This research paper presents a Screening Room tool, inspired from the Film and TV industry, that is then applied to the game industry. The work involved the creation and development of several in-game prototypes of a Screening Room tool within the game engine Unity 5. The iterative development involved usability testing and benchmarking against an example of current game development quality assurance processes that use BugZilla. The prototype resulting from the third iteration was then tested within a commercial games company CodeGlue and it was found that an overall time saving of approximately 500% was made whilst usability being arguably better for bug finding staff whilst similar to more complex for the bug fixing staff.
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Within the context of the Iliad project, the authors present technical challenges and the first results of having valid 3D scenes of (non-)existing offshore wind farms procedurally and automatically generated within either the Unreal or Unity game engine. The Iliad – Digital Twins of the Ocean project (EU Horizon 2020) aims to develop a ‘system of systems’ for creating cutting-edge digital twins of specific sea and ocean areas for diverse purposes related to their sustainable use and protection. One of the Iliad pilots addresses the topic of offshore floating wind farm construction or maintenance scenario testing and validation using the Unity 3D game engine. This work will speed up the development of these scenarios by procedurally and automatically creating the Unity 3D scene rather than manually (which is done at present). The main technical challenges concern the data-driven approach, in which a JSON configuration file drives the scene creation. The first results show a base wind farm running in Unreal 5.1. The final product will be able to handle environmental conditions, biological conditions, and specific human activities as input parameters.
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This paper addresses the procedural generation of levels for collaborative puzzle-platform games. To address this issue, we distinguish types of multiplayer interaction, focusing on two-player collaboration, and identify relevant game mechanics for a puzzle-platform game, addressing player movement, interaction with moving game objects, and physical interaction involving both players. These are further formalized as game design patterns. To test the feasibility of the approach, a level generator has been implemented based on a rule-based approach, using the existing tool called Ludoscope and a prototype game developed in the Unity game engine. The level generation procedure results in over 3.7 million possible playable level variations that can be generated automatically. Each of these levels encourages or even requires both players to engage in collaborative gameplay.
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One of the key challenges in the rapid technological advance of Virtual Reality (VR) and Mixed Reality (MR) concerns the design of collaborative experiences. VR systems do not readily support team collaboration because they tend to focus on individual experiences and do not easily facilitate naturalistic collaboration. MR environments provide solutions for collaborative experiences, but establishing smooth communication between hardware components and software modules faces a major hurdle. This paper presents the background to and main challenges of an ongoing project on collaboration in an MR lab, aiming to design a serious 'team collaboration' game. To this end, we utilized a common game engine to engineer a cost-effective solution that would make the game playable in a configuration operated by WorldViz and Volfoni equipment. Evaluation of various solutions in the development process found a Unity 3D Cluster Rendering Beta solution to be the most cost-effective and successful.
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One of the key challenges in the rapid technological advance of Virtual Reality (VR) and Mixed Reality (MR) concerns the design of collaborative experiences. VR systems do not readily support team collaboration because they tend to focus on individual experiences and do not easily facilitate naturalistic collaboration. MR environments provide solutions for collaborative experiences, but establishing smooth communication between hardware components and software modules faces a major hurdle. This paper presents the background to and main challenges of an ongoing project on collaboration in an MR lab, aiming to design a serious 'team collaboration' game. To this end, we utilized a common game engine to engineer a cost-effective solution that would make the game playable in a configuration operated by WorldViz and Volfoni equipment. Evaluation of various solutions in the development process found a Unity 3D Cluster Rendering Beta solution to be the most cost-effective and successful.
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Eutropolis is an everchanging utopian vision for the Euregion Meuse-Rhine, an international region. A vision about to make borders fade.
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Within this study the aim is to measure running workload and relevant running technique key points on varying cadence in recreational runners using a custom build sensor system ‘Nodes’. Seven participants ran on a treadmill at a self-chosen comfortable speed. Cadence was randomly guided by a metronome using 92%, 96%, 100%, 104%, and 108% of the preferred cadence in 2-min trials. Workload was measured by collecting the heart rate and the rating of perceived exertion (RPE 1 to 10) scores. Heart rate data shows that the 100% cadence trial was most economical with a relative heart rate of 99.2%. The 108% cadence trial had the lowest relative RPE score with 96.2%. The sample rate of the Nodes system during this experiment was too low to analyze the key points. Three requirements are proposed for the further engineering of a wearable running system, (i) sampling frequency of minimal 50 Hz, (ii) step-by-step analysis, and (iii) collecting workload in the heart rate and RPE.
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Deze literatuurstudie, geschreven als onderdeel van een vijftal studies naar verschillende fasen in het EU-beleidsproces, behandelt de fase van beleidsvorming door de Europese Commissie (EC). Hierin staat de vraag centraal wat de belangrijkste voorwaarden zijn voor effectieve beïnvloeding in deze fase van het EU-beleidsproces door EU-lidstaten en in het bijzonder door Nederland. In de literatuurstudie is met name literatuur tussen 2016 en 2023 behandeld, die op één of andere wijze kan bijdragen aan inzicht in de manier waarop actoren, en in het bijzonder lidstaten, invloed kunnen uitoefenen op beleidsvorming door de EC. De belangrijkste inzichten die volgen uit de literatuurstudie zijn: • Dat het effectief kan zijn om vroegtijdig een breed scala aan beleidsmakers en andere actoren, zowel nationaal als op EU-niveau, te betrekken bij een gestructureerde en gecoördineerde inzet om beleidsformulering te beïnvloeden. Hierbij zouden dan zo veel mogelijk EU-niveau actoren, zoals koepelorganisaties en implementatie-organisaties betrokken moeten worden. • Dat het een positief effect kan hebben op effectiviteit om zo veel mogelijk samen te werken als regering en oppositie in een eensluidend standpunt naar het EU-niveau, en ook samen te werken met regeringen en parlementen in andere lidstaten. • Dat voldoende menskracht, met name wat betreft coördinatie van inzet en contacten met zowel EC als Europees Parlement (EP), kan bijdragen aan een effectievere beleidsbeïnvloeding. Daarbij helpt het als nauw contact met vertegenwoordigers in expertgroepen wordt gehouden en zwaarder gekwalificeerde personen afgevaardigd worden, zodat zij in de groepshiërarchie binnen expertgroepen een leidende rol kunnen spelen. • Dat het effectief kan zijn om bij het bepalen van de boodschap en beïnvloedingsstrategie, in deze vroegtijdige fase, rekening te houden met de motivaties en belangen van (individuele ambtenaren binnen) de EC en andere lidstaten, en er een EU-wijd belang wordt gepresenteerd. • Dat strategisch nadenken over het proces en de keuzes rond consultatie-instrumenten effectiviteit zou kunnen vergroten Over veel thema’s kon geen uitsluitend wetenschappelijk onderbouwd antwoord gegeven worden vanuit de bestaande literatuur op dit moment, en is aanvullend onderzoek nodig om geïnformeerde uitspraken te kunnen doen over de rol van lidstaten en van Nederland in het bijzonder.
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Designers move more and more in the direction of Service Design, in which frequently a participatory or co-design approach is used to involve service providers in the design process. The designerprovider relationship in such Service Design processes differs in four aspects from traditional client-relationships: The relationship is 1) more dynamic and interactive, 2) based on collaboratively evolving ideas and ambitions, 3) focusing on the process of innovation, rather than on the outcome, and 4) frequently based on extrinsic motivation for innovation or on fuzzy starting points. Designers experience difficulties in persuading service providers of the importance of such a collaborative approach, while providers are not familiar with this kind of approach and their organizations are not ready for such a kind of collaboration. This paper positions designer-provider relationship in Service Design processes in literature and describes a research proposal for the development of an efficient and effective participatory design intervention that stimulates collaboration between designers and service providers.
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