
Sunday, 27 March 2011
GTA design document made public

King's Quest series reboot?
I have to say I am really excited by this news. Not sure if King's Quest can work without Roberta Williams and to be honest something like the Space Quest series would have worked better for a company like Telltale but since King's Quest 2 was the first adventure game I ever played (many, many years ago now!) this still sounds particularly intriguing...Friday, 25 March 2011
Fundamentals of Computer and Video Games Development short course at Bournemouth University
On this short course you will develop an in-depth knowledge of contemporary game development. Via a set of intensive lecture and tutorial sessions you will comprehensively cover the basics of the three main aspects of modern video game creation; 3D modelling and animation, level design and engine programming.You will be taught in state-of-the-art, dedicated games development laboratory facilities at Bournemouth University’s Talbot Campus, using industry-standard software such as Autodesk’s 3D Studio Max (used to create content for games such as the Assasin’s Creed series), Epic’s UnrealEd (used in games such as the Gears Of War series and Batman Arkham Asylum) and Unity (a very popular up-and-coming multiplatform indie engine capable of producing browser-based 3D games.
Thursday, 24 March 2011
Centre for Digital Entertainment conference
New PhD studentship advertised at Bournemouth University
Sunday, 20 March 2011
Kinect used by surgeons
This apparently saves up quite a significant amount of time with the original process now replaced by using hand gestures to call up, rotate and zoom in on images. The process has already been used on 6 procedures so far with the hospital hoping to use it in other areas as well (such as physiotherapy). Dare To Be Digital documentary on C4
Crunchtime begins on Sunday March 27 at 7.25am, I'll definitely be watching this with great interest, as should everybody else in games dev education (whether they are a student or a teacher). Skullgirls, another cartoon-shaded beat 'em up
Saturday, 19 March 2011
UDK-type product in preparation from Crytek
This at the moment is very vague of course as the aspects such as the revenue model are not even covered, however as an educator and researcher I would be incredibly interested in an alternative to the UDK which is user-friendly and utilises/sits on the cutting edge CryEngine. Hopefully there will be some more concrete news soon on this.
Sunday, 13 March 2011
City Kit, the new kid on the block in automated virtual city generation apps
Saturday, 12 March 2011
Argon, the mobile AR web browser
Argon operates by taking video from the phone's camera and then rendering content on top of it. The prototype/initial release operates by taking any content from the Apple iPhone's mobile Safari web browser and "pushing it" out on virtual billboards. More interestingly, the creators of Argon promise 3D content support in soon-to-come releases. Other platforms, like Android, are also to be supported in the future.Monday, 7 March 2011
Member of the International Program Committee for ICADIWT 2011
This conference (ICADIWT 2011) will include presentations of contributed papers and state-of-the-art lectures by invited keynote speakers and is set to take place at Stevens Point, Wisconsin, USA between the 4th and the 6th of August (for more info please check here).AR hotel reviews on the iPad
The application is based on Google Street View with additional content superimposed on its visualization (relevant to the hotel theme) and while not truly AR per se (and how could it be as the iPad currently does not have a camera, although that it said to change soon with iPad 2) this still is a novel idea which can find great use in the interested audience, and of course can be further extended with future evolutions of Apple's device. You can find the application here.
Sunday, 6 March 2011
Valve is a strong supporter of biometrics in games
Ambinder, currently holding the (particularly ungame-like!) role of experimental psychologist at Valve focuses, as revealed from the above statement on, for example, how players feel while in a heated battle or when encountering a tough puzzle. A number of technologies have been examined for this so far such as heart-rate measurement devices, eye-trackers, brain-wave activity monitoring interfaces and others.
Interestingly, Adminder dismisses (for now) BCIs (brainwave interfaces) as the brain is too noisy to read with current inexpensive devices. Instead, in an experiment using the Left 4 Dead game (discussed during the GDC talk) Valve measured electrical resistance of the player’s skin. This was in order to get an impression of their interest and emotional investment in the game. The data from this was used to increase the challenge of the game during lull of activity, thus producing adaptive manipulation of the games difficulty.
The subsequent survey demonstrates that when the biometrics adaptive mode was in play the subjects found the game significantly more fun. It'll be great to see where Valve can take this and also very impressive to see a company that could be churning out another installment of Half-Life instead investing some of its resources to more visionary research like this.
Saturday, 26 February 2011
Sony claims CryEngine for PSP2
The PSP2 is to currently feature an ARM Cortex-A9 processor and judging by these news and support behind it it will be interesting to see how or whether it will dethrone Apple from its current mobile gaming lead.Minecraft to go mobile
It should be noted that the PC version itself is still a beta one, despite having sold, in downloads, over 1.3 million copies. As long as the touch screen interface usability issues are respected and integrated well enough in this it could well make a fascinating addition to Apple's gaming cannon.Friday, 25 February 2011
PhD thesis now available on EThOS
The research presented in this thesis (titled Evaluating Non-Photorealistic Rendering for 3D Urban Models in the Context of Mobile Navigation) 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.
It can be found here on the EThos system and here on the City Uni library.
Sunday, 20 February 2011
Bringing historic maps to 3D
On the occasion where buildings are displayed in characteristic colours, the process is automatic. This operates by detecting blocks of colour on a scan of the map, and then subsequently highlighting the edge of each block. This then generates a clear outline of the building(s). The extracted outlines can be imported into a commercial software package (such as the often mentioned in this blog CityEngine) and then further manipulated.This is the link to the journal describing the work.
Sarien.net, browser-based, multiplayer, iPad friendly classic adventure gaming
Hard Corps Uprising, another non-photorealistic game
