AWG Gaming and SimulationAWG Gaming and Simulation
Wolfgang HürstUtrecht University
Games – Some background information
Huge markets For example, entertainment games:
• 2005: US$ 20 billions
• 2009 (estimated): US$ 30 billions
Games – Some background information
Huge marketsNot 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
Games – Some background information
Huge marketsNot just for funNot just for kids
Source & copyright info: http://theelderlies.wordpress.com/2007/02/
Games – Some background information
Huge marketsNot just for funNot just for kidsTruly innovative and pacemaker for whole IT industry
Source & copyright info: http://www.wii-discount.com/
Games – Some background information
Huge marketsNot just for funNot just for kidsTruly 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.
Games and simulations – Problems and tasks
Virtual charactersAgents and avatarsKnowledge-based annotationBody modeling, motor behavior, planning, …
Simulation and animationLearning with simulated worldsSimulation of realistic training scenarios
Interactions with the worldAugmented reality3D body model fitting, gesture recognition, …
Adaptive game play
Games and simulations – Problems and tasks
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!)
Contacts and characteristics
Contacts#contacts: 22#questionnaires: 13
CharacteristicsStrongly heterogeneous application areas
e.g., cell phone, console, augmented realitye.g., young users, adults, seniorse.g., fun, education, training
cf. AWG members
Characteristics – Various applications
Entertainment, e.g. FOCUS K3D AWG member Silent Bay Studios
http://www.silentbaystudios.com
Characteristics – Various applications
Education, e.g. FOCUS K3D AWG member VSTEP
http://www.vstepoffice.nl
Characteristics – Various applications
Serious gaming, e.g.FOCUS K3D AWG member TXchange
http://www.t-xchange.nl
Contacts and characteristics
Contacts
#contacts: 22
#questionnaires: 13
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 institutionse.g., companies of diff. sizes, research labs, universities
again, cf. AWG members, e.g.companies (<10, …, >1000)
education/gaming/oil industries
Games and simulations – Conclusions
Very heterogeneous field with various applicationsBut: 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 limitede.g. common ways to store and retrieve 3D modelsare Windows Explorer and Google!
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