961 resultados para Game Engine Technology
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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.
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Computer game technology provides us with the tools to create web-based educational materials for autonomous and collaborative learning. At Worcester, we have researched the use of this technology in various educational contexts. This paper reports one such study; the use of the commercial game engine “Unreal Tournament 2004” (UT2004) to produce materials suitable for education of Architects. We map the concepts and principles of Architectural Design onto the affordances (development tools) provided by UT2004, leading to a systematic procedure for the realization of buildings and urban environments using this game engine. A theory for the production of web-based learning materials which supports both autonomous and collaborative learning is developed. A heuristic evaluation of our materials, used with second-year students is presented. Associated web-pages provide on-line materials for delegates.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Historically, teachers have always searched for a connection with their students to make education interesting and a vital experience. In the 19th century, pedagogue Johann Heinrich Pestalozzi taught children how to sum using wood blocks. His successors have followed his legacy and today they use a wide variety of media, including board games, in order to reach out to their students. These methods are denominated educational technologies, which are defined as the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources. With the advent of the information technologies, teachers have at their disposal new media with which they can increase the interest of their students. This technologic revolution is changing the present educational model. The objective of this dissertation is to develop an educational videogame in order to help students learn mathematics. To reach this goal, the videogame has been developed with the game engine Unity as the main tool. Additionally, agile software development methodologies as well as other software engineering techniques have also been used. The result is Riskmatica, an educational videogame based on geographical domination in which knowledge is the best weapon. The players must conquer enemy teritories answering correctly a mathecatical question. Moreover the videogame has the functionality required to configure a new game and input new questions. To conclude, this project has created an educational technology which greatly appeals to students and that can be used by the educators to improve their lessons in mathematics.---RESUMEN---A lo largo de la historia, los educadores siempre han buscado conectar con los alumnos para poder captar su interés y hacer que la educación se convierta en una experiencia vital. El pedagogo Johann Heinrich Pestalozzi conseguía esto en el siglo XIX, enseñando a niños a contar con bloques de madera. Sus sucesores han seguido su legado y hoy en día utilizan variedad de medios con los que motivar a sus alumnos, en algunos casos los juegos de mesa. Estos métodos son denominados tecnologías educativas, que se definen como los estudios y prácticas éticas que facilitan y mejoran la enseñanza, mediante la creación, el uso y el empleo de procesos y recursos tecnológicos. Con el advenimiento de las tecnologías de la información, los educadores tienen a su disposición un nuevo medio con el que llegar al alumnado. Esta revolución tecnológica está cambiando el modelo educativo actual. El objetivo de este proyecto es el de crear un videojuego educativo que ayude a los alumnos a estudiar matemáticas. Para lograrlo se ha utilizado el popular motor de videojuego Unity como herramienta principal. También se han empleado metodologías ágiles de desarrollo además de otras técnicas de ingeniería del software. El resultado es Riskmática, un videojuego educativo de dominación geográfica en el que el arma más eficaz es el conocimiento. Los jugadores deberán conquistar territorios a sus adversarios mediante la respuesta de preguntas de carácter matemático. Además el videojuego cuenta con la funcionalidad necesaria para configurar una partida e introducir nuevas preguntas. Como conlusión, este proyecto ha logrado crear una tecnología educativa muy atractiva para los alumnos con la que los profesores pueden mejorar la enseñanza de las matemáticas.
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Based on the possibility of real-time interaction with three-dimensional environments through an advanced interface, Virtual Reality consist in the main technology of this work, used in the design of virtual environments based on real Hydroelectric Plants. Previous to the process of deploying a Virtual Reality System for operation, three-dimensional modeling and interactive scenes settings are very importante steps. However, due to its magnitude and complexity, power plants virtual environments generation, currently, presents high computing cost. This work aims to present a methodology to optimize the production process of virtual environments associated with real hydroelectric power plants. In partnership with electric utility CEMIG, several HPPs were used in the scope of this work. During the modeling of each one of them, the techiniques within the methodologie were addressed. After the evaluation of the computional techniques presented here, it was possible to confirm a reduction in the time required to deliver each hydroelectrical complex. Thus, this work presents the current scenario about development of virtual hydroelectric power plants and discusses the proposed methodology that seeks to optimize this process in the electricity generation sector.
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This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE com-ponent-based architecture described elsewhere, the paper explains how the interac-tions and data exchange processes between a reusable software component and a game engine should be implemented for procuring seamless integration. To this end, a RAGE-compliant C# software component providing a difficulty adaptation routine was integrated with an exemplary strategic tile-based game “TileZero”. Implementa-tions in MonoGame, Unity and Xamarin, respectively, have demonstrated successful portability of the adaptation component. Also, portability across various delivery platforms (Windows desktop, iOS, Android, Windows Phone) was established. Thereby this study has established the validity of the RAGE architecture and its un-derlying interaction processes for the cross-platform and cross-game engine reuse of software components. The RAGE architecture thereby accommodates the large scale development and application of reusable software components for serious gaming.
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For the past three decades the automotive industry is facing two main conflicting challenges to improve fuel economy and meet emissions standards. This has driven the engineers and researchers around the world to develop engines and powertrain which can meet these two daunting challenges. Focusing on the internal combustion engines there are very few options to enhance their performance beyond the current standards without increasing the price considerably. The Homogeneous Charge Compression Ignition (HCCI) engine technology is one of the combustion techniques which has the potential to partially meet the current critical challenges including CAFE standards and stringent EPA emissions standards. HCCI works on very lean mixtures compared to current SI engines, resulting in very low combustion temperatures and ultra-low NOx emissions. These engines when controlled accurately result in ultra-low soot formation. On the other hand HCCI engines face a problem of high unburnt hydrocarbon and carbon monoxide emissions. This technology also faces acute combustion controls problem, which if not dealt properly with yields highly unfavorable operating conditions and exhaust emissions. This thesis contains two main parts. One part deals in developing an HCCI experimental setup and the other focusses on developing a grey box modelling technique to control HCCI exhaust gas emissions. The experimental part gives the complete details on modification made on the stock engine to run in HCCI mode. This part also comprises details and specifications of all the sensors, actuators and other auxiliary parts attached to the conventional SI engine in order to run and monitor the engine in SI mode and future SI-HCCI mode switching studies. In the latter part around 600 data points from two different HCCI setups for two different engines are studied. A grey-box model for emission prediction is developed. The grey box model is trained with the use of 75% data and the remaining data is used for validation purpose. An average of 70% increase in accuracy for predicting engine performance is found while using the grey-box over an empirical (black box) model during this study. The grey-box model provides a solution for the difficulty faced for real time control of an HCCI engine. The grey-box model in this thesis is the first study in literature to develop a control oriented model for predicting HCCI engine emissions for control.
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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do Grau de Mestre em Engenharia Informática
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Os videojogos são cada vez mais parte integrante da sociedade, sendo que a massificação dos vários dispositivos que se encontram atualmente veio ajudar os videojogos a estarem mais presentes no dia-a-dia das pessoas. Mas a criação de jogos só é possível através de ferramentas bem específicas, as frameworks ou motores de videojogos. Com estas é possível criar os mais diferentes géneros de videojogos para os mais diferentes dispositivos. Contudo, nem todas essas ferramentas são gratuitas, e as que são encontram-se pouco documentadas ou limitadas em determinadas funcionalidades, o que poderá levar mais tempo no desenvolvimento de um videojogo. O trabalho desenvolvido nesta dissertação visa a criação de uma framework capaz de suportar diferentes géneros de videojogos, mas também que facilmente possibilite a alteração ou substituição de diferentes partes internas da framework sem que esta deixe de funcionar. Para isso, foi realizada uma análise ao estado atual do mercado dos videojogos, bem como das ferramentas que possibilitam a criação dos mesmos, passando também pelas interfaces gráficas existentes nos videojogos. Como forma de demonstrar as funcionalidades implementadas na framework, foi desenvolvido um protótipo de um videojogo de luta, tirando-se, assim, partido de algumas das características dessa ferramenta.
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Dissertação apresentada para obtenção do Grau de Mestre em Engenharia Informática pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
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A presente dissertação foi desenvolvida em colaboração com o Instituto de Biofísica e Engenharia Biomédica(IBEB/FCUL)
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Venturi scrubbers are high efficiency gas cleaners in which suspended particles are removed from gas streams by droplets formed by liquid atomisation, usually in the venturi throat. The size of the droplets formed is of fundamental importance to the performance of the equipment, both in terms of pressure drop and collection efficiency. In this study, drop sizes in a cylindrical laboratory scale venturi scrubber were measured using a laser diffraction technique. Gas velocity and liquid to gas ratios varied from 50 to 90 m/s and 0.5 to 2.0 l/m3, respectively. Water was inserted as perpendicular jets at the beginning of the throat. Measurements were performed at three positions: two located along the throat, and the last one at the end of the diffuser. The data presented here are a typical example of pneumatic atomisation and can be relevant to other industrial applications such as combustion and engine technology. Finally, results are compared to available correlations and the validity of these equations is discussed.
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Nykyajan jatkuvasti kiristyvät päästörajoitukset ja ilmastonmuutoksen uhka ovat ajavia voimia kehittämään voimalaitosten tekniikkaa energiatehokkaampaan ja ympäristöystävällisempään suuntaan. Polttomoottoritekniikan parantaminen on tärkeä osa tätä kehitystä, mutta jo nykyisiä moottoreita voitaisiin ajaa energiate-hokkaammin käyttämällä akustoa ja älykästä säätöjärjestelmää apuna. Työssä tutkitaan simulaatioiden avulla voidaanko ulkomerellä toimivan huolto-aluksen energiatehokkuutta parantaa muokkaamalla sen tehon tuottoa keskitehoes-timaattorin ja akuston avulla.
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Tämä kandidaatintyö tutkii peliohjelmoinnin mahdollisuuksia ohjelmoinnin alkeiden opetuksessa sekä Unity3D-ohjelman toimivuutta 2D-pelinkehityksessä. Tutkimuksen tavoitteena oli luoda Peliohjelmoinnin alkeet -kurssille kurssirunko sekä todistaa Unity3D-ohjelman toimivuus 2D-pelinkehityksessä kehittämällä esimerkkipeli. Tuotoksena kurssille kehitettiin kuusiosainen kurssirunko, johon myös suunniteltiin täysin aloittelijoille tarkoitettu vapaaehtoinen UnityScriptin alkeet osio. Ohjelmoinnin aloittelijoille suunniteltu kurssi käy läpi Unity3D-ohjelman perusteet sekä tutustuu skriptauksen alkeisiin. Kurssirunko käy 2D-pelinkehitykseen liittyviä konsepteja loogisesti läpi. Työn toisena tavoitteena oli esimerkkipelin kehitys ja Unity3D-ohjelman 2D-pelinkehitystyökalujen testaus. Pelin tekeminen onnistui yli odotusten. Vaikka peli on erittäin yksinkertainen ja lyhyt, se toimii esimerkkipelinä mainiosti. Johtopäätöksenä voidaan todeta, että Unity3D-ohjelman 2D-työkalut ovat toimivia laadukkaiden 2D-pelien kehittämiseen. Tuotoksena laadittu kurssirunko antaa suuntaa kurssien rakentamiseen peliohjelmoinnin aloittelijoille. Pelinkehitys kurssin suorittamisen jälkeen opiskelijalla on mahdollisuudet ja perustaidot jatkaa kehittymistä ja opiskelua tahtomallaan suunnalla.