115 research outputs found

    A software architecture for a commander's display system

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    One of the main tasks of a command and control system is to present commanders with a basis for understanding the tactical situation. A system that transforms a large volume of data into a comprehensive picture that can then be used for situations assessment can aid the commander's decision making process. A system capable of preforming this task has, until recently, required the dedication of vast amounts of computer resources. This report suggests a structure for a commander's display system that relies on recent advances in computional power in the form of a small high-powered, dedicated graphics workstation. A prototype system is included as part of the research effort.Prepared for: Naval Ocean Systems Center, San Diego, CA.http://archive.org/details/softwarearchitec00zydaApproved for public release; distribution is unlimited

    Learning Languages and Complex Subjects with Memory Palaces

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    A memory palace is an ancient technique of using space as a way of organizing memories. It’s a powerful tool for learning, retaining, and recalling large amounts of complex information quickly and effectively. In the middle ages, these techniques were widely used to learn and compose large texts and works of literature. In this paper, we present the fundamental theory behind memory palaces as the foundation for the project Macunx - a VR platform for building memory palaces to learn huge amounts in short time and with full retention - as well as the initial stages of its development. The paper concludes with a discussion of the future stages over the testing of the package with end-users for its final refinement

    Distributed computer communications in support of real-time visual simulations

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    Approved for public release; distribution is unlimited.Complex visual simulations can strain the capability of a single workstation. A mix of different workstations is often more economical than the use of a large processor for such simulations. Methods of communicating between such workstations are needed that allow the developer to spend effort on the simulation and not on communications. Simple protocols are developed to support both broadcast and direct-connect communications between workstations using TCP/IP on an Ethernet. Comparisons are made between broadcast and direct connect protocols. Keywords: Transmission control protocol(TCP); Ethernet; Computer networks. (KR)http://archive.org/details/distributedcompu00barrMajor, United States Marine Corp

    SimSchool: An Opportunity for Using Serious Gaming for Training Teachers in Rural Areas

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    This article examines the use of simSchool as a training tool for educators working with students with special needs in rural districts. SimSchool is a game which emulates a classroom utilizing a virtual environment. The theory supporting simSchool is explored and current research associated with simSchool is reviewed. The issues surrounding retaining quality special educators in rural districts are discussed. The potential for using simSchool for working with rural special education teachers is explored

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    The Naval Postgraduate School’s Moves Curriculum

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    IEEE Computer Graphics & Applications, May/June 1998, pp.An Invited Paper

    Cyberspace and Mock Apple Pie: A Vision of the Future of Graphics and VEs

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    IEEE Computer Graphics & Applications, November/December 1999, pp. 8-11.An Invited Paper

    Graphical Support for Reducing Information Overload in Rapid Prototyping

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    Proceedings of the 23rd Hawaii International Conference on Systems Sciences, December 1989.Accepted/Published Conference Pape
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