Challenges in forest management are increasing due to climate change and its associated risks. Considering the needs and demands of various stakeholders leads to more complex decision-making. The ...increasing amount and quality of available geographic, forest and individual tree data, the combination of this data, and the use of forest growth simulators make it possible to support forest managers in this decision-making process. Our aim was to develop a strong visualization instrument that can be used in both forest planning and stakeholder communication. We present a solution based on a game engine, where data from multiple sources (terrain data, satellite imagery, tree data) is combined into a virtual environment. The user can move freely inside this virtual forest, look at the forest from arbitrary perspectives, and observe its development over the years under different management scenarios. We demonstrate the usefulness of this approach with a study region in Switzerland.
•A game engine was used to visualize a digital twin of an existing forest.•Three-dimensional models of trees of 11 species were procedurally generated.•The application can visualize the output of three forest growth simulators.•The application can be used for training and communication.
Unity merupakan salah satu mesin game yang dapat digunakan untuk membuatan game. Game memilik beberapa genre, salah satunya Game Puzzle. Game Puzzle bertujuan untuk menguji keterampilan pengguna ...dalam memecahkan masalah. Game Puzzle miliki genre sendiri salah satunya Action 1. Salah satu masalah yang dapat digunakan dalam Puzzle Game adalah Gambar. Tebak Gambar adalah salah satu model permainan yang termasuk dalam genre Game Puzzle. Pada penawaran ini ditawarkan Perancangan Permainan Tebak Gambar dengan aturan permainan yang memilih dan mencocokan objek gambar dengan objek gambar yang di cari. Aturan permainan yang lain dimulai setiap kali permainan yang objek yang di cari akan berubah-ubah. Objek yang digunakan sebanyak 10 dan objek random yang muncul ketika permainan dimulai 5. Maka setiap permainan dimulai pada posisi objek tidak berubah. Hasil yang didapat diujikan dengan menggunakan metode black box.
With Al becoming more and more relevant in today’s world, this project aims to develop a 2D game engine with an Al subsystem for state-driven agents, which is rarely implemented by a lot of 2D ...engines out there. In this study, a 2D game engine was designed with an FSM (Finite State Machine)--based AL subsystem using state-driven game agents. The engine was implemented using the Javascript programming language and the WebGL 2.0 graphics library/API. It is targeted at web-based games/simulations. Components and subsystems include physics, audio, math, rendering, and AI (based on finite-state machines). The FSM-based AI subsystem is a solution aimed at reducing the ambiguity and performance hits associated with creating 2D game AI in the naive approach. The AI subsystem creates an interface for 2D games to be created with a common paradigm, and simulated with a great level of realism. The state machine used in this study is used to represent a variety of behaviours, such as wandering, attacking, and fleeing. The following conclusions were drawn as regards the impact of the AI approach used on rendering performance; the naive approach to implementing game AI is also compared with the FSM approach in terms of rendering (frames per second/ FPS, or frame rate). With the naive approach (vector math) being used to implement AI, there was a drop in the rendering frame rate to 50 FPS. The FSM approach didn’t affect the frame rate, which is usually at 60FPS. With a well-developed FSM (Finite State Machine), game agents can transition between states easily as a response to user input or stimulus from the game environment. The proposed method was tested by creating a prototype game with the 2D game engine. The prototype game was a straightforward side-scrolling platformer featuring a cast of non-player characters (NPCs). This approach to implementing 2D game AI goes a long way toward improving performance and mitigating ambiguity in the code.
Displaying search results in a vertical list, existing academic search engines do not reveal deeper insight into searched topics such as their connections with other topics. To address this issue, ...this paper proposes two interactive information visualization interfaces where users can discover networks of authors in computer science and interdisciplinary connections among research topics in philosophy, art, and history. The first interface presents collaboration relationships among authors and the authors’ publications, using author name and publication title data extracted from more than two million papers published in the ACM journal until 2016. This interface, to our knowledge, is the first search engine that was built with a game engine, which sheds light on a novel use of a game engine as a search tool. The second method uses a web interface to show connections among seemingly unrelated concepts. Being the first digital implementation of Bill Seaman’s poly-association, the interface possesses potentials as a widely available tool that can be used for discovering unexpected interdisciplinary relationships among research topics.
With recent rapid advancement of visualization technologies, recognized research work for improving construction safety management practices has been conducted for identifying safety risks as well as ...worker onsite training. However, most of the previous studies were limited to reflect the site safety management process, which normally consists of planning–education–inspection phases. This study proposes a framework for a novel safety management and visualization system (SMVS) that integrates building information modeling (BIM), location tracking, augmented reality (AR), and game technologies. A prototype system has been developed and tested based on an illustrative accident scenario. The potentials and technical limitations of the prototype SMVS have been evaluated by site safety experts. A case study was also implemented, whose results show that the SMVS has a great potential to improve the identification of field safety risks, increase the risk recognition capacity of workers, and enhance the real-time communication between construction manager and workers.
Interactive dense point clouds in a game engine Virtanen, Juho-Pekka; Daniel, Sylvie; Turppa, Tuomas ...
ISPRS journal of photogrammetry and remote sensing,
20/May , Letnik:
163
Journal Article
Recenzirano
Odprti dostop
With the development of 3D measurement systems, dense colored point clouds are increasingly available. However, up to now, their use in interactive applications has been restricted by the lack of ...support for point clouds in game engines. In addition, many of the existing applications for point clouds lack the capacity for fluent user interaction and application development. In this paper, we present the development and architecture of a game engine extension facilitating the interactive visualization of dense point clouds. The extension allows the development of game engine applications where users edit and interact with point clouds. To demonstrate the capabilities of the developed extension, a virtual reality head-mounted display is used and the rendering performance is evaluated. The result shows that the developed tools are sufficient for supporting real-time 3D visualization and interaction. Several promising use cases can be envisioned, including both the use of point clouds as 3D assets in interactive applications and leveraging the game engine point clouds in geomatics.
This article presents the results of the performance studies of applications created with use of CryEngine and Unity game engines. Presented research was mainly focused on comparison of two ...applications created on selected engines. Several parameters were selected for the research: frame rate, CPU usage, RAM usage and generation time of 3D objects. Created applications were built with the use of the same graphic resources and similar source code. The hypotheses set in the article – Unity game engine is more efficient than CryEngine – have been verified and partially confirmed: engines are more efficient in different environments.
Learning from accidents is essential in preventing their recurrence; however, the unstructured nature of construction accident data poses a significant challenge to the retrieval of insightful ...information from past incidents. The absence of engaging training tools that facilitate access to such information also impedes learning. This paper aims to develop an ontology-enabled Virtual Reality (VR) framework to provide access to incident data in immersive educational settings. The framework comprises three modules: 1) Ontology module for structuring information from accidents; 2) VR module for interactive learning based on accident cases; and 3) Semantic enrichment module for embedding accident information in VR scenarios. A prototype was developed to verify the frameworks' technical feasibility, usability, and educational potential. User trials confirm that the solution offers a promising medium for learning from accidents. It is anticipated that the framework would enhance practices for learning from accidents and contribute to improved safety outcomes in construction.
•Learning from accidents is crucial for enhancing construction safety.•This paper proposes the CASE-VR framework to improve learning from accidents.•CASE-VR provides an ontology-enabled VR platform with structured accident data.•A prototype demonstrates the feasibility and usability of the proposed framework.
The results of healthcare design should meet the requirements of design teams as well as healthcare stakeholders. However, misunderstandings that occur between the design teams and healthcare ...stakeholders when using 2D illustrations leads to the need for re-design and rework during the design phase. To overcome this problem, this study develops a Database-supported VR/BIM-based Communication and Simulation (DVBCS) system integrated with BIM, game engine and VR technologies for healthcare design special in the Semi-immersed VR environment. The DVBCS system is applied in a case study of a design project of a cancer center in Taiwan to verify the system and demonstrate its effectiveness in practice. The results demonstrate that a DVBCS system is an effective visual communication and simulation platform for healthcare design. The advantage of the DVBCS system lies not only in improving the communication efficiency between the design teams and healthcare stakeholders, but also in facilitating visual interactions and easing the decision-making process while communicating in the 3D VR/BIM environment. The effective use of the proposed DVBCS system will assist design teams and stakeholders significantly in systematically handling healthcare design work in future healthcare design.