The document discusses physics and dynamics in 3D computer animation and games. It describes how computer animation physics involves introducing laws of physics into game engines to make effects appear more realistic. There are two main types of physics simulations: rigid body, where objects interact in predefined categories, and soft-body, where individual sections of objects behave more realistically. The document also provides examples of how physics is used for rigid bodies, soft bodies, and particle systems like explosions in games.
BCS animation and games development SG AGM presentation. Links to youtube videos but includes some speaker notes though I would have said more things :)
This is a presentation of Educational Games.It has spicific components of Educational games and definition.It has uses in education ans examples from internet.
A three part 1500+ PowerPoint slideshow from www.sciencepowerpoint.com becomes the roadmap for an interactive and amazing science experience that includes a bundled homework package, answer keys, unit notes, video links, review games, built-in quizzes and hands-on activities, worksheets, rubrics, games, and much more.
Also included are instruction to create a student version of the unit that is much like the teachers but missing the answer keys, quizzes, PowerPoint review games, hidden box challenges, owl, and surprises meant for the classroom. This is a great resource to distribute to your students and support professionals.
Text for the unit PowerPoint is presented in large print (32 font) and is placed at the top of each slide so it can seen and read from all angles of a classroom. A shade technique, as well as color coded text helps to increase student focus and allows teacher to control the pace of the lesson. Also included is a 12 page assessment / bundled homework that chronologically follows the slideshow for nightly homework and the end of the unit assessment, as well as a 8 page modified assessment. 9 pages of class notes with images are also included for students who require assistance, as well as answer keys to both of the assessments for support professionals, teachers, and homeschool parents. Many video links are provided and a slide within the slideshow cues teacher / parent when the videos are most relevant to play. Video shorts usually range from 2-7 minutes and are included in organized folders. Two PowerPoint Review games are included. Answers to the PowerPoint Review Games are provided in PowerPoint form so students can self-assess. Lastly, several class games such as guess the hidden picture beneath the boxes, and the find the hidden owl somewhere within the slideshow are provided. Difficulty rating of 8 (Ten is most difficult).
Areas of Focus: -Newton's First Law, Inertia, Friction, Four Types of Friction, Negatives and Positives of Friction, Newton's Third Law, Newton's Second Law, Potential Energy, Kinetic Energy, Mechanical Energy, Forms of Potential to Kinetic Energy, Speed, Velocity, Acceleration, Deceleration, Momentum, Work, Machines (Joules), Catapults, Trajectory, Force, Simple Machines, Pulley / (MA Mechanical Advantage), Lever /(MA),Wedge /(MA), Wheel and Axle (MA), Inclined Plane / (MA), Screw /(MA).
This unit aligns with the Next Generation Science Standards and with Common Core Standards for ELA and Literacy for Science and Technical Subjects. See preview for more information
If you have any questions please feel free to contact me. Thanks again and best wishes. Sincerely, Ryan Murphy M.Ed www.sciencepowerpoint@gmail.com
Teaching Duration = 4+ Weeks
BCS animation and games development SG AGM presentation. Links to youtube videos but includes some speaker notes though I would have said more things :)
This is a presentation of Educational Games.It has spicific components of Educational games and definition.It has uses in education ans examples from internet.
A three part 1500+ PowerPoint slideshow from www.sciencepowerpoint.com becomes the roadmap for an interactive and amazing science experience that includes a bundled homework package, answer keys, unit notes, video links, review games, built-in quizzes and hands-on activities, worksheets, rubrics, games, and much more.
Also included are instruction to create a student version of the unit that is much like the teachers but missing the answer keys, quizzes, PowerPoint review games, hidden box challenges, owl, and surprises meant for the classroom. This is a great resource to distribute to your students and support professionals.
Text for the unit PowerPoint is presented in large print (32 font) and is placed at the top of each slide so it can seen and read from all angles of a classroom. A shade technique, as well as color coded text helps to increase student focus and allows teacher to control the pace of the lesson. Also included is a 12 page assessment / bundled homework that chronologically follows the slideshow for nightly homework and the end of the unit assessment, as well as a 8 page modified assessment. 9 pages of class notes with images are also included for students who require assistance, as well as answer keys to both of the assessments for support professionals, teachers, and homeschool parents. Many video links are provided and a slide within the slideshow cues teacher / parent when the videos are most relevant to play. Video shorts usually range from 2-7 minutes and are included in organized folders. Two PowerPoint Review games are included. Answers to the PowerPoint Review Games are provided in PowerPoint form so students can self-assess. Lastly, several class games such as guess the hidden picture beneath the boxes, and the find the hidden owl somewhere within the slideshow are provided. Difficulty rating of 8 (Ten is most difficult).
Areas of Focus: -Newton's First Law, Inertia, Friction, Four Types of Friction, Negatives and Positives of Friction, Newton's Third Law, Newton's Second Law, Potential Energy, Kinetic Energy, Mechanical Energy, Forms of Potential to Kinetic Energy, Speed, Velocity, Acceleration, Deceleration, Momentum, Work, Machines (Joules), Catapults, Trajectory, Force, Simple Machines, Pulley / (MA Mechanical Advantage), Lever /(MA),Wedge /(MA), Wheel and Axle (MA), Inclined Plane / (MA), Screw /(MA).
This unit aligns with the Next Generation Science Standards and with Common Core Standards for ELA and Literacy for Science and Technical Subjects. See preview for more information
If you have any questions please feel free to contact me. Thanks again and best wishes. Sincerely, Ryan Murphy M.Ed www.sciencepowerpoint@gmail.com
Teaching Duration = 4+ Weeks
Motion Capture is most widely used in entertainment, sports, medical applications and computer vision validation. In some fields, it is referred to as motion tracking, but in games and filmmaking, it is called matchmaking. There are many advantages and disadvantages of motion capture.
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
Play and engage: practical ways to gamify your contentJames Offer
For the past few years, gamification has been widely touted as the answer to
everything. Can gamification really help your content work and play?
The answer is yes, no and maybe. Turning your content into a game isn't
quite the answer. Instead we need to open up the gaming toolbox and see how
we can use some of these techniques to create content that is more engaging
and insightful for your users -- whether it's product information or data
visualisation.
Motion Capture is most widely used in entertainment, sports, medical applications and computer vision validation. In some fields, it is referred to as motion tracking, but in games and filmmaking, it is called matchmaking. There are many advantages and disadvantages of motion capture.
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
Play and engage: practical ways to gamify your contentJames Offer
For the past few years, gamification has been widely touted as the answer to
everything. Can gamification really help your content work and play?
The answer is yes, no and maybe. Turning your content into a game isn't
quite the answer. Instead we need to open up the gaming toolbox and see how
we can use some of these techniques to create content that is more engaging
and insightful for your users -- whether it's product information or data
visualisation.
TIṬAL – Asynchronous multiplayer shooter with procedurally generated mapsAnand Bhojan
Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel method to dynamically generate maps at run-time almost as soon as players press the Play button, while ensuring the features what players would expect from the genre. The procedures are simple and practically
feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots where the players can let their bot/avatar replace them when they are not around. The algorithms are implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic mapscan be generated in order of seconds using game context data to initialise the parameters of the algorithm. The paper also shows that asynchronous game-play element is a possible feature for consideration in next generation multiplayer shooters.
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
It’s 2013. The shift to mobile is well and truly upon us, we’re at the transition point where Mobile Internet overtakes Desktop Internet usage and there is no going back. If you’re not designing responsively now then you better get cracking because what comes next is a big change to the way we design and build web experiences for humans.
The shift to mobile started making us think about devices, however almost all of our discussion is around what devices we support and where do we set our breakpoints. Could this focus on device capability be masking something bigger happening in the way humans are starting to behave with the web?
What if the fragmentation we’re seeing on Android is merely a glimpse into the device fragmentation of the future? What happens when a users’ experience can range from the interface of a watch to that of a building? How do we communicate with someone when they are walking down the street trying to locate something compared to kicking back on the sofa? How do we even know when they are doing one and not the other?
Contextually Responsive Design is quickly going to become a necessity - but this isn’t personalisation 2.0 or Content First under a different name. To truly design engaging experiences we need to consider how context shapes our behaviour. As Web Designers and Developers we’ve traditionally worked with people “sitting down to compute”. What happens when someone no longer wants to sit down at a computer to do something; ever?
This talk will start from the point of late 2013 and look forward six years. How do we expect people to behave? How will we design systems to cope, and what are the contexts in which people will use the web during its next age?
Given at Melbourne Be Responsive on 10 September 2013.
A COMPARATIVE STUDY ON HUMAN ACTION RECOGNITION USING MULTIPLE SKELETAL FEATU...mlaij
This paper proposes a framework for human action recognition (HAR) by using skeletal features from depth video sequences. HAR has become a basis for applications such as health care, fall detection, human position tracking, video analysis, security applications, etc. Wehave used joint angle quaternion
and absolute joint position to recognitionhuman action. We also mapped joint position on (3) Lie algebra and fuse it with other features. This approach comprised of three steps namely (i) an automatic skeletal feature (absolute joint position and joint angle) extraction (ii) HAR by using multi-class Support
Vector Machine and (iii) HAR by features fusion and decision fusion classification outcomes. The HAR methodsare evaluated on two publicly available challenging datasets UTKinect-Action and Florence3DAction datasets. The experimental results show that the absolute joint positionfeature is the best than other
features and the proposed framework being highly promising compared to others existing methods.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
2. Basic information
Computer animation physics or game physics involves the introduction of the
laws of physics into a simulation or game engine, particularly in 3D computer
graphics for the purpose of making the effects appear more real to the observer.
Typically, simulation physics is only a close approximation to real physics, and
computation is performed using discrete values.
There are two central types of physics simulations; rigid body and soft-body
simulators. In a rigid body simulation objects are grouped into categories based
on how they should interact and are less performance intensive. Soft-body
physics involves simulating individual sections of each object such that it behaves
in a more realistic way.
Monday, 16 June 14
3. There has been a tendency, especially within big Triple A rated games, to make 3D Animation
more realistic. With advancements in physics engines coupled with Motion Capture are now the
go to tool in the industry for making realistic & believable human behaviour in games. However,
it was a long process to get to the stage we are at now, now being the “Next-Gen” stage. There
are still some problems or “Limitations” that still occur with the use of Motion Capture systems.
3D Animation
Monday, 16 June 14
4. Problems with Body Motion Capture
For the most part Motion Capture has the ability to capture actual movement, through use of
body actors and body suits, very well. However, there are just a few disadvantages that
come with that. Whilst having realistic motion is always a bonus, its now made it even
harder to use in games, as games at their very nature are not meant to be real.
The article below states that it is tricky to combine & adapt to certain situations. Such as
environmental factors, questions about how does realistic action fit within computer
generated worlds need to be raised. Major games that use this are games such as GTA 5,
WATCH DOGS & ASSASSINS CREED. What these all have in common is that the realistic
motion works because of the very realistic environments, be it modern day or historic are all
man made, thus fitting and working well with Motion capture. However, what if the world
the game was set in was not contemporary or even Earth. How would they transfer over
then?
http://www.cs.jhu.edu/~cohen/RendTech99/Lectures/Computer_Animation.color.pdf
Monday, 16 June 14
5. http://en.wikipedia.org/wiki/Motion_capture
According to the wikipedia entry above, movements that do not follow the natural law of physics
cannot be captured in Motion capture technology. This provides problems for when a captured
sequence needs to have added to It, an un-natural movement.
The clip features an ability you
can perform in the game
Assassins Creed : Revelations, a
movement called a hook and
run, where you can use Enzio's
hidden blade to hook over an
opponent to escape. Watch the
jarring action between the
natural running motion,
captured with Motion Capture,
and the un- natural Hook and
run, which was created using
animation you can clearly see a
difference.
Problems with Body Motion Capture
Monday, 16 June 14
6. Problems with Body Motion Capture
http://www.techradar.com/news/gaming/motion-capture-is-the-death-of-half-life-3-alleges-voice-
actor-john-patrick-lowrie-1173697
The magazine article above raises some other issues with Motion Capture technology in relation
to the the game Half Life 3. The Half Life series is meant to give players the freedom of
controlling the direction of the plot and storyline. Whilst you will all meet at the same ending,
decisions taken by players may affect the progression of the story of the game. That makes us
part of the problem in that making the gameplay based on motion captured actors, instead of
using animation to create the different possibilities in which the player can control a character,
motion capture means you are simply limited to that was captured in Motion Capture process.
This makes for an extremely ambitious game.
Monday, 16 June 14
7. Problems with Facial Motion Capture
Despite the challenges listed in the previous section,body motion capture has made far more
significant strides than facial motion capture.
The resolution and detail required to create accurate expressions & facial features are far
greater than those needed for body motion capture.
http://www.develop-online.net/tools-and-tech/motion-capture-moving-with-the-times/0117523
In the article above it states, “The real challenge according to Mick Morris, MD of mo-cap
service provider AudioMotion, however, is a matter staring the industry in the face. The
human face is, of course, the most expressive part of our body, and at the very centre of
almost any performance. Captured incorrectly, it can let an entire game down, and it is still
tough for mo-cap solutions to grasp the essence of.”
Monday, 16 June 14
8. Facial Motion Capture
As you will see in the video link below, the character animators for the big Triple A game 'The
Last of Us' developed by Naughty Dog studios, use the facial expressions, performed by the
body actors, as a guide but not as the piece they edit. They create the facial features from
scratch. The animators said they get to create far greater detail by adding features and
expression manually frame by frame. So like with anything, it has its drawbacks. However,
Motion Capture is by far the way forward for animation in video games.
http://youtu.be/R0l7LzC_h8I
Monday, 16 June 14
9. More Examples of Physics and Dynamics
RIGID-BODY
Rigid-body dynamics studies the movement of systems of
interconnected bodies under the action of external forces. The
assumption that the bodies are rigid, which means that they do not
deform under the action of applied forces, simplifies the analysis
by reducing the parameters that describe the configuration of the
system to the translation and rotation of reference frames attached
to each body.
SOFT-BODY
The applications are mostly in video games and film. Unlike in
simulation of rigid bodies, the shape of soft bodies can change,
meaning that the relative distance of two points on the object is not
fixed. While the relative distances of points are not fixed, the body
is expected to retain its shape to some degree, unlike a fluid.
Monday, 16 June 14
11. PARTICLE SYSTEMS
A common aspect of computer games that model some type of conflict is the explosion. Early
computer games used the simple expedient of repeating the same explosion in each
circumstance. However, in the real world an explosion can vary depending on the terrain,
altitude of the explosion, and the type of solid bodies being impacted. Depending on the
processing power available, the effects of the explosion can be modelled as the split and
shattered components propelled by the expanding gas. This is modelled by means of a
particle system simulation. A particle system model allows a variety of other physical
phenomena to be simulated, including smoke, moving water, precipitation, and so forth. The
individual particles within the system are modelled using the other elements of the physics
simulation rules, with the limitation that the number of particles that can be simulated is
restricted by the computing power of the hardware. Thus explosions may need to be
modelled as a small set of large particles, rather than the more accurate huge number of
fine particles.
Monday, 16 June 14