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The "Computer Game Innovations" series is an international forum made to enable exchange of knowledge and expertise in the field of video games development. Comprising both academic research and industrial needs, the series aims at advancing innovative industry-academia collaboration. The monograph provides a unique set of articles presenting original research conducted in the leading academic centres which specialise in video games education.
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Because of their scale, complexity, and requirement of expandability, Large Scale Distributed Control Systems (LSDCS) are usually created in a multistep integration process. To succeed, it has to be governed by well-defined information architecture, appropriate communication infrastructure and the supervisory role of the time notion taken into consideration from the very beginning of the design stage. Mutual influence of the architecture and underlying communication is discussed in the paper and a novel systematic design methodology is proposed to greatly reduce the complexity. A dedicated communication component is proposed in this approach. Functionality and scheduling algorithms offered by these components enable us to satisfy all the defined prerequisites of the real-time distributed control and design the robust system in a systematic and uniform way. The presented case study proves that the solution not only allows the real-time process requirements to be met but also is a platform for multi-enterprise collaboration.
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Recently, many applications (e.g., wearable cognitive assistance) with the devices of Internet of Things (IoT) (e.g., Apple Watch, Google Glass) have been fast developed. However, the current Internet may not be suitable for the future IoT applications due to the limited capabilities of the data caching and content processing services with the existing Internet architecture. In this paper, we extend the Named Data Networking (NDN) and develop the object-oriented network (OON) as a novel Internet architecture to implement both the native data caching and content processing in the network layer. The datagrams with processable payloads as well as the cached contents are both referred to as the operable objects in OON for abstraction. With the proposed OON architecture, operable objects can be processed and transmitted by forwarding them to the subroutines of content processing programs and the interfaces of content deliveries, respectively, according to the proposed naming rules. For performance evaluation, we implement the dynamic adaptive multimedia streaming application atop the proposed OON architecture in ns-3. Our simulation results show that the proposed OON architecture can effectively increase the potential quality of experience (QoE) for mobile users.
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The goal of the paper is to introduce specialists from industry into the important phenomenon of the recent technology and to explain cyber – physical and informatics background of the platform Industry 4.0 and basic steps in any design and implementation of the Industry 4.0 systems. Authors introduce readers in both the RAMI 4.0 as well as the Industry 4.0 Components models which represent necessary initial background of any Industry 4.0 application. The main stress is given to the Industry 4.0 components model, which enables designers from firms to understand already existing Industry 4.0 case studies and to develop their first Industry 4.0 case studies applications.
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This paper aims to discuss existing approaches to procedural terrain generation for games. This will include both the many functions that are used to generate "noise" (something that has proved exceptionally useful in procedural terrain and texture synthesis) as well as some advanced procedural content generation techniques. The paper concludes with a summary of the discussed material while attempting to highlight areas for future research.
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Generating large scale terrains that conform to the morphology of real scenes is a great challenge for terrain modelling, as simulating complex geometric details is time-consuming and the realistic geographical features are hard to be controlled. In this paper, we propose an efficient modeling method for large scale terrain visualization based on hydrology. To simulate real geographic features, we introduce the hydrology based Tokunaga river network to guide the terrain generation, and propose a production rule set of river network using procedural modeling. The distribution and structure of river network can be adjusted by user interactions. Ridges are extracted based on river network to provide more skeleton features, and the enrichment method of skeleton features is presented to maintain the morphology of valleys and ridges. Based on the enriched features, diffusion equation is exploited to compute the full elevation field, which can achieve the nature transitions of the regions between skeleton features. Large scale terrain with real morphological features can be generated on-line through the parallel implementation of diffusion equation. According to user requirements, the augmented virtual terrain can be obtained by blending the selected real terrain with the synthesis terrain seamlessly. Experiments are conducted on Digital Elevation Model (DEM), and the results show that the proposed methods can generate large scale terrains that conform to morphology of real terrain and can well simulate various natural scenes.
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The widespread use of the HTTP and hypertext makes it possible to freely publish new information and expose it in the context of its description. Unfortunately, this is a human-centric environment that cannot easily be adapted to an application-centric approach, which is required to provide distributed enterprise management and real-time process control. In this article new architecture is presented that can provide a generic solution for publishing and updating information in the context that can be used to describe and discover it. It is proposed to distribute the publisher (server) tasks to three classes: (a) information context management using the object-oriented programming paradigm, (b) a predefined fixed set of services to access data and meta-data, and (c) a pluggable custom process data binding mechanism. It is also proposed to implement this architecture using the OPC Unified Architecture - a newly emerging industrial integration standard.
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Streszczenie Z uwagi na stale rosnące wymagania graczy, zaawansowane efekty graficzne i fizyczne nie czynią gier w pełni satysfakcjonujących. Z tego powodu coraz większego znaczenia nabiera sztuczna inteligencja. W poniŜszym artykule przedstawione zostały jej podstawowe mechanizmy, stosowane przez twórców gier w starszych produkcjach, a takŜe techniki zaawansowane, które pozwalają na modelowanie realistycznych zachowań w grach tworzonych w o ostatnich latach.