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Making the mainstream accessible

Matthew T. Atkinson, Sabahattin Gucukoglu, Colin H. C. Machin, Adrian E. Lawrence
2006 Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames - Sandbox '06  
accessible gaming communities who took part in the survey.  ...  Thanks to Loughborough University for endorsing this project and allowing the results to be disseminated Freely.  ...  Increasingly, visualisations and Collaborative Virtual Environments (CVEs) are beginning to be used in the workplace as well as computer games at home.  ... 
doi:10.1145/1183316.1183321 dblp:conf/siggraph/AtkinsonGML06 fatcat:wtbhlfhdqjhe3pmcp2cfmplftq

A Notation Based Approach to Film Pre-vis

Ajay Chakravarthy, Richard Beales, Yvonne Jung, Sebastian Wagner, Christoph Jung, Angelos Yannopoulous, Stefanos Koutsoutos, Rolf Schiffmann, Rolf Hedtke, Ignace Saenen
2010 2010 Conference on Visual Media Production  
ANSWER is integrated with DFT BONES Dailies, so that in post-production editors can quickly synchronise and compare pre-vised and actual footage.  ...  The notation populates a semantic model which is machine processable and this input is automatically converted into a lightweight 3D pre-vis.  ...  a proprietary format suitable for visualization by a game engine.  ... 
doi:10.1109/cvmp.2010.15 fatcat:dnswsmsgbvfobal7hya7aan4am

Virtual Reality as a tool for learning: The past, present and the prospect

2020 International Perspectives and Interactions in Education  
The use of computing technologies in human learning is rapidly growing and advancing in various fields of learning and training.  ...  Virtual reality (VR) is one of the growing computer techniques used in schools and training institutes to help improve students' learning experience, create an interactive environment and build students  ...  Hadi et al., (2011) demonstrate the use of a 3D interactive VR visualisation system in preparing engineering graduates for practical experience of real industrial environments.  ... 
doi:10.37074/jalt.2020.3.2.10 fatcat:jiy3st6k4zaejef4l65ip34yku

Illuminating the past: state of the art

Jassim Happa, Mark Mudge, Kurt Debattista, Alessandro Artusi, Alexandrino Gonçalves, Alan Chalmers
2010 Virtual Reality  
This report reviews the current state of illuminating cultural heritage sites and objects using computer graphics for scientific, preservation and research purposes.  ...  Finally, we also discuss the difficulties in rendering, documentation, validation and identify probable research challenges for the future.  ...  Sander [San06] uses level of detail approaches to render the scene for real-time purposes.  ... 
doi:10.1007/s10055-010-0154-x fatcat:cn3qwv52svd7xgxmntbk5owr74

Living in the Matrix: Virtual Reality Systems and Hyperspatial Representation in Architecture

Gul Kacmaz Erk
2016 The International Journal of New Media Technology and the Arts  
Thomas Furness designs an effective but expensive system: a helmet that blocks the real world and renders detailed images in high resolution quickly.  ...  Visualisation of futuristic ideas in space and time makes film an "obvious role model for spatial experimentation" (Vidler 2000, 100) .  ...  Gul Kacmaz Erk: Lecturer and Course Leader in Architecture, Queen's University Belfast, Northern Ireland, UK  ... 
doi:10.18848/2326-9987/cgp/v11i04/13-25 fatcat:u6dd3miqy5bjjlh6o2xutqxpyq

SubSafe: a games-based training system for submarine safety and spatial awareness (Part 1)

Robert Stone, Antoinette Caird-Daley, Kevin Bessell
2008 Virtual Reality  
Recent advances in hardware and software technologies for computer games have proved to be more than capable of delivering quite detailed virtual environments on PC platforms and gaming consoles for so-called  ...  SubSafe is a proof-of-concept demonstrator that presents end users with an interactive, real-time threedimensional model of part of a Trafalgar Class submarine.  ...  McGowan and PO (WSM) "Harry" Harris -and the crews of Her Majesty's Submarines Tireless, Trenchant and Trafalgar.  ... 
doi:10.1007/s10055-008-0110-1 fatcat:t4soawck2nbkfaverf4ji4iqxa

The Actors Are Leaving the Control Station. The Crisis of Cooperation in Image-guided Drone Warfare [chapter]

Nina Franz, Moritz Queisner, Luisa Feiersinger, Kathrin Friedrich, Moritz Queisner
2018 Image – Action – Space  
The Ground Control Station in Remote Warfare 1 Under the condition of extreme remoteness, as is facilitated by computer-aided and robotic weapon technologies, military interventions, both geographically  ...  Zeitschrift für Medien-und Kulturwissenschaften 15.1 (2015), pp. 7-54.  ...  This is because modern computer systems can collect and analyse ever greater quantities of data practically in real time and visualise these data on the screen at an increasingly uncircumventable level  ... 
doi:10.1515/9783110464979-010 fatcat:olorckbvefebnhq3xrdkdndkte

EG 2006 Course on Populating Virtual Environments with Crowds [article]

Daniel Thalmann, Carol O'Sullivan, Pablo De Heras Ciechomski, Simon Dobbyn
2006 Eurographics State of the Art Reports  
The course is intended for animators, designers, and students in computer science.  ...  Necessary background and potential target audience for the tutorial: experience with computer animation is recommended but not mandatory.  ...  Research has been partly funded by the Swiss National Foundation for Research and the Federal Office for Education and Science in the framework of the CROSSES project. References  ... 
doi:10.2312/egt.20061066 fatcat:dmr25qtusfgnpi2klqtklon3oi

Virtual 3D environments as composition and performance spaces*

Marko Ciciliani
2019 Journal of New Music Research  
In particular, I will explain the musical possibilities offered by this work with virtual environments, detailing the effects that the design of virtual topologies has on the interactive sound sources and  ...  What is more significant in this context is that it includes a carefully and aesthetically designed 3D environment that visualises computational processes, and that responds to real-time programming.  ...  is e.g. often the case with computer games.  ... 
doi:10.1080/09298215.2019.1703013 pmid:32256676 pmcid:PMC7077365 fatcat:6w7m3alhr5dp3lzit6oxz2623m

Creating Immersive Virtual Environments Based on Open Geospatial Data and Game Engines

Julian Keil, Dennis Edler, Thomas Schmitt, Frank Dickmann
2021 KN - Journal of Cartography and Geographic Information  
AbstractModern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly.  ...  Not only game developers benefit from the possibilities provided by game engines.  ...  This section demonstrates multiple examples how free geospatial data can be transformed for use in game engines, such as the Unity game engine.  ... 
doi:10.1007/s42489-020-00069-6 fatcat:npphrkeidbgapacxsvxytodlxi

Vindby—A Serious Offshore Wind Farm Design Game

Esther Dornhelm, Helene Seyr, Michael Muskulus
2019 Energies  
To maintain the increasing interest and development in offshore wind energy, novel training tools for engineers and researchers are needed.  ...  Recommendations for future versions of the game are listed.  ...  Acknowledgments: We would like to thank four anonymous reviewers for their valuable comments and questions that have helped to improve the content of this article.  ... 
doi:10.3390/en12081499 fatcat:5dvduuylxfhcfp2ztc74ux6wqe

The Future Human: Exploring Posthuman Aesthetics through Digital and Immersive Technologies

Kristina Pulejkova
2017 EVA London 2017  
The artistic research explores the post-human aesthetics through the use live action/computer generated animation and Augmented Reality.  ...  Drawing on transgenics, biotechnology and bionics, the research proposes two different scenarios of an enhanced human.  ...  Merging the physical and the virtual in real time makes for a much more realistic experience.  ... 
doi:10.14236/ewic/eva2017.46 dblp:conf/eva/Pulejkova17 fatcat:z6ip3r5otnbmbcubzpu7uomn64

High-fidelity Rendering of Physical Colour References for Projected-based Spatial Augmented Reality Design Applications

Federico Morosi, Giandomenico Caruso
2020 Computer-Aided Design and Applications  
Product design applications could profitably exploit this feature to create prototypes partially real and partially virtual (mixed prototypes) to be used for the evaluation of products during the development  ...  Pantone, RAL, etc.) to be able to rely on the visualised colours.  ...  The authors would like to thank Alice Colombo, Iacopo Carli and all the partners of the SPARK Consortium for the extensive support and valuable contribution provided in the development of this activity  ... 
doi:10.14733/cadaps.2021.343-356 fatcat:zrt54pvdpvejpovl3ojstf2pby

Cultural Heritage as a Vehicle for Basic Research in Computing Science: Pasteur's Quadrant and a Use-inspired Basic Research Agenda [article]

David Arnold
2007 Eurographics State of the Art Reports  
principles and help to develop new basic understanding in computer science, including shape manipulation and other aspects of importance in computer graphics and virtual environments.  ...  these and basic research challenges in Computing Science.  ...  Much more efficient representations are required for real-time visualisation and these may or may not be derivable from the model's mesh.  ... 
doi:10.2312/egch.20071001 fatcat:td3lxl5d5re4hhruiptdqy7aya

Critical Infrastructure

Jamie Allen
2014 A Peer-Reviewed Journal About  
The project's initiation was about uncovering the resources and reserves of physical and material energies, signals and data that scaffold the very possibility of post-digital art-and-technology practices  ...  , and dredged up from below, in the present.  ...  Science Foundation published their 'Visualisation in Scientific Computing' report (ViSC) that warned about the "firehose of data" that was resulting from computational experiments and electronic sensing  ... 
doi:10.7146/aprja.v3i1.116097 fatcat:en7uv27f6vecvmmjhjmu7vup3y
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