FOCUS K3D AWG Gaming and Simulation

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FOCUS K3D is a Coordination Action (CA)which aims at promoting the adoption of best-practices for the use of semantics in 3D content modelling and processing. This slide set gives an overview of the Application Working Group (AWG) Gaming and Simulation.

You can download these slides at
http://www.focusk3d.eu/downloads

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FOCUS K3D AWG Gaming and Simulation

  1. 1. AWG Gaming and Simulation Wolfgang Hürst Utrecht University
  2. 2. Games – Some background information Huge markets For example, entertainment games: • 2005: US$ 20 billions • 2009 (estimated): US$ 30 billions
  3. 3. 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
  4. 4. Games – Some background information Huge markets Not just for fun Not just for kids Source & copyright info: http://theelderlies.wordpress.com/2007/02/
  5. 5. 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: http://www.wii-discount.com/
  6. 6. 3D and knowledge in “Gaming and Simulation” 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.
  7. 7. 3D and knowledge in “Gaming and Simulation” 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
  8. 8. 3D and knowledge in “Gaming and Simulation” 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!)
  9. 9. Geometry & Knowledge: synergies – 2 issues 1. Issues related to storage, management, indexing, and retrieving data, for example for re-usage purposes Quote from an answer to the questions: “A web-based search and retrieval system … would be nicer, with also version control and more meta data, like polygon count, texture count, formats, texture size, and retrieval tags. Info on which projects it was used for, and when. Name of creator and people who worked on it.”
  10. 10. Geometry & Knowledge: synergies – 2 issues 2. Issues related to how models behave in a virtual world and influence each other, especially when considering interactive applications Quote from an answer to the questions: “Think about a character model that can respond to certain messages or instructions, or a crane object that has some moving parts, driven by input parameters. Or objects that can burn in a fire fighter training should have info embedded on their burnability properties. How to do all this in a uniform, understandable, re-usable way?”
  11. 11. Contacts and characteristics Contacts #questionnaires: 16 (plus 2 from co-joined members) #AWG members: 21 (incl. 2 co-joined members) 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 (<10, …, >1000) education/gaming/oil industries
  12. 12. Characteristics – Various applications Entertainment, e.g. FOCUS K3D AWG member Silent Bay Studios http://www.silentbaystudios.com
  13. 13. Characteristics – Various applications Education, e.g. FOCUS K3D AWG member VSTEP http://www.vstepoffice.nl
  14. 14. Characteristics – Various applications Serious gaming, e.g. FOCUS K3D AWG member TXchange http://www.t-xchange.nl
  15. 15. Scenarios in “Gaming and Simulation” Better tools for storage, management, indexing, and retrieving data, for example for re-usage purposes Tools to easily model and control how 3D models behave in a virtual world and influence each other Quote from an answer to the questions: “Only easy to use tools for filing and retrieval, well integrated in the toolset, will be used by the developers. Else they will be seen as a bureaucratic burden, desired possibly by management but not useful for the developers themselves.”
  16. 16. 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!

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