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It is no surprise that shadow mapping and its variations are the defacto standard for shadow generation in video games. Shadow maps are easy to compute in real-time and its many variants produce high quality shadows at interactive rates. With simple filtering techniques or by incorporating multiple shadow maps per area light source, soft-shadows can also be produced at interactive rates depending...
Despite the importance of acoustical diffraction (the "bending" of sound around an obstacle) in the real-world, diffraction in virtual environments and game worlds is often overlooked. Part of this stems from the fact that modeling occlusion/diffraction effects is a difficult and computationally intensive task. Inspired by our previous work that saw the development of a three-dimensional...
Here we investigate the effect of sound on the perception of visual realism and the time required to complete a simple navigation-based task within a serious gaming (virtual) environment under various sound and visual conditions. Results indicate that the perception of visual realism and task completion time can be affected by sound. Designers and developers of serious games (and virtual environments...
Before the application of virtual simulations and serious games for surgical education and training becomes more widespread, there are a number of open questions and issues that must be addressed including the relationship between realism, multi-modal cue interaction, immersion, and knowledge transfer and retention. Using the serious game surgical cognitive education and training framework developed...
In this work we present a novel framework for the real-time interaction with 3D models in augmented virtual reality. Our framework incorporates view-dependent stereoscopic rendering of the reconstructed environment together with user's hands and a virtual object, and high-precision gesture recognition to manipulate it. Proposed setup consists of a Creative RGB-D camera, Oculus Rift VR head mounted...
Here we analyze and provide a description of our ongoing work that couples an online learning management system and gamification to provide an engaging and motivating learning experience for health professions students.
Although the direct path between a sound source and a listener is often occluded, through the phenomenon of diffraction sound can still reach a listener by “bending” around an obstacle that lies directly in the line of straight propagation. However, modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored altogether in virtual environments...
We present the details of a virtual sound rendering engine (VSRE) that is being developed for virtual environments and serious games. The VSRE incorporates innovative graphics processing unit-based methods to allow for the approximation of acoustical occlusion/diffraction and reverberation effects at interactive rates. In addition, the VSRE includes a GPU-based method that performs the one-dimensional...
Surgical proficiency requires command of both technical and cognitive skills. Although at times overlooked, cognitive skills training allows residents to practise detecting errors ultimately leading to a reduction of errors. Virtual simulations and serious games offer a viable alternative to practice in an actual operating room where traditionally both technical and cognitive skills acquisition takes...
The majority of game engines include their own level editing software (a level editor) which can take months or even years for a user to become proficient with. Level editors often contain tools that duplicate some of the features found in modeling software packages even though they are typically used in conjunction with modeling packages. In this paper, we present a level editor that simplifies the...
In typical environments, the direct path between a sound source and a listener is often occluded. However, due to the phenomenon of diffraction, sound still reaches the listener by “bending” around an obstacle that lies directly in the line of straight propagation. Modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored in virtual reality...
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