) and other geospatial technologies in historical inquiry and the humanities has led to a number of projects that are exploring digital representations of past landscapes and places as platforms for synthesizing and representing historical and geographic information. Recent advancements in geovisualization, immersive environments, and virtual reality offer the opportunity to generate digital representations of cultural and physical landscapes, and embed those virtual landscapes with information and knowledge from multiple GIS sources. The development of these technologies and their application to historical research has opened up new opportunities to synthesize historical records from disparate sources, represent these sources spatially in digital form, and to embed the qualitative data into those spatial representations that is often crucial to historical interpretation.;This dissertation explores the design and development of a serious game-based virtual engine, the Spatial Experience Engine (SEE), that provides an immersive and interactive platform for an experiential approach to exploring and understanding place. Through a case study focused on the late nineteenth-century urban landscape of Morgantown, West Virginia, the implementation of the SEE discussed in this dissertation demonstrates a compelling platform for building and exploring complex, virtual landscapes, enhanced with spatialized information and multimedia. The SEE not only provides an alternative approach for scholars exploring the spatial turn in history and a humanistic, experiential analysis of historical places, but its flexibility and extensibility also offer the potential for future implementations to explore a wide range of research questions related to the representation of geographic information within an immersive and interactive virtual landscape

    Applying Game UX Techniques to Network Security Tools

    Get PDF
    This project describes the design and development of a game-style interface for Core Security’s Core Impact Pro software. We identified ways to improve the current interface with commonly used techniques from games and developed a prototype in which we implemented these techniques to make Core Impact Pro easier to use and understand. A user study with the prototype showed that users rated our interface better than the current interface and within twenty minutes of use were on average able to answer more questions regarding the state of the network accurately

    Cross-Platform Methods in Computer Graphics That Boost Experimental Film Making

    Get PDF
    Computer graphics arts such as animations, video games, and special effects in live-action movies have become essential for people seeking entertainment and education. This study aims to explore the potential for experimental film in presenting scientific theory as well as assessing different production strategies in 3D image creation. To invite people into some abstract or complicated scientific topics more readily, non-narrative film form is a viable method to relay this type of information. It\u27s crucial to look at how independent filmmakers employ various ways to fulfill their particular creative purposes. I’ll be demonstrating how these processes worked in making my film, Discontinuity, a short 3-D animated experimental work that attempts to illuminate some of the mysteries of quantum theory for an audience. I plan to use my analysis of the film’s production time, the overall quality and the feedback it received to build ideas for future research as well as an overall vision for computer graphics arts

    Music in Virtual Space: Theories and Techniques for Sound Spatialization and Virtual Reality-Based Stage Performance

    Get PDF
    This research explores virtual reality as a medium for live concert performance. I have realized compositions in which the individual performing on stage uses a VR head-mounted display complemented by other performance controllers to explore a composed virtual space. Movements and objects within the space are used to influence and control sound spatialization and diffusion, musical form, and sonic content. Audience members observe this in real-time, watching the performer\u27s journey through the virtual space on a screen while listening to spatialized audio on loudspeakers variable in number and position. The major artistic challenge I will explore through this activity is the relationship between virtual space and musical form. I will also explore and document the technical challenges of this activity, resulting in a shareable software tool called the Multi-source Ambisonic Spatialization Interface (MASI), which is useful in creating a bridge between VR technologies and associated software, ambisonic spatialization techniques, sound synthesis, and audio playback and effects, and establishes a unique workflow for working with sound in virtual space

    Serious games for information literacy : a scoping review and design recommendations

    Get PDF
    PURPOSE: The purpose of this paper is to provide an overview of the literature on digital games designed or adapted for information literacy instruction, as well as practical design recommendations. DESIGN/METHODOLOGY/APPROACH: The paper presents an analysis of a compiled set of peer-reviewed articles on games in the provision of information literacy instruction published between 2013 and 2018, categorized by game mechanics utilized. FINDINGS: Application of the inclusion criteria led to 12 papers considered relevant. Synthesis of the papers suggests that although studies indicate positive outcomes for information literacy games, such games continue to rely on transcription of declarative tasks to digital environments. ORIGINALITY/VALUE: While previous literature reviews provide summaries on information literacy digital games, this paper not only presents an up-to-date review but also provides step-by-step instructions and worked examples for aligning information literacy learning mechanics with game mechanics.Post-printIncludes bibliographical references

    CGAMES'2009

    Get PDF

    Realistic Virtual Human Character Design Strategy and Experience for Supporting Serious Role-Playing Simulations on Mobile Devices

    Get PDF
    Promoting awareness of social determinants of health (SDoH) among healthcare providers is important to improve the patient care experience and outcome as it helps providers understand their patients in a better way which can facilitate more efficient and effective communication about health conditions. Healthcare professionals are typically educated about SDoH through lectures, questionaries, or role-play-based approaches; but in today’s world, it is becoming increasingly possible to leverage modern technology to create more impactful and accessible tools for SDoH education. Wright LIFE (Lifelike Immersion for Equity) is a simulation-based training tool especially created for this purpose. It is a mobile app that would be available on both Google Play and Apple Store for easy access to the providers. This highly realistic, interactive, and captivating app is essential for creating mindfulness about SDoH and generating long-lasting compassion and empathy in health care workers for their real patients and helping them to build a good clinician-patient relationship. An important aspect of this simulation is the realism of the characters and their behavior. This thesis specifically focuses on the strategy and experience of designing and developing realistic human character models and animations so that the players connect naturally and deeply with the virtual characters. This contributes to the generation of a greater level of empathy in the providers and decreases the level of biases. In addition to its contribution to creating efficient design methodologies, this effort also resulted in a portfolio of high-quality, low-memory multi-modal avatars resembling diverse people of various ethnicities, ages, body types, and gender

    Virtual Reality and Art History: A Case Study of Digital Humanities and Immersive Learning Environments

    Get PDF
    The potential benefits of integrating immersive realities into traditional humanities curricula have been touted over the last two decades, but budgetary and technical constraints of implementation have limited its adoption. However, recent advances in technology, along with more affordable hardware coupled with more user-friendly interfaces, have seen widespread adoption beyond that of the military and healthcare. In fact, higher education institutions are poised to adopt VR on a broader scale to enhance learning with virtual environments. This study seeks to determine the expectations and results of integrating virtual reality into coursework with students and faculty in Art History. The study surveyed students, first to ascertain the prevalence and familiarity of immersive reality technologies, as well as the perceived benefit of integration into curriculum. Next, surveys collected data on student experience relating to virtual reality assignments integrated into coursework for both face-to-face and online learners. The results provide a model for other institutions for a variety of disciplines to reinforce outcomes through strategic use of the technology

    A Supportive Framework for the Development of a Digital Twin for Wind Turbines Using Open-Source Software Tiril Malmedal Mechanics and Process Technology

    Get PDF
    The world is facing a global climate crisis. Renewable energy is one of the big solutions, nevertheless, there are technological challenges. Wind power is an important part of the renewable energy system. With the digitalization of industry, smart monitoring and operation is an important step towards efficient use of resources. Thus, Digital Twins (DT) should be applied to enhance power output. Digital Twins for energy systems combine many fields of study, such as smart monitoring, big data technology, and advanced physical modeling. Frameworks for the structure of Digital Twins are many, but there are few standardized methods based on the experience of such developed Digital Twins. An integrative review on the topic of Digital Twins with the goal of creating a conceptual development framework for DTs with open-source software is performed. However, the framework is yet to be tested experimentally but is nevertheless an important contribution toward the understanding of DT technology development. The result of the review is a seven-step framework identifying potential components and methods needed to create a fully developed DT for the aerodynamics of a wind turbine. Suggested steps are Assessment, Create, Communicate, Aggregate, Analyze, Insight, and Act. The goal is that the framework can stimulate more research on digital twins for small-scale wind power. Thus, making small-scale wind power more accessible and affordable
    • …
    corecore