85 research outputs found

    :Gamification & Serious Game : Symposium 2016, July 4 & 5

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    Reinforcing the bridge between local academic and applied worlds in the domain of Serious Game & Gamification, e.g. applied universities and startups. Focusing on three application domain, Helath, Social, and Education, the figure next page illustrates the variety of short talks of the symposium. The three categories of talks (among 14 corresponding short papers): five concept-oriented in green, nine demo-oriented in black, and three roundtables

    GPGPU computation and visualization of three-dimensional cellular automata

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    This paper presents a general-purpose simulation approach integrating a set of technological developments and algorithmic methods in cellular automata (CA) domain. The approach provides a general-purpose computing on graphics processor units (GPGPU) implementation for computing and multiple rendering of any direct-neighbor three-dimensional (3D) CA. The major contributions of this paper are: the CA processing and the visualization of large 3D matrices computed in real time; the proposal of an original method to encode and transmit large CA functions to the graphics processor units in real time; and clarification of the notion of top-down and bottom-up approaches to CA that non-CA experts often confuse. Additionally a practical technique to simplify the finding of CA functions is implemented using a 3D symmetric configuration on an interactive user interface with simultaneous inside and surface visualizations. The interactive user interface allows for testing the system with different project ideas and serves as a test bed for performance evaluation. To illustrate the flexibility of the proposed method, visual outputs from diverse areas are demonstrated. Computational performance data are also provided to demonstrate the method's efficiency. Results indicate that when large matrices are processed, computations using GPU are two to three hundred times faster than the identical algorithms using CP

    Implémentation par automates cellulaires d'une modélisation architecturale de rétine biologique

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    Cet article traite de l'implémentation sur calculateur classique d'une modélisation cellulaire de la rétine biologique via deux mod`eles d'automates cellulaires (2D et 3D). Les algorithmes utilisés dans cet objectif, pénalisants en temps de calcul, nécessitent la plupart du temps une architecture de traitement spécifique et par conséquent, une adaptation de l'algorithme. Notre solution alternative utilise les fonctionnalités de composants logiciels de synthèse d'images enfouissables en partie dans la carte graphique pour permettre la parallélisation des traitements cellulaires

    From Sentence to Emotion: a real-time 3D graphics metaphor of emotions extracted from text

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    This paper presents a novel concept: a graphical representation of human emotion extracted from text sentences. The major contributions of this paper are the following. First, we present a pipeline that extracts, processes, and renders emotion of 3D virtual human (VH). The extraction of emotion is based on data mining statistic of large cyberspace databases. Second, we propose methods to optimize this computational pipeline so that real-time virtual reality rendering can be achieved on common PCs. Third, we use the Poisson distribution to transfer database extracted lexical and language parameters into coherent intensities of valence and arousal—parameters of Russell’s circumplex model of emotion. The last contribution is a practical color interpretation of emotion that influences the emotional aspect of rendered VHs. To test our method’s efficiency, computational statistics related to classical or untypical cases of emotion are provided. In order to evaluate our approach, we applied our method to diverse areas such as cyberspace forums, comics, and theater dialogs

    GSGS'18 ::3rd Gamification & Serious Game Symposium : health and silver technologies, architecture and urbanism, economy and ecology, education and training, social and politics

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    The GSGS’18 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables

    GPGPU computation and visualization of three-dimensional cellular automata

    Get PDF
    This paper presents a general-purpose simulation approach integrating a set of technological developments and algorithmic methods in cellular automata (CA) domain. The approach provides a general-purpose computing on graphics processor units (GPGPU) implementation for computing and multiple rendering of any direct-neighbor three-dimensional (3D) CA. The major contributions of this paper are: the CA processing and the visualization of large 3D matrices computed in real time; the proposal of an original method to encode and transmit large CA functions to the graphics processor units in real time; and clarification of the notion of top-down and bottom-up approaches to CA that non-CA experts often confuse. Additionally a practical technique to simplify the finding of CA functions is implemented using a 3D symmetric configuration on an interactive user interface with simultaneous inside and surface visualizations. The interactive user interface allows for testing the system with different project ideas and serves as a test bed for performance evaluation. To illustrate the flexibility of the proposed method, visual outputs from diverse areas are demonstrated. Computational performance data are also provided to demonstrate the method’s efficiency. Results indicate that when large matrices are processed, computations using GPU are two to three hundred times faster than the identical algorithms using CPU

    CYBEREMOTIONS – Collective Emotions in Cyberspace

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    AbstractEmotions are an important part of most societal dynamics. As with face to face meetings, Internet exchanges may not only include factual information but may also elicit emotional responses; how participants feel about the subject discussed or other group members. The development of automatic sentiment analysis has made large scale emotion detection and analysis possible using text messages collected from the web. We present results of two years of studies performed in the EU Large Scale Integrating Project CYBEREMOTIONS (Collective emotions in cyberspace) Our goal is to understand the role of collective emotions in creating, forming and breaking-up ICT mediated communities and to prepare the background for the next generation of emotionally-intelligent ICT services. Project results have already attracted a lot of attention from various mass media and research journals including the Science and New Scientist magazines. Nine Project teams are organised in three layers (data, theory and ICT output)

    GSGS'17 ::2nd gamification and serious game symposium : health, training, art and cultural inheritance, politics, ecology and economy social, business expertise, education

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    The GSGS’17 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 50 national and international actors. In parallel with the 60 presentations and demos, the public will be invited to participate actively through places of exchange and round tables

    Crack Pattern Simulation Based on 3D Surface Cellular Automaton

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    This article describes a method for modeling the propagation of cracks on any 3D surface. This method allows almost any type of cracks on any type of triangulated 3D object. Our model’s main advantage is that it proposes a semi-physical solution, making it both user controllable and easily extensible. We first introduce the general development of cracks. We then present our original model of spectrum stress, followed by a description of the mutual interaction between cracks and stresses. Then, we describe special rendering techniques including the multi-thickness anti-aliasing linkedsegmentmethod and the crackmirror special effect. The final section presents intermediate graphical results that review the entire model as well as a set of different crack patterns using various types of material such as concrete, ceramic,mud, and glaze
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