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/."
"The evacuation of complex buildings is a challenge under any circumstances. Fire drills are a way of training and validating evacuation plans. However, sometimes these plans are not taken seriously by their participants. It is also difficult to have the financial and time resources required. In this scenario, serious games can be used as a tool for training, planning and evaluating emergency plans. In this paper a prototype of a serious games evacuation simulator is presented. To make the environment as realistic as possible, 3D models were made using Blender and loaded onto Unity3D, a popular game engine. This framework provided us with the appropriate simulation environment. Some experiences were made and results show that this tool has potential for practitioners and planners to use it for training building occupants."
Abstract: "Serious Games are increasingly used as a tool for
various applications contrary to the traditional enterta
inment
purpose. Many game engines are available, and Unity3D is
another example that presents some features such as rapid
prototyping and an easy learning curve. The 3D space where
action takes place is sometimes hard to map into a logical
memory structure
providing flexible access to that information.
The problem of tracking players
'
path
as well as their
decision
s
in 3D environments arises when there is no previous knowledge
of the scenario representation and the creation of a memory data
structure poses
an extra effort for the modeller.
The proposed
solution in this paper, albeit simple, is a straightforward way to
track the location of the video game character and map it when
he
/
she passes certain limits. Th
is mechanism
proved to represent
a key step
for
ward,
addressing the important issue of tracking
the decision
-
making process of players for future analysis and
behaviour elicitation."