244 research outputs found

    New Game Physics - Added Value for Transdisciplinary Teams

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    This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the research was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide significant value. The resulting designs reflected combined goals of game developers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. A heuristic categorization of game types was defined to create an extensive database of computer games and carry out a statistical analysis of game physics usage. Results were then combined to define core principles for the design of unconventional new game physics elements. Software implementations of several elements were developed to examine the practical feasibility of the proposed principles. This research prototype was exposed to practitioners (artists, game developers and scientists) in field studies, documented on video and subsequently analyzed to evaluate the effectiveness of the elements on the audiences. The findings from this research demonstrated that standard game physics is a common but limited design element in computer games. It was discovered that the entertainment driven design goals of game developers interfere with the needs of educators and scientists. Game reviews exemplified the exaggerated and incorrect physics present in many commercial computer games. This “pseudo physics” was shown to have potentially undesired effects on game players. Art reviews also indicated that game physics technology remains largely inaccessible to artists. The principal conclusion drawn from this study was that the proposed new game physics advances game design and creates value by expanding the choices available to game developers and designers, enabling artists to create more scientifically robust artworks, and encouraging scientists to consider games as a viable tool for education and research. The practical portion generated tangible evidence that the isolated “silos” of engineering, art and science can be bridged when game physics is designed in a transdisciplinary way. This dissertation recommends that scientific and artistic perspectives should always be considered when game physics is used in computer-based media, because significant value for a broad range of practitioners in succinctly different fields can be achieved. The study has thereby established a state of the art research into game physics, which not only offers other researchers constructive principles for future investigations, but also provides much-needed new material to address the observed discrepancies in game theory and digital media design

    Content And Multimedia Database Management Systems

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    A database management system is a general-purpose software system that facilitates the processes of defining, constructing, and manipulating databases for various applications. The main characteristic of the ‘database approach’ is that it increases the value of data by its emphasis on data independence. DBMSs, and in particular those based on the relational data model, have been very successful at the management of administrative data in the business domain. This thesis has investigated data management in multimedia digital libraries, and its implications on the design of database management systems. The main problem of multimedia data management is providing access to the stored objects. The content structure of administrative data is easily represented in alphanumeric values. Thus, database technology has primarily focused on handling the objects’ logical structure. In the case of multimedia data, representation of content is far from trivial though, and not supported by current database management systems

    Constructive Reasoning for Semantic Wikis

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    One of the main design goals of social software, such as wikis, is to support and facilitate interaction and collaboration. This dissertation explores challenges that arise from extending social software with advanced facilities such as reasoning and semantic annotations and presents tools in form of a conceptual model, structured tags, a rule language, and a set of novel forward chaining and reason maintenance methods for processing such rules that help to overcome the challenges. Wikis and semantic wikis were usually developed in an ad-hoc manner, without much thought about the underlying concepts. A conceptual model suitable for a semantic wiki that takes advanced features such as annotations and reasoning into account is proposed. Moreover, so called structured tags are proposed as a semi-formal knowledge representation step between informal and formal annotations. The focus of rule languages for the Semantic Web has been predominantly on expert users and on the interplay of rule languages and ontologies. KWRL, the KiWi Rule Language, is proposed as a rule language for a semantic wiki that is easily understandable for users as it is aware of the conceptual model of a wiki and as it is inconsistency-tolerant, and that can be efficiently evaluated as it builds upon Datalog concepts. The requirement for fast response times of interactive software translates in our work to bottom-up evaluation (materialization) of rules (views) ahead of time – that is when rules or data change, not when they are queried. Materialized views have to be updated when data or rules change. While incremental view maintenance was intensively studied in the past and literature on the subject is abundant, the existing methods have surprisingly many disadvantages – they do not provide all information desirable for explanation of derived information, they require evaluation of possibly substantially larger Datalog programs with negation, they recompute the whole extension of a predicate even if only a small part of it is affected by a change, they require adaptation for handling general rule changes. A particular contribution of this dissertation consists in a set of forward chaining and reason maintenance methods with a simple declarative description that are efficient and derive and maintain information necessary for reason maintenance and explanation. The reasoning methods and most of the reason maintenance methods are described in terms of a set of extended immediate consequence operators the properties of which are proven in the classical logical programming framework. In contrast to existing methods, the reason maintenance methods in this dissertation work by evaluating the original Datalog program – they do not introduce negation if it is not present in the input program – and only the affected part of a predicate’s extension is recomputed. Moreover, our methods directly handle changes in both data and rules; a rule change does not need to be handled as a special case. A framework of support graphs, a data structure inspired by justification graphs of classical reason maintenance, is proposed. Support graphs enable a unified description and a formal comparison of the various reasoning and reason maintenance methods and define a notion of a derivation such that the number of derivations of an atom is always finite even in the recursive Datalog case. A practical approach to implementing reasoning, reason maintenance, and explanation in the KiWi semantic platform is also investigated. It is shown how an implementation may benefit from using a graph database instead of or along with a relational database

    Standard Interfaces and Protocols at Sensor Network and Cloud Level Definition

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    In this paper we presented full design of the system for monitoring forest which consists of cloud platform, sensor networks and mobile (drone) technologies for data collection and cameras. We first present the advanced design and structural model of an advanced system for monitoring of forest area. This model integrate sensor networks and mobile (drone) technologies for data collection and acquisition of those data at existing Crisis Management Information Systems (CMIS). Then we demonstrate the possibility to map different technological solutions and the main result was the definition of the set of standard interfaces and protocols for network interoperability

    End-userApplication for Early Forest Fire Detection and Prevention

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    n this paper, we describe a Web application that has been designed and implemented by Fulda University of Applied Sciences in the context of the ASPires project. The application extends the functionality available to Crisis Management Centers (CMC). Actual readings from sensors installed in the test areas, for example national parks, are made available to CMC personnel, as well as pictures from cameras that are either mounted on stationary observation towers or taken by Unmanned Aerial Vehicles (UAVs) in the area of an actual of supposed forest fire. Data are transmitted to the Aspires cloud and delivered swiftly to the Web application via an open interface. Furthermore, fire alarms raised by novel detection algorithms are forwarded automatically to the application. This clearly improves the potential for the early detection of forest fires in rural areas

    The development of computer science a sociocultural perspective

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    Glossarium BITri 2016 : Interdisciplinary Elucidation of Concepts, Metaphors, Theories and Problems Concerning Information

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    222 p.Terms included in this glossary recap some of the main concepts, theories, problems and metaphors concerning INFORMATION in all spheres of knowledge. This is the first edition of an ambitious enterprise covering at its completion all relevant notions relating to INFORMATION in any scientific context. As such, this glossariumBITri is part of the broader project BITrum, which is committed to the mutual understanding of all disciplines devoted to information across fields of knowledge and practic
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