Wednesday, 23 June 2010

3D urban model on the iPad

This is the first example of a 3D urban model on the new Apple device (which I saw up close for the first time last week). The video below looks very impressive indeed and is courtesy of Mobile 3D City using datasets by a company called Blom.

I have blogged about Mobile 3D City and their excellent iPhone Paris virtual city application before (check the post from last summer here) and the video above highlights in great detail the potential of using the iPad over the iPhone for 3D urban environment visualization. It'll be interesting to see Google catch up with this (their new iPad Google Earth app does not support 3D yet) and push the boundaries of this further as the Mobile 3D City app is single-city only at the moment.

Sunday, 20 June 2010

Gamr7 and Allegorithmic join forces

Gamr7 has recently announced the integration of Allegorithmic's Substance Air smart texturing system in Gamr7's procedural city generation middleware, Ürban PAD (both of which I have blogged about previously). This integration is intended to enhance the texturing options available in Ürban PAD in terms of creating even more realistic and believable 3D urban environments.

Substance Air functionalities will be available for general release in Ürban PAD's 3.0 version (currently at version 2.5) which typically includes a 30-day free trial of the application.

http://www.gamr7.com/

http://www.allegorithmic.com/

Blender 2.49 scripting

For everyone interested in Blender-driven modelling and animation there is now a new book by Michael J. Anders called Blender 2.49 Scripting. The book covers areas such as gaining control of all aspects of Blender using the powerful Python language, creating complex meshes programmatically and applying materials and textures, automating the rendering process and extending Blender's image manipulation capabilities, extending Blender's built-in editor plus also interacting with version control systems and storing render results on a FTP server.

I can recommend this publication to anyone using Blender as it could push their skills forwards considerably in the scripting direction. The book can be bought from here while, in case you want to sample it, there is a free chapter made available by the publisher here.

Yell urban mapping service

Yell offers yet another 3D urban mapping/navigation service which, while in beta at the moment and with not very extensive coverage (Birmingham, Leeds, London and Manchester are covered at the moment), is characterised by the almost seamless mix of 3D bird's-eye models and Street-View like street-level panoramas.

You can switch from 3D City to Street Cam view allowing for this, all within a Flash-based viewer (the only drawback of which is the low resolution). Yell promises to extend their coverage as soon as possible. The hybrid 3D/panorama concept is very impressive and attractive (see the vid above) so it would be very interesting indeed to see this pushed forward and contrasted against Google Maps.

Biometrics in games?

Ubisoft has recently revealed Innergy, a new peripheral that monitors body readings and aims to lower stress. Mentioned in Ubisoft’s E3 press conference, is the Innergy Sensor, a biofeedback tool capable of measuring heart rate variability, blood flow and pulse.

The game associated with the sensor guides players through a sequence of scenarios that help identify sources of stress. It then proceeds to offer a range of breathing exercises designed to relieve this stress, while at the same time providing an illustrated diary so that progress is monitored.

Biometrics in the form of eye-tracking and BCIs have been around in games for a while now but efforts such as this one or Nintendo's Vitality Sensor seem to further up the ante (the latter is pictured above). All in all this creates many new exciting opportunities for conducting usability studies in the field.

Saturday, 12 June 2010

Festival Of Design And Innovation at Bournemouth University

On the 24-28 June 2010 Bournemouth University celebrates the work of our talented final year students at the Festival of Design & Innovation. This extensive showcase will feature work in the areas of Product Design, Industrial Design, Design Engineering, Fashion & Textiles, Interior Design, Computer Aided Product Design, Sustainable Graphics & Packaging and Music and Audio Technology.

The Festival continues to embody the spirit of design and innovation at BU in it’s 18th year. Throughout the Festival, designs with the possibility to make a real impact on our everyday quality of life will be displayed publicly for the first time.

Typically the event attracts over 1500 visitors including talent scouts from the BBC's Dragons' Den and companies such as Dyson. This year more than 170 designs and prototypes from our comprehensive range of design courses will be on display and give a real flavour of what design at BU is all about.

There are also other side-events as part of the Festival such as a School And Colleges day, which is tailored towards exposing the work carried out at BU towards prospective students and their teachers. I, for example, am involved in presenting the BSc Games Technology course content to these audiences on a dedicated event on the 28th of June.

Learn more about the event here.

Mobile version of Second Life?

Linden Lab, the company behind virtual world Second Life is now mentioning, for the first time, a plan to launch mobile applications (third-party companies have already attempted this on smartphones). Amongst other strategic goals such as turning the application into a browser-based experience and integrating with other social apps such as (most notably) Facebook, Linden Lab state in a press release that "investments intended to enhance ease of use and participation in its virtual goods marketplace through browser-based and mobile applications".

The company recently restructured (with 30% of their staff getting their marching papers) plus buzz on Second Life has significantly diminished in the last year or so therefore it remains to be seen whether this is to be implemented or not. It does appear to be a move to put Second Life back on the map (and an iPhone version would definitely be really cool in my opinion).

Layar 3.5 version update

Layar, an augmented reality startup I have mentioned before in this blog, has now updated its Android app to version 3.5. This version of Layar is the first one to get its brand new stream feature (the iPhone version is soon to receive this as well).

This feature makes it easier for Layar users to locate AR content around their current whereabouts. It operates thusly; when the application is launched, the users are presented with a list of nearby content. The current state of affairs was to have to search for specific topics or layers so the reasoning behind the improvement is obvious.

Developers have now apparently created more than 700 layers for its AR browser, while the app itself is serving 2.4 million virtual objects a day to its users. As Layar appears to be at the forefront of mobile AR at the moment it is interesting to observe that the medium is finally taking off, with many exciting possibilities there to be further explored.

http://www.layar.com/

Sunday, 6 June 2010

Unity Creative magazine

The first issue of a magazine dedicated to Unity development is now out, called Unity Creative. This digital magazine aimed at game Artist and developers and features articles, tutorials and more. The first issue comes with a number of ready-to-use Unity skyboxes plus articles programming for beginners in C#, optimization, publishing from Unity to Facebook and others.

The bi-monthly magazine looks very interesting and a very well-put together initiative, you can check it out here.

Non-photorealistic technique in Disney's next film, Tangled

Disney's upcoming animated feature film called Tangled, based on the Rapunzel fairytale, will be using non-photorealistic rendering approaches to simulate a feel akin to oil painting. More importantly this stylization is based on the painting "The Swing", by the French Rococo artist Jean-Honoré Fragonard.

The images look very impressive indeed and due to be released on November the 24th this year it remains to be seen whether more animated feature films will follow down the path of this, i.e. using graphics rendering to simulate traditional hand-drawn pencil styles in the future.

Friday, 4 June 2010

Sega Genesis/MegaDrive console revisited

If like me you are interested in retrogaming, a ‘new’ version of Sega’s classic Megadrive console, complete with 15 games built in has been recently released by a company called Blaze. According to Blaze, the console can also play all old MegaDrive cartridges from all regions.

Built-in games include Alex Kid, Alien Storm, Altered Beast, Arrow Flash, Bonanza Bros., Columns, Crack Down, Decap Attack, E Swat, Fatal Labyrinth, Flicky, Gain Ground, Golden Axe, Shadow Dancer and Sonic And Knuckles. Blaze made the news last year by releasing a handheld console that, again, played old MegaDrive games.

Costing less than £40 I should be soon be purchasing one of those and putting it to the test, on paper I have to say it is a fantastic idea and it would be great to see other classic 16-bit/32-bit consoles of the era following (Super NES would be my pick!).

Member of the Program Committee for IASTED Portable Lifestyle Devices 2010 conference

I have been invited to be a member of the International Program Committee for the IASTED Portable Lifestyle Devices conference (PLD 2010). The conference will provide a forum for substantive discussion on the emerging technologies and methodologies being developed to overcome the challenges that exist in all areas of the field concerned. This conference will also showcase developments in industry, successful applications and case studies.

It will take place at the beautiful city of beach houses and boating, Marina del Rey, just minutes from Venice Beach, Playa del Rey and western Los Angeles between the 8th and 10th of November 2010 (paper deadline is 1st of August).

http://www.iasted.org/conferences/home-727.html

Thursday, 27 May 2010

Member of Program Committe for VS Games 2011

I have been invited to be a member of the International Program Committee for VS Games 2011, the third international conference in Games and Virtual Worlds for serious applications.

VS-Games'11 will be organized with full support of the host institution for the 2011 outing of the conference, National Technical University of Athens (NTUA) Athens, Greece. This will be in May 4-6 2011. The conference will take place on the NTUA campus. The third International Conference in Games and Virtual Worlds for Serious Applications (2011) aims to meet the significant challenges of the cross-disciplinary community that work around these serious application areas by bringing the community together to share case studies of practice, to present virtual world infrastructure developments, as well as new frameworks, methodologies and theories, and to begin the process of developing shared cross-disciplinary outputs.

Tuesday, 18 May 2010

Drive the A-Team Van in Google Earth 3D

If you want to explore the capabilities of 3D models in Google Earth then a fantastic little game, based on the upcoming A-Team remake movie has just been released. The game is called Drive The A-Team Van with the title being fairly self-explanatory. The video below illustrates the game although I would wholeheartedly recommend checking it out by having a go at playing it.

The game allows you to drive around several capitals and large key cities and showcases how far Google Earth has come in terms of its 3D modelling content (and also the potential it has for the future).

You can find it here.

Saturday, 15 May 2010

PhD submitted at City University London

I recently submitted my PhD at City University London, which will now be assessed and defended via an oral viva over the next few months. The PhD is titled "Evaluating Non-Photorealistic Rendering for 3D Urban Models in the Context of Mobile Navigation". I begun reading towards this degree in Oct 2005 so it has been quite a journey.

The research presented in this thesis examines the legibility of using different rendering styles in the context of 3D navigation on contemporary mobile devices. The styles examined deviate from the usual representation of 3D urban models on current applications, which at the moment strive for an approximation of realism. Other than the technical resource limitations posed by this, the use of this photorealistic approach, in the context area given, eliminates the possibilities of abstraction plus thematic highlighting and connectivity, obstructs inference to traditional cartography and flexibility in visualization. Finally, visual attention overload can be observed, which can be very detrimental to navigational decision-making. The alternative approach explored is the use of non-photorealistically rendered stylizations, of differing styles, suggested to possess benefits such as communicative aspects, which can influence low-level perceptual processes and emotional responses to cognitive workloads, interactivity motivation, the succinct presentation of context-assistive information and decreasing user effort. These styles are influenced by 2D human artwork, as simulated by computer algorithms.


The investigation consists of four empirical studies, conducted in a range of conditions, across a combined total of 211 participants. The first and second studies are based on the use of self-reported rankings for crucial spatial attributes of the, respectively, 2D and 3D scene stimuli. For the third experiment, following the Nielsen usability taxonomy and based on a route retracing task, objective measures are collected. Similarly, for the final experiment a route retracing task is repeated, which on this occasion contrasts the learning the rendering styles provide for a realworld urban location, rather than a virtual one. Across all experiments standardized additional tests such as the Santa Barbara Sense of Direction scale, the NASA TLX workload assessment tool and the IBM Computer Usability questionnaire provide additional information on both the user experience and the population sample itself. A three-tier architecture-based prototype pedestrian navigation application with GPS and digital compass sensor integration has been used in the studies, capable of the display and interaction of egocentric, real-time, georeferenced 3D urban location models.


Findings suggest a consistent common thread across all four experiments of strong support, based on extensive statistical analysis, in both user preference and user performance to non-photorealism over the verisimilar representation. This elicits the emergence of certain non-photorealistic styles, such as cel-shading and sketched shading, as effective new user interface paradigms for mobile navigation. Key outcomes from the experiments include, amongst others, the ranking of the sketched style ahead of photorealism in finer detail distinction and interaction engagement (first and second studies respectively). Additionally, another important observation is the superior performance of cel-shading in task time completion, error rate, disorientation and context-switching in the final experiment, signifying how easier it is for users to learn and remember a mobile virtual route rendered in this manner. All results are discussed and explained in terms of applicable existing perception work. The research concludes with a discussion on the suggested technical benefits of the non-photorealistic approaches, such as level-of-detailing and mip-mapping, progressive network transmission and generalisation as well as the potential use of biometrics-related modalities to collect additional information in future experiments.

Sunday, 9 May 2010

IV 2010 conference publication accepted

A publication I have co-authored with researchers here at Bournemouth University has been accepted for publication at July's 14th International Conference in Information Visualisation (IV 2010), to take place in London, UK. This will be between the 26th and the 29th of July at the London South Bank University.

The publication is under the full-paper track of the Biomedical Visualization symposium (MediVis) and is titled "Investigating the Trend of Virtual Reality-based Stroke Rehabilitation Systems".

http://www.graphicslink.co.uk/IV10/

IBM serious game development for urban planning

IBM recently announced the development of CityOne, a new serious game that can assist urban planning. CityOne is a free, Sims-style game where the player is tasked with guiding the city through a series of missions. These include industries such as energy, water, banking and retail.

For example, according to the IBM press release, one mission involves a city where water usage has increased at twice the rate of population growth with supplies becoming strained and polluted, the municipality losing as much as 40 percent of its water supply through leaky infrastructure and energy costs steadily increasing. For this mission to be completed, the player would have to institute a Water Management System that would include accurate real time data in order to make decisions on delivering the highest water quality in the most economical way.

I've blogged before about IBM's serious games foray (the INNOV8 project, check the post out here), for more information on their current effort visit http://www.ibm.com/cityone.

Friday, 7 May 2010

New Prince of Persia cinematic intro

While I was disappointed to hear that Ubisoft moved away from their adopted cel-shaded approach in the new installment of the Prince Of Persia games saga, the new cinematic intro/demo released for the game (called The Forgotten Sands) illustrates in a great way just how far photorealism in gaming has progressed.


Check out the video above, while I have a very strong interest in non-photorealism and its inherent abilities, the technical achievements of approximating reality in games should not be understated. Eagerly awaiting for the release of the game itself.

Wednesday, 5 May 2010

Interactive Age journal

An interesting new publication for anyone connected to the games industry is Interactive Age. Interactive Age is a peer-journal printed twice-yearly for an audience of executives, creatives, and decision-makers in the video game industry.

The magazine features essays, research, roundtables, case studies and regular columns from the presidents of both the Entertainment Software Association and the Academy of Interactive Arts and Sciences.

Mixing substance with style, Intreractive Age offers a platform to elevate game industry discourse and promises to provide deep insights to anyone who wants to know how to succeed in interactive entertainment. The first issue is already out.

Extracting geometry from paintings

The excellent Digital Urban blog features an attempt at extracting 3D geometry from a painting So using a section of Visscher's panoramic view of London circa 1616. In this, lines of perspective were put in and the main features were traced around. The results, found in the YouTube clip below, are very impressive.

Creating a 3D flythough or indeed a full 3D model from a traditional painting definitely showcases a lot of potential in exploration. This was created using the photomodelling Canoma package.