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AWG Gaming and Simulation




                         Wolfgang Hürst
                       Utrecht 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 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
Games – Some background information

   Huge markets
   Not just for fun
   Not just for kids




                       Source & copyright info:
                       http://theelderlies.wordpress.com/2007/02/
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/
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.
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
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!)
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.”
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?”
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
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
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.”
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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FOCUS K3D AWG Gaming and Simulation

  • 1. AWG Gaming and Simulation Wolfgang Hürst Utrecht University
  • 2. Games – Some background information Huge markets For example, entertainment games: • 2005: US$ 20 billions • 2009 (estimated): US$ 30 billions
  • 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. Games – Some background information Huge markets Not just for fun Not just for kids Source & copyright info: http://theelderlies.wordpress.com/2007/02/
  • 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. 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. 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. 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. 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. 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. 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. Characteristics – Various applications Entertainment, e.g. FOCUS K3D AWG member Silent Bay Studios http://www.silentbaystudios.com
  • 13. Characteristics – Various applications Education, e.g. FOCUS K3D AWG member VSTEP http://www.vstepoffice.nl
  • 14. Characteristics – Various applications Serious gaming, e.g. FOCUS K3D AWG member TXchange http://www.t-xchange.nl
  • 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. 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!