Lighting in video games is used to set moods and atmosphere, or can serve as a gameplay tool. This paper examines the effects lighting concepts can have on a virtual game environment on the players’ navigation within the game. Previously known lighting concepts were tested in a virtual environment to determine if they have a similar effect on the perception of the presented virtual space as they do in real life, as well as the effect they have on the navigational behavior of players. In a game-experiment with 50 male participants we show that the previously known lighting concepts apply to the virtual environment in a similar manner as they do in real life, although the effects on the navigational behavior of the participants remain inconclusive.
Public lighting’s primary purpose is nighttime visibility for security and safety. How to meet so many requirements of so many stakeholders? The key to developing a good plan is to relate lighting to functions of public spaces, because street lighting is more than a technical requirement, a security need, or a design element. It can be thought of and utilized in terms of how the type, placement, and wattage affect how a street is perceived and used. With present-day used street lighting systems however, flexibility is expensive, as is maintenance and energy consumption. A new solution is to use LED lighting with a Direct Current power system. Advantages are a decrease in: energy conversions; material use; amount of switch- boxes; components; labour costs and environmental comfort. The overall implementation of LED and DC will result in better control and efficient maintenance due to integrated bidirectional communication. A challenge is the relatively high investment for these new solutions. Another challenge; DC is not a standard yet in rules and regulations. In the paper the transition to direct current public lighting system will be described with all the pros and cons. A new concept of public ownership, to overcome financial challenges will be discussed. M Hulsebosch1, P Willigenburg2 ,J Woudstra2 and B Groenewald3 1CityTec b.v., Alblasserdam, The Netherlands 2The Hague University of Applied Sciences, The Hague, The Netherlands 3Cape Peninsula University of Technology, Cape Town, South Africa 10.1109/ICUE.2014.6904186
Horticulture crops and plants use only a limited part of the solar spectrum for their growth, the photosynthetically active radiation (PAR); even within PAR, different spectral regions have different functionality for plant growth, and so different light spectra are used to influence different properties of the plant, such as leaves, fruiting, longer stems and other plant properties. Artificial lighting, typically with LEDs, has been used to provide these specified spectra per plant, defined by their light recipe. This light is called steering light. While the natural sunlight provides a much more sustainable and abundant form of energy, however, the solar spectrum is not tuned towards specific plant needs. In this project, we capitalize on recent breakthroughs in nanoscience to optimally shape the solar spectrum, and produce a spectrally selective steering light, i.e. convert the energy of the entire solar spectrum into a spectrum most useful for agriculture and plant growth to utilize the sustainable solar energy to its fullest, and save on artificial lighting and electricity. We will take advantage of the developed light recipes and create a sustainable alternative to LED steering light, using nanomaterials to optimally shape the natural sunlight spectrum, while maintaining the increased yields. As a proof of concept, we are targeting the compactness of ornamental plants and seek to steer the plants’ growth to reduce leaf extension and thus be more valuable. To realize this project the Peter Schall group at the UvA leads this effort together with the university spinout, SolarFoil, whose expertise lies in the development of spectral conversion layers for horticulture. Renolit - a plastic manufacturer and Chemtrix, expert in flow synthesis, provide expertise and technical support to scale the foil, while Ludvig-Svensson, a pioneer in greenhouse climate screens, provides the desired light specifications and tests the foil in a controlled setting.
The project focuses on sustainable travel attitude and behaviour with attention to balance, liveability, impact and climate change (as indicated above). The customer journey is approached from the consumer side and intends to shed light on the way COVID-19 has influenced (or not) the following aspects:• consumer’s understanding and appreciation of sustainability • the extent to which this understanding has influenced their attitude towards sustainable travel choices• the extent to which this change is represented in their actual and projected travel behaviour throughout the travel decision-making process • conditions that may foster a more sustainable travel behaviourThe project can be seen as a follow up to existing studies on travel intention during and post COVID-19, such as ETC’s publication on Monitoring sentiment for domestic and Intra-European travel – Wave 5, or the joint study of the European Tourism Futures Institute (ETFI – www.etfi.nl) and the Centre of Expertise in Leisure, Tourism and Hospitality (CELTH – www.celth.nl) highlighting four future scenarios for the leisure, tourism and hospitality sectors post COVID-19. The project will look beyond travel intention and will supplement existing knowledge with crucial information on the way consumers view sustainability and the extent to which they are willing to adjust their travel behaviour to aid the recovery of a more sustainable travel and tourism industry. Therefore, the report aims to generate knowledge vital for the understanding of consumer trends and the role sustainability will play in travel choices in the near future.Problem statementPlease describe which question in the (participating) industry is addressed.How has the sustainable travel attitude and behaviour in selected European source markets been influenced by the COVID-19 pandemic? Further questions to be answered:• How did the COVID-19 pandemic influence the consumer’s understanding and appreciation of sustainability?• To what extent did this understanding influence their attitude towards sustainable travel choices?• To what extent is this change represented in their actual and projected travel behaviour throughout the travel decision-making process?• What are the conditions that may foster a more sustainable travel behaviour?
In this project, the AGM R&D team developed and refined the use of a facial scanning rig. The rig is a physical device comprising multiple cameras and lighting that are mounted on scaffolding around a 'scanning volume'. This is an area at which objects are placed before being photographed from multiple angles. The object is typically a person's head, but it can be anything of this approximate size. Software compares the photographs to create a digital 3D recreation - this process is called photogrammetry. The 3D model is then processed by further pieces of software and eventually becomes a face that can be animated inside in Unreal Engine, which is a popular piece of game development software made by the company Epic. This project was funded by Epic's 'Megagrant' system, and the focus of the work is on streamlining and automating the processing pipeline, and on improving the quality of the resulting output. Additional work has been done on skin shaders (simulating the quality of real skin in a digital form) and the use of AI to re/create lifelike hair styles. The R&D work has produced significant savings in regards to the processing time and the quality of facial scans, has produced a system that has benefitted the educational offering of BUas, and has attracted collaborators from the commercial entertainment/simulation industries. This work complements and extends previous work done on the VIBE project, where the focus was on creating lifelike human avatars for the medical industry.