AWG Gaming and Simulation Wolfgang Hürst Utrecht University.

Slides:



Advertisements
Similar presentations
Mobile learning with a mobile game Design and motivational effects.
Advertisements

M-learning thru M-devices- Is it real learning?. Real challenges? Mobility – a fad, trend or a culture? Learning – have we change our learning behaviour?
Present by Oz Shapira.  User modeling ”is a sub-area of human–computer interaction, in which the researcher / designer develops cognitive models of human.
The Game of the Future Mark Overmars. 2 The First Computer Game 1958 Brookhave National Laboratory Tennis for Two.
Channel Choice Citizens’ Channel Behavior Drs. Willem Pieterson March 26 th, 2009.
RPG systems appeared in the early eightyes in America as a new form of socialisation trough play. The concept of RPG is in fact the creation of a virtual.
Archaeology & Cultural Heritage AWG Manolis Vavalis CERETETH.
Evolving Neural Network Agents in the NERO Video Game Author : Kenneth O. Stanley, Bobby D. Bryant, and Risto Miikkulainen Presented by Yi Cheng Lin.
The Psychology of Virtual Reality. Virtual reality An immersive multimedia experience  Games  Training in a simulator  Exploration of environments.
Invited Talk Telepresence in the Real World Presented by: Weihong Li --- ACM Multimedia 2004 Conference Workshop on Effective Telepresence (ETP’04) Duffie.
© 2003 Turoff 1 The Nature of Information Systems and Employment in IS Murray Turoff Information Systems Department.
The Next Generation Learning Environment Using 3D & Virtual Gaming Principles in E-Learning THE VIRTUAL FRONTIER Edward Prentice III Centrax Corporation.
3D Modeling is a very useful tool in modern times. It can be used to represent artificial intelligence, used in science fiction and/or horror movies to.
Seminar Presentation Exploring the value of purchasing online game items Wong Nga Sim Tao Shiu Him Tai Ting Hin Ma.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
GNSS opportunities in Location Based Services Justyna REDELKIEWICZ European GNSS Agency (GSA) European GNSS Applications in H2020 Prague, 04/02/2014.
Electronic Visualization Laboratory University of Illinois at Chicago Interaction between Real and Virtual Humans: Playing Checkers R. Torre, S. Balcisoy.
ALARA Planning and Teaching Tool Based on Virtual-Reality Technologies Di Zhang 1, X. George Xu 1, D. Hussey 2, S.Bushart 2 1 Nuclear Engineering and Engineering.
Institute of Perception, Action and Behaviour (IPAB) Director: Prof. Sethu Vijayakumar.
Knowledge Elicitation Tools (KnETs) Sukaina Bharwani, (School of Geography and the Environment, University of Oxford / Stockholm Environment Institute),
Applications of Multimedia
Module 3: Business Information Systems Chapter 11: Knowledge Management.
ITEd The Role of Complex Software in Cognitive Skill Development Nhlanganiso Biyela, Thato Foko and Alan Amory Centre for IT in Higher Education, University.
Albert A. ANGEHRN & Thierry NABETH CALT – The Centre for Advanced Learning Technologies INSEAD – The European Institute of Business Administration Fontainebleau,
Therapeutic Use of Life Simulation Games for People with Cognitive Impairments Edmund F. LoPresti 1,2,3, Michael McCue 1, Deborah Endres 1 1 University.
Understanding Multimedia
Game Industry and The Future of Game Pertemuan 12 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Students: Nidal Hurani, Ghassan Ibrahim Supervisor: Shai Rozenrauch Industrial Project (234313) Tube Lifetime Predictive Algorithm COMPUTER SCIENCE DEPARTMENT.
Master’s programme Game and Media Technology. 10/1/20152 General Information:  Gaming and multimedia are booming industry  Increased use of gaming as.
VTT Technical Research Centre of Finland 3rd INTUITION Workshop “VR/VE & Industry – Challenges and Opportunities” Schwabenlandhalle, Fellbach / Stuttgart,
Gamification vs. Game-based Training Andrew Hughes Designing Digitally, Inc.
Making Career Exploration Fun!. The Real Game Series Goal All students will need to understand that there is a connection between what they learn in school.
Copyright © 2006, The McGraw-Hill Companies, Inc. All rights reserved. Decision Support Systems Chapter 10.
2 CEVI (Interactive Rendering Center) is a research center linked to the Language and Information Systems department in the Universitat Jaume I. Research.
INFO3315 Week 4 Personas, Tasks Guidelines, Heuristic Evaluation.
Mobile Computing: The Why’s and the How’s Patrick M. O’Shea, Ph.D.
MiLife Research Plan Dan Saffer Jennifer Anderson Phi-Hong Ha Chun-Yi Chen Graduate Design Studio II.
virtual reality (VR) or virtual environment (VE), computer-generated environment with and within which people can interact. It is an artificial environment.
Where can you reduce factors and not reduce value?
2.03A Evolution of Virtual Reality 2.03 Explore virtual reality design and use A.
2.03A Evolution of Virtual Reality 2.03 Explore virtual reality design and use.
Team name Usability testing plan for BelleViews School of Business and Information Management Oulu University of Applied Sciences.
A Multi-agent Approach for the Integration of the Graphical and Intelligent Components of a Virtual Environment Rui Prada INESC-ID.
10-1 Identify the changes taking place in the form and use of decision support in business Identify the role and reporting alternatives of management information.
Smart and Social The Industry’s Crown Jewel. 2 Introduction Senior Research Analyst at Robert W. Baird & Co. Baird is one of the largest private investment.
Crowds (and research in animation and games) CSE 3541 Matt Boggus.
© Anselm Spoerri Lecture 9 Augmented Reality –Definition –Visualization Approaches –Applications –Tools and Links.
In search of a sustainable model of ICT access and use for rural schools in Mpumalanga, South Africa Alice Barlow-Zambodla e/Merge Africa Online Peer Assist.
BEFORE YOU CRASH IT AN INTERACTIVE R/C MODEL BUILDING EXPERIENCE CAROL NOON JACOB ROGERS SINDHU RUDRA SRAVYA SARRAJU NIKHIL VEMURI.
The Internet as Content Sources of content Types of content Purposes of content Issues with content.
Multimedia Artists/Animators PowerPoint Written by Kyle Xayyavong 2 nd period Info Tech.
Little Gunners VSA 2-4 Year Old Program. Little Gunners The core philosophy of the Little Gunners Program is to begin training kids at a critical stage.
Constraint-Based Motion Planning for Multiple Agents Luv Kohli COMP259 March 5, 2003.
A Speech Interface to Virtual Environment Authors Scott McGlashan and Tomas Axling Swedish Institute of Computer Science.
Chapter 6 Game systems, Personal Computers, and Hardware.
What is Multimedia Anyway? David Millard and Paul Lewis.
Digital Media & Society Digital Media Digital Media and Society Digital Media has been part of our society for a relatively short period of time,
Simulation of Characters in Entertainment Virtual Reality.
Crowds (and research in computer animation and games)
Horizon 2020 Secure Societies European Info Day and Brokerage Event
DESIGN FOR DYNAMIC REQUIREMENT AND DIVERSE USER EXPERIENCE
2.03A Evolution of Virtual Reality
Gesture Recognition Market Size
Global Virtual Gaming Market Global virtual gaming market, size, share, company profiles,
© 2016 Global Market Insights, Inc. USA. All Rights Reserved Fuel Cell Market size worth $25.5bn by 2024 Light Field Market Business.
Crowds (and research in computer animation and games)
2.03A Evolution of Virtual Reality
Artificial Intelligence In Modern Military Games GameTech 2012
Creating a Virtual Learning Space for Senior Citizens
– Graphics and Visualization
Presentation transcript:

AWG Gaming and Simulation Wolfgang Hürst Utrecht University

Games – Some background information Huge markets For example, entertainment games: 2005: US$ 20 billions 2009 (estimated): US$ 30 billions

Games – Some background information Huge markets Not just for fun Source & copyright infos: M. Kam, A. Agarwal, A. Kumar, S. Lal, A. Mathur, A. Tewari, J. Canny. Designing E-Learning Games for Rural Children in India: A Format for Balancing Learning with Fun. Proceedings of ACM Conference on Designing Interactive Systems, DIS 2008, Cape Town, South Africa

Games – Some background information Huge markets Not just for fun Not just for kids Source & copyright info:

Games – Some background information Huge markets Not just for fun Not just for kids Truly innovative and pacemaker for whole IT industry Source & copyright info:

Games – Some background information Huge markets Not just for fun Not just for kids Truly innovative and pacemaker for whole IT industry Games: highly competitive market  coolest, fastest, most realistic graphics needed Simulations: real-life experience is critical  realistic modeling of virtual worlds in real-time Key issue: “realistic”  knowledge needed How do objects behave, react, interact with each other, influence each other, etc.

Games and simulations – Problems and tasks Virtual characters Agents and avatars Knowledge-based annotation Body modeling, motor behavior, planning, … Simulation and animation Learning with simulated worlds Simulation of realistic training scenarios Interactions with the world Augmented reality 3D body model fitting, gesture recognition, … Adaptive game play

Games and simulations – Problems and tasks Modeling and creating virtual worlds Automate the creation of virtual worlds Complicated geometric algorithms Satisfy certain constraints Functional aspects of the elements Changing the model to achieve certain goals Changes over time Simulation based design Modeling for visualization  Knowledge about the real world needs to be considered and modeled (note: critical not only for simulations and realistic games but also, e.g., for fantasy worlds!)

Contacts and characteristics Contacts #contacts: 22 #questionnaires: 13 Characteristics Strongly heterogeneous application areas e.g., cell phone, console, augmented reality e.g., young users, adults, seniors e.g., fun, education, training cf. AWG members

Characteristics – Various applications Entertainment, e.g. FOCUS K3D AWG member Silent Bay Studios

Characteristics – Various applications Education, e.g. FOCUS K3D AWG member VSTEP

Characteristics – Various applications Serious gaming, e.g. FOCUS K3D AWG member TXchange

Contacts and characteristics Contacts #contacts: 22 #questionnaires: 13 Characteristics Strongly heterogeneous application areas e.g., cell phone, console, augmented reality e.g., young users, adults, seniors e.g., fun, education, training Huge variety of companies and institutions e.g., companies of diff. sizes, research labs, universities again, cf. AWG members, e.g. companies ( 1000) education/gaming/oil industries

Games and simulations – Conclusions Very heterogeneous field with various applications But: critical issue for all of them = creating realistic virtual worlds by modeling knowledge about the real world  Huge demand for knowledge technologies However, current usage very limited e.g. common ways to store and retrieve 3D models are Windows Explorer and Google!