In recent years, the computer gaming industry has become a large and important market and impressive amounts of money are spent on the development of new game engines. In contrast to their development costs, the price for the final... more
Prior research (Bates 2005, 2007, et al.) has indicated that the rhetorical construction of identity not only exists online, but also that the rhetorical identities have combined to form associations with other identities. Those... more
The 'traditional' construction industry has constantly been challenged to improve its inherent problematic practices. Offsite production (OSP), under the umbrella of modern methods of construction (MMC), has been acknowledged as a means... more
074 0 -74 5 9 / 11/ $ 2 6 . 0 0 © 2 0 11 I E E E SOFTWARE REUSE and family-based production strategies, including software product lines (SPLs), 1 make software engineering more effective and productive. Such strategies let software... more
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This paper examines pathfinding... more
The emerging cloud gaming service has been growing rapidly, but not yet able to reach mobile customers due to many limitations, such as bandwidth and latency. We introduce a 3D image warping assisted real-time video coding method that can... more
Serious games represent the state-of-the-art in the convergence of electronic gaming technologies with instructional design principles and pedagogies. Despite the value of high-fidelity content in engaging learners and providing realistic... more
We introduce a novel approach to the creation of Virtual Reality Art installations, which supports the design of alternative worlds, in which laws of Physics can be redefined to induce new user experiences. To implement this concept of... more
A design goal and design pattern based approach for development of game engines for mobile platforms
Abstract Nowadays, increasing number of game engines are being developed for mobile platforms. As game engines developed for mobile platforms are small scale compared to console and desktop alternatives, game engine development in mobile... more
In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry... more
W hat is it that all game engines and visual simulation tools have in common? A lot, as it turns out. In fact, game engines have so much in common that you have to wonder if they should actually be a commodity-and they should be. That... more
Serious games are about to enter the medical sector to give people with behavioural or addictive disorders the ability to use them as part of health promotion and disease prevention. The PlayMancer framework will support physical... more
We introduce a novel approach to the creation of Virtual Reality Art installations, which supports the design of alternative worlds, in which laws of Physics can be redefined to induce new user experiences. To implement this concept of... more
Blender can be used as a 3D scene modeler, editor, animator, renderer and Game Engine. This paper describes how it can be linked to a 3D sound plat- form working within the CLAM framework, making special emphasis on a specic application:... more
Pages 143-154 2006 The Society for Modeling and Simulation International
Emergent game formats, such as machinima, that use game worlds as expressive 3D performance spaces have new expressive powers with an increase of the quality of their underlying graphic and animation systems. Nevertheless, they still lack... more
The D.I.S.C.E.L. is largely explained by the technology watch carried out by two PhD students from the University of Paris VI in 2010; link: http://www.mlfcham.com/v1/index.php?option=com_content&view=article&id=331&Itemid=552 The... more
This work reports results obtained with the use of a game engine as a tool to create and to navigate in virtual environments, to perform simulations and training of workers in risky areas, for safety purposes. The game engine used can be... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling... more
In this and the associated article 'BioBlender: A Software for Intuitive Representation of Surface Properties of Biomolecules', (Andrei et al) we present BioBlender as a complete instrument for the elaboration of motion (here) and the... more
Teaching fundamental programming to freshmen is a hard task to be performed, given the high level of abstraction and logical reasoning that are required for these students to develop in a very early stage of their course. This paper... more
In the context of urban redesign and public participation, this research project is investigating whether active exploration of a desktop virtual model of an urban environment leads to better understanding and perception than passive... more
Blender can be used as a 3D scene modeler, editor, animator, renderer and Game Engine. This paper describes how it can be linked to a 3D sound plat- form working within the CLAM framework, making special emphasis on a specic application:... more
Many games, in particular RTS games, are populated by synthetic humanoid actors that act as autonomous agents. The navigation of these agents is yet a challenge if the problem involves finding a precise route in a virtual world... more
Blender can be used as a 3D scene modeler, editor, animator, renderer and Game Engine. This paper describes how it can be linked to a 3D sound plat- form working within the CLAM framework, making special emphasis on a specic application:... more
: Screenshots of an interactive simulation scenario implemented with the Half-Life 2 engine. One user (left figure) is moving the skeleton's leg with a stick.
This paper explores the synergies between geography, GIScience and serious gaming. From a skills-based rather than issues-based direction, the work highlights opportunities for using games engines for the development of fieldwork... more
On-the-job-training (OJT) is usually sought to facilitate 'experiential' learning, which is argued to be particularly effective in complex tasks, where a great deal of independence is granted to the task performer. However, OJT has been... more
Nothing replaces the importance of the sweat, blood and tears of a live simulated training experience in which all your senses (visual, audio, haptic, olfactory, gastronomy, etc.) play into a physical, mental and emotional life-and- death... more
In this paper, we propose a documental approach to the development of graphical adventure videogames. This approach is oriented to the production and maintenance of adventure videogames using the game's storyboard as the key development... more
This paper presents the results of an evaluation of a propagation model based on ray-tracing techniques using a game engine and Graphics Processing Unit (GPU) in outdoor scenarios, as a gap-filler for a Digital Video Broadcasting Handheld... more
Today serious games, i.e. software applications developed with game technology and design principles for a primary purpose other than pure entertainment, include games used for educational, persuasive, pedagogical, political, or health... more
Courtroom environments, which have been one of the last bastions of the oral tradition, are slowly morphing into cinematic display environments [1]. The persuasive oral rhetoric of lawyers is increasingly being replaced by compelling... more
I n entertainment applications, artificial intelligence techniques have most often been used to implement embodied agents or to automatically generate artistic content. A more recent development concerns using AI to support the user... more
The development of virtual reality (VR) art installations is faced with considerable difficulties, especially when one wishes to explore complex notions related to user interaction. We describe the development of a VR platform, which... more
ABSTRACT In this paper we present a semester-long study on using smart phone devices in computer science engineering education. We developed Sortko, an Android smart phone application, which helps students in learning sorting algorithms,... more
Rapid advances in consumer electronics have led to the anomaly that consumer off the shelf (COTS) gaming hardware and software now provide better interactive graphics than military and other specialized systems costing orders of magnitude... more
Virtual reality (VR) technology opens a vast opportunity to be applied in the field of education. This paper is based on a research that has been carried out upon the problems faced by students and teachers in the conventional science... more
As procedural content becomes a more appealing option for game development, procedurally determined context is necessary to structure and make sense of this content. We find that a useful means to structure content in 3D games is the... more
In this paper we present enJine, an open-source didactic game engine, its architecture and some results of applying it as a support tool for teaching Computer Graphics in a computer engineering course. The evolution of the engine's... more
In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the... more
This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which drive a game engine. The approach makes it possible to... more
This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which drive a game engine. The approach makes it possible to... more