Wednesday, 23 June 2010
3D urban model on the iPad
Sunday, 20 June 2010
Gamr7 and Allegorithmic join forces
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
Yell urban mapping service
Biometrics in games?
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.
Saturday, 12 June 2010
Festival Of Design And Innovation at Bournemouth University
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?
Layar 3.5 version update
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. Sunday, 6 June 2010
Unity Creative magazine
Non-photorealistic technique in Disney's next film, Tangled
Friday, 4 June 2010
Sega Genesis/MegaDrive console revisited
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

http://www.iasted.org/conferences/home-727.html
Thursday, 27 May 2010
Member of Program Committe for VS Games 2011
Tuesday, 18 May 2010
Drive the A-Team Van in Google Earth 3D
Saturday, 15 May 2010
PhD submitted at City University London
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
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
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
Wednesday, 5 May 2010
Interactive Age journal
