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Garrett Eastman

Learning Modern 3D Graphics Programming - 0 views

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    From the introduction: "Three dimensional graphics hardware is fast becoming, not merely a staple of computer systems, but an indispensable component. Many operating systems directly use and even require some degree of 3D rendering hardware. Even in the increasingly relevant mobile computing space, 3D graphics hardware is a standard feature of all but the lowest power devices. Understanding how to make the most of that hardware is a difficult challenge, particularly for someone new to graphics and rendering."
Garrett Eastman

Interdisciplinary game projects: opening the Graphics (back) door with the soft skills key - 0 views

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    Value of computer game design and serious games courses for all computer students
Garrett Eastman

Energy-Aware Adaptations in Mobile 3D Graphics - 0 views

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    "Smartphone devices are becoming the de facto personal com- puting platform, rivaling the desktop, as the number of smartphone users is projected to reach 1.1 billion by 2013. Unlike the desktop, smartphones have a constrained energy budget, which is further challenged by increasingly sophisti- cated applications. Amongst the most popular applications on smartphone devices are games and virtual environments that rely on 3D graphics. Due to the computational inten- sity of geometry and rasterization, as well as the perpetually illuminated display, these applications are extremely power- hungry. To prolong the battery life of devices running these applications, we propose two new energy-aware adaptation schemes that can be employed in 3D graphics applications: lighting limitation and textural transformation. Our results show that we can conserve between 20% and 33% of energy with acceptable sacri ces to a user's visual experience."
Garrett Eastman

BINX: An XNA/XBox 360 Educational Game for Electrical and Computer Engineers - 0 views

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    abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula. BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
Garrett Eastman

Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization C... - 0 views

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    Abstract: "The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/."
Garrett Eastman

A Review of Film Editing Techniques for Digital Games - 0 views

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    "Automated lm editing involves the generation of the position, orientation, motion and selection of virtual cameras in interactive 3D graphics applications. There is a pressing demand for techniques to assist and automate the control of virtual cameras in the computer games industry where the rapid development of personal computers and high performance consoles has led to substantial improvements in the visual delity of games. The goal of this survey is to characterize the spectrum of applications that require automated lm editing, present a summary of state-of-the-art models and techniques, and identify both promising avenues and hot topics for future research"
Garrett Eastman

Real - time Rendering of Melt ing Objects in Video Games - 0 views

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    Abstract: "We present a method for simulating the melting and owing of material in burning objects fast enough to be of use in video games where most of the graphical and computational resources are needed elsewhere. The standard practice of us- ing particle engines or uid dynamics for melting are far too costly for use in this environment. We demonstrate that our method, which is based on systematic polygonal expanding and folding, uses only a fraction of the computational power avail- able by implementing the computation on a very modest GPU using CUDA"
Garrett Eastman

Real-time Rendering of Burning Solid Objects in Video Games - 0 views

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    "Objects in 3D games are typically shell models, a polygon mesh representing the shell or skin of the object. While emulation of the behaviour of shell models under combustion is sucient for many game applications and is fairly well studied, solid objects do in fact burn rather di erently than shell objects. We show how to manipulate shell models so that they appear to burn as solid models. Since our burning objects will be only a small part of a video game, computation speed is of the essence. We demonstrate that our method uses only a fraction of the computational power available by implementing the computation on a modest GPU using CUDA."
Garrett Eastman

OPENGL BASED 3D FIRS T PERSON SHOOTING GA MES - DESIGN CONCERN S - 0 views

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    Abstract: "D video games are getting popular in the world with the availability of advanced graphic cards, high processing p ower computers, high speed internet and smart sensing devices ranging from general mouse to Microsoft Kinect. OpenGL is a popular graphics processing framework and it is being used by many famous 3D video game design software as the back end framework. In this paper we present our experience with OpenGL based C++ implementation of a 3D first person shooting game. 3D environment building, navigating, character animation, lighting, sound and shooting is described. Specially OpenGL based concepts are discussed for clear understanding of the concepts."
Garrett Eastman

Are All Games Equally Cloud-Gaming-Friendly? - 0 views

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    Abstract: "Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users' experience and how the impact of latency on players' experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and the game screen dynamics. The model can be used to simultaneously enhance players' gaming and optimize the operation cost of data centers."
Garrett Eastman

Adaptivity Challenges in Games and Simulations: A Survey - 0 views

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    Abstract: "Abstract-In computer games and simulations, content is often rather static and rigid. As a result, its prescripted nature can lead to predictable and impersonal gameplay, while alienating unconventional players. Adaptivity in games has therefore been recently proposed to overcome these shortcomings and make games more challenging and appealing. In this paper, we survey present research on game adaptivity, identifying, and discussing the main challenges, and pointing out some of the most promising directions ahead.We first survey the purposes of adaptivity, as the principles that could steer an adaptation and generation engine. From this perspective, we proceed to thoroughly discuss adaptivity's targets and methods. Current advances and successes in this emerging field point to many yet unexplored research opportunities. Among them, we discuss the use of gameplay expectations, learning preferences, and assessment data in the integrated adaptation of game worlds, scenarios, and quests. We conclude that, among other methods, procedural content generation and semantic modeling can powerfully combine to create offline customized content and online adjustments to game worlds, scenarios, and quests. These and other promising methods, deserving ample research efforts, can therefore, be expected to significantly contribute towards making games and simulations even more unpredictable, effective, and fun."
Garrett Eastman

A Slower Speed of Light - 0 views

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    "A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
Garrett Eastman

Pixelbending: Using nuanced, continuous gestures with off - the - shelf tracking devices - 0 views

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    Abstract: "ideo games and other applications using off - the - shelf tracking devices often take a simple approach to gesture and pose recognition: a recognized gesture is always mapped to the same action . This approach basically turns a gesture into a binary button pre ss and misses much of the nuance implicit in natural gestures. In this paper we explore , in a game design setting , the use of continuous 3D gesture sequences where in attributes of individual gestures, such as speed, direction, etc., combine to influence th e r esult of the sequence as a whole . We present Pixelbending, a game demo built using the Microsoft Kinect and Unreal Developers Kit (UDK) in which the player performs Tai Chi inspired movements to control water. Designed with the goal of creating a fun an d engaging 3D game experience built on a nuanced gesture set, the demo was well received by many players of different ages and sizes. Through the development process we encountered challenges to working with off - the - shelf devices."
Garrett Eastman

MAKING THE CASE FOR NLP IN DIALOGUE SYSTEMS FOR SERIOUS GAMES - 0 views

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    Abstract: "As computational capability continues to increase, the tools available to designers of digital games have become more robust, allowing high fidelity graphics and sound to become common, and resulting in a market saturated with kinetic-based games. However, consumers and educators are eschewing such games for more complex and immersive stories, the creation of which has proven a difficult mountain for designers to climb. A central reason is that story-immersive games rely on dialogue between the player character (PC) and nonplayer characters (NPCs), the writing and coding of which is time consuming and inefficient. This paper documents the author's experiences with complex, branching dialogue systems, and examines the possibility of system automation through natural language processing (NLP)."
Garrett Eastman

Water Simulation Methods for Games: a Comparison - 0 views

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    "Physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element, but it is currently only rarely used as a part of gameplay. The reasons for this are analysed and different water simulation methods are compared, focusing on actual game usage. Based on this, we suggest using the extremely simple but fast pipe model. The simplicity of the underlying simulation can be masked in many ways using modern shader effects and other tricks. An example of the pipe method in action is given and compared to more sophisticated fluid solvers."
Garrett Eastman

Gamesalad Beginner's Guide - 0 views

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    Gamesalad Beginner's Guide (Google eBook) Packt Publishing Ltd, 2012 - Computers - 308 pages (preview)
Garrett Eastman

AI-Based Game Design: Enabling New Playable Experiences - 0 views

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    "We argue that the development of innovative artificial intelligence (AI) systems plays a crucial role in the exploration of currently unreachable spaces. To aid in exploration, we suggest a practice called AI-based game design, an iterative design process that deeply integrates the affordances of an AI system within the context of game design."
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