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Journal articles on the topic 'Game Engines'

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1

Salama, Ramiz, and Mohamed ElSayed. "Basic elements and characteristics of game engine." Global Journal of Computer Sciences: Theory and Research 8, no. 3 (December 29, 2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.

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Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.
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2

Barczak, Andrzej, and Hubert Woźniak. "Comparative Study on Game Engines." Studia Informatica, no. 23 (December 22, 2020): 5–24. http://dx.doi.org/10.34739/si.2019.23.01.

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Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of software isolating rigid logic and game rules, from easily modifiable and expandable components, which can be used repeatedly in a way that does not require great modifications. This article is an attempt to perform a comparative analysis of three engines to create games: CryEngine, Unreal Engine, and Unity. The criteria for comparison will be technical capabilities and factors influencing the popularity and acceptance of engines by users. The aim of this article is to show the strengths and weaknesses of engines and to present the differences between these tools.
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3

Skop, Paweł. "Comparison of performance of game engines across various platforms." Journal of Computer Sciences Institute 7 (September 30, 2018): 116–19. http://dx.doi.org/10.35784/jcsi.657.

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The article presents the results of performance study of two selected game development engines, Unreal Engine and Unity. The comparative analysis of engines was performed based on measuring selected criteria for two identical, in terms of functionality and assets, games made in selected engines.
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4

Maggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.

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Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.
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BinSubaih, Ahmed, and Steve Maddock. "Game Portability Using a Service-Oriented Approach." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/378485.

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Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating thegamefrom the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability.
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Marin-Vega, Humberto, Giner Alor-Hernández, Ramon Zatarain-Cabada, Maria Lucia Barron-Estrada, and Jorge Luis García-Alcaraz. "A Brief Review of Game Engines for Educational and Serious Games Development." Journal of Information Technology Research 10, no. 4 (October 2017): 1–22. http://dx.doi.org/10.4018/jitr.2017100101.

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Gamification is the use of game design elements to enhance the teaching-learning process and turn a regular, non-game activity into a fun, engaging game. Simultaneously, serious games are proposed as an efficient and enjoyable way of conducting cognitive assessment, as they combine a serious intention with game rules and targets. In this scenario, game engines have emerged as information technologies for serious games and educational games development; however, this development has usually been performed without a guide to identifying game attributes to be present in the game. To address this gap, we present an analysis of the most used game engines to identify game and learning attributes supported for serious and educational games development. Findings from this analysis provide a guide of the most popular game engines that offer the largest support for game attributes, which were also classified by game categories.
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Żukowski, Hubert. "Comparison of 3D games’ efficiency with use of CRYENGINE and Unity game engines." Journal of Computer Sciences Institute 13 (December 30, 2019): 345–48. http://dx.doi.org/10.35784/jcsi.1330.

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This article presents the results of the performance studies of applications created with use of CryEngine and Unity game engines. Presented research was mainly focused on comparison of two applications created on selected engines. Several parameters were selected for the research: frame rate, CPU usage, RAM usage and generation time of 3D objects. Created applications were built with the use of the same graphic resources and similar source code. The hypotheses set in the article – Unity game engine is more efficient than CryEngine – have been verified and partially confirmed: engines are more efficient in different environments.
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Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.

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This article is interested in the creative practices in video game production. More specifically, the research focuses on the ways in which the use of game engines – a toolkit that offers a set of functionalities to automatize the handling of a range of processes (graphics, sound, game physics, networks, artificial Intelligence) – make possible or impossible certain forms of emergences in video games production. The manipulation of objects in these game engines is done according to a certain programming paradigm. Two main programming paradigms currently govern the internal design of game engines: object-oriented/inheritance-based deep-class hierarchical design and component-based data-driven design. We will describe how different programming paradigms lend themselves to certain affordances to explore the ways in which game workers can interface with game engines. We will use the framework developed by Gilbert Simondon on the artisanal and industrial stage or mode of production. This will enable a better understanding of the technogenesis of different kinds of game engines and the ways in which they can be conceptualized as technical individuals enduring through their associated milieus. This way of describing game engines emphasizes non-anthropocentric forms of creativity and specific modalities of emergent techno-human processes that are too often underestimated in various accounts of cultural production processes.
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Boaventura, Filipe M. B., and Victor T. Sarinho. "MEnDiGa: A Minimal Engine for Digital Games." International Journal of Computer Games Technology 2017 (2017): 1–13. http://dx.doi.org/10.1155/2017/9626710.

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Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presents minimal features in a representative hierarchy of spatial and game elements along with basic behaviors and event support related to game logic features. It also presents modules of code to represent, interpret, and adapt game features to provide the execution of configured games in multiple game platforms. As a proof of concept, a clone of the Doodle Jump game was developed using MEnDiGa assets and compared with original game version. As a result, a new G-factor based approach for game construction is provided, which is able to separate the core of game elements from the implementation itself in an independent, reusable, and large-scale way.
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Andrade, A. "Game engines: a survey." EAI Endorsed Transactions on Game-Based Learning 2, no. 6 (November 5, 2015): 150615. http://dx.doi.org/10.4108/eai.5-11-2015.150615.

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11

Mishra, Prerna, and Urmila Shrawankar. "Comparison between Famous Game Engines and Eminent Games." International Journal of Interactive Multimedia and Artificial Intelligence 4, no. 1 (2016): 69. http://dx.doi.org/10.9781/ijimai.2016.4113.

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Riccardo Maria, Bianchi, Claire Adam Bourdarios, Michael Hovdesven, and Ilija Vukotic. "Virtual Reality and game engines for interactive data visualization and event displays in HEP, an example from the ATLAS experiment." EPJ Web of Conferences 214 (2019): 02013. http://dx.doi.org/10.1051/epjconf/201921402013.

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Interactive 3D data visualization plays a key role in HEP experiments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so-called “game engines”, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualization, discussing the needs, the challenges and the issues of using such technologies. We will also make use of ATLASrift, a VR application developed by the ATLAS experiment, to discuss the lessons learned while developing it using the game engine Unreal Engine, and the feedback on the use of Virtual Reality we got from users while using it at many demonstrations and public events.
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13

Ekströmer, Philip, Renee Wever, Patrik Andersson, and Johan Jönsson. "Shedding Light on Game Engines and Virtual Reality for Design Ideation." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 2003–10. http://dx.doi.org/10.1017/dsi.2019.206.

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AbstractWhile pen-and-paper sketches is generally considered the best tool for design ideation, there are certain areas of design where the ideas being generated do not easily lend themselves to sketching. This study reports on two cases that explores the use of game engines in combination with Virtual Reality (VR) to visualize lighting in the automotive industry. In the first case, the exterior lights of a car were visualized using Unreal Engine 4 and evaluated using research through design and expert interviews. In the second case, Unreal Engine VR Editor was used to explore ideation and concept development of interior lighting in long haulage trucks. The insights from the cases suggest that game engines and VR can be used to quickly develop and display ideas, concepts and scenarios in the early phases of the lighting design process. These strengths suggest that game engines and VR also have the potential to support design ideation for other types of design.
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14

Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.
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Carbonell-Carrera, Carlos, Jose Luis Saorin, and Dámari Melián Díaz. "User VR Experience and Motivation Study in an Immersive 3D Geovisualization Environment Using a Game Engine for Landscape Design Teaching." Land 10, no. 5 (May 6, 2021): 492. http://dx.doi.org/10.3390/land10050492.

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Realistic 3D geovisualization is necessary to facilitate the perception of a landscape designer in relation to the environment, which is a determining factor in decision-making in landscape planning and management. In the field of landscape design teaching learning environments, game engines can offer an immersive 3D geovisualization mode through Virtual Reality technology, which, in addition, can be motivating for the student. Game engines allow designing the scenarios where videogames take place, but game engines can also be used for geovisualization tasks in landscape design teaching environments. In this article, we present the landscape workshop, using a Unity 3D game engine. Twenty-five architect students performed landscape design tasks and worked with an interactive 3D geovisualization low-immersive desktop screen environment. The perception of the 3D environment during geovisualization was analyzed through the Questionnaire on User eXperience in Immersive Virtual Environments, and the motivational factor with the Intrinsic Motivation Inventory. Results showed a high perception of the 3D environment during geovisualization in the nine subcategories (sense of presence, engagement, immersion, flow, usability, emotion, judgment, experience consequence, and technology adoption) analyzed. The game engine-based teaching approach carried out has been motivating for students, with values over 5 (in a 1–7 Likert scale) in the five subscales considered.
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van der Vegt, Wim, Wim Westera, Enkhbold Nyamsuren, Atanas Georgiev, and Iván Martínez Ortiz. "RAGE Architecture for Reusable Serious Gaming Technology Components." International Journal of Computer Games Technology 2016 (2016): 1–10. http://dx.doi.org/10.1155/2016/5680526.

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For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.). Demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming.
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Buhammood, A. H., Henry Abanda, Peter Garstecki, M. B. Manjia, Chrispin Pettang, and Abdulrasheed Madugu Abdullahi. "Coupling BIM and Game Engine Technologies for Construction Knowledge Enhancement." International Journal of Gaming and Computer-Mediated Simulations 12, no. 4 (October 2020): 38–63. http://dx.doi.org/10.4018/ijgcms.2020100103.

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Interactions and collaboration between parties in construction projects are often characterised by misunderstandings and poor information exchange. Game engine technologies, when employed with building information modelling (BIM), can help address these shortcomings. Quite often, the visualisation capabilities of BIM models are not explored fully partly because of their limited interactive capability. While game engines are powerful in visualisation and interactions in the gaming industry, the literature suggests a lack of understanding of the applicability of the same in construction. This study investigates the potential of the use of game engines in construction practice which culminated in a framework that can guide the implementation of the same in enhancing interactive building walkthroughs.
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Bart, William, Jacob Ritter, and Nathan Ritter. "An Empirical Study of Artificial Participants." Journal of Technological Advancements 1, no. 1 (January 2021): 1–11. http://dx.doi.org/10.4018/jta.20210101.oa2.

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This study is an investigation of artificial participants operating in their appropriate environment. The artificial participants in this study are artificial chess players and their appropriate environment is a chess game. This study is an empirical investigation testing the hypothesis that the length of a chess game is inversely related to the difference in the chess skill levels of the artificial chess players. Five series of chess games of 18 games in each series were instituted between five pairings of web-based chess engines. The chess engine, chess.com Level 10, was a player in each series and won all 18 games in each series. The opposing players came from the Play Magnus app at five different levels of chess skill. This study provided an investigation of 90 chess games involving artificial chess players. The hypothesis for the study was confirmed. Game length was significantly inversely related to the disparity in chess proficiency between artificial chess players. This is one of the first scientific studies of artificial participants.
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Carbonell-Carrera, Carlos, Peri Gunalp, Jose Luis Saorin, and Stephany Hess-Medler. "Think Spatially With Game Engine." ISPRS International Journal of Geo-Information 9, no. 3 (March 9, 2020): 159. http://dx.doi.org/10.3390/ijgi9030159.

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Spatial thinking and spatial orientation skills are involved in tasks related to the recognition of landforms, mapping, spatial interpretation, and landscape analysis, and can be developed with specific training. Game engines can facilitate the creation of 3D virtual landforms and provide powerful rendering engines for the graphical representation of landscapes from a first-person perspective. In the present research, 27 engineering students participated in a workshop in a first-person virtual environment using landforms created with a game engine. The Spatial Thinking Ability Test and the Perspective Taking-Spatial Orientation Test measured improvement in spatial thinking and spatial orientation as a result of this workshop. The gain in spatial thinking (8.31%) is within the range observed in previous research in the field of geography using a web-based GIS strategy (7.31%–10.00%). The gain in Spatial Orientation skill (15.76%) is comparable with previous research using both first-person strategies based in urban virtual environments (14.23%), and Spatial Data Infrastructures (gains between 21.17% and 21.34%). Participants with better self-reported sense of direction had better performance on the spatial orientation test.
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Keil, Julian, Dennis Edler, Thomas Schmitt, and Frank Dickmann. "Creating Immersive Virtual Environments Based on Open Geospatial Data and Game Engines." KN - Journal of Cartography and Geographic Information 71, no. 1 (January 8, 2021): 53–65. http://dx.doi.org/10.1007/s42489-020-00069-6.

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AbstractModern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly. In addition, recent advances of game engine capabilities enable effortless implementation of virtual reality (VR) compatibility. 3D environments created with VR compatibility can be experienced from an egocentric and stereoscopic perspective that surpasses the immersion of the ‘classical’ screen-based perception of 3D environments. Not only game developers benefit from the possibilities provided by game engines. The ability to use geospatial data to shape virtual 3D environments opens a multitude of possibilities for geographic applications, such as construction planning, spatial hazard simulations or representation of historical places. The multi-perspective, multimodal reconstruction of three-dimensional space based on game engine technology today supports the possibility of linking different approaches of geographic work more closely. Free geospatial data that can be used for spatial reconstructions is provided by numerous national and regional official institutions. However, the file format of these data sources is not standardized and game engines only support a limited number of file formats. Therefore, format transformation is usually required to apply geospatial data to virtual 3D environments. This paper presents several workflows to apply digital elevation data and 3D city model data from OpenStreetMap and the Open.NRW initiative to Unity-based 3D environments. Advantages and disadvantages of different sources of geospatial data are discussed. In addition, implementation of VR compatibility is described. Finally, benefits of immersive VR implementation and characteristics of current VR hardware are discussed in the context of specific geographic application scenarios.
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He, Hantao, Junxing Zheng, Quan Sun, and Zhaochao Li. "Simulation of Realistic Particles with Bullet Physics Engine." E3S Web of Conferences 92 (2019): 14004. http://dx.doi.org/10.1051/e3sconf/20199214004.

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The traditional discrete element method (DEM) uses clumps to approximate realistic particles, which is computationally demanding when simulating many particles. In this paper, the Bullet physics engine is applied as an alternative to simulate realistic particles. Bullet was originally developed for computer games to simulate physical and mechanical processes that occur in the real world to produce realistic game experiences. Physics engines integrate a variety of techniques to simulate complex physical processes in games, such as rigid bodies (e.g., rocks, and soil particles), soft bodies (e.g., clothes), and their interactions. Therefore, physics engines have the capabilities to simulate realistic particles. This paper integrates three-dimensional laser scanner and Bullet to form a realistic particle simulation framework. The soil specimen collapse process is simulated to demonstrate the capability of the proposed framework to simulate realistic particles.
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Ullman, Tomer D., Elizabeth Spelke, Peter Battaglia, and Joshua B. Tenenbaum. "Mind Games: Game Engines as an Architecture for Intuitive Physics." Trends in Cognitive Sciences 21, no. 9 (September 2017): 649–65. http://dx.doi.org/10.1016/j.tics.2017.05.012.

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23

Wolter, Sebastian. "Simulation von Sensordaten mittels Game Engines." ATZextra 26, S3 (June 2021): 24–27. http://dx.doi.org/10.1007/s35778-021-0454-7.

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Escobar-Castillejos, David, Julieta Noguez, Roberto A. Cárdenas-Ovando, Luis Neri, Andres Gonzalez-Nucamendi, and Víctor Robledo-Rella. "Using Game Engines for Visuo-Haptic Learning Simulations." Applied Sciences 10, no. 13 (June 30, 2020): 4553. http://dx.doi.org/10.3390/app10134553.

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Technological advances have been the main driver of enhancing human–computer interaction and interactive simulations have experienced exponential growth in recent years. However, visual and auditory channels are usually the only ones considered for educational simulations even though the sense of touch is also an important one. Touch allows us to recognize and interact with our surroundings. A common way to develop a visuo-haptic simulation in the area of interactive systems is by using a graphic and physics-based engine orchestrated with a haptic rendering framework. However, new solutions, such as professional game engines, have enabled the development of high-quality applications in much shorter time. In this paper, a novel architecture for fast development of interactive visuo-haptic applications in game engines is discussed. To validate the proposed architecture, the Haptic Device Integration for Unity (HaDIU) plugin was implemented. Simulations were implemented to verify the operability of haptic devices. Each scenario was properly modelled and has different haptic objectives. Furthermore, to validate that the usage of this approach provides better visualizations than an existing single purpose application, an experimental study was performed. Results suggest that by using this approach faster development of interactive visuo-haptic simulators can be achieved than using traditional techniques.
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Toftedahl, Marcus. "Localization Tools in General Purpose Game Engines: A Systematic Mapping Study." International Journal of Computer Games Technology 2021 (July 22, 2021): 1–15. http://dx.doi.org/10.1155/2021/9979657.

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This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline.
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Park, Haechan, and Nakhoon Baek. "Developing an Open-Source Lightweight Game Engine with DNN Support." Electronics 9, no. 9 (September 1, 2020): 1421. http://dx.doi.org/10.3390/electronics9091421.

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With the growth of artificial intelligence and deep learning technology, we have many active research works to apply the related techniques in various fields. To test and apply the latest machine learning techniques in gaming, it will be very useful to have a light-weight game engine for quick prototyping. Our game engine is implemented in a cost-effective way, in comparison to well-known commercial proprietary game engines, by utilizing open source products. Due to its simple internal architecture, our game engine is especially beneficial for modifying and reviewing the new functions through quick and repetitive tests. In addition, the game engine has a DNN (deep neural network) module, with which the proposed game engine can apply deep learning techniques to the game features, through applying deep learning algorithms in real-time. Our DNN module uses a simple C++ function interface, rather than additional programming languages and/or scripts. This simplicity enables us to apply machine learning techniques more efficiently and casually to the game applications. We also found some technical issues during our development with open sources. These issues mostly occurred while integrating various open source products into a single game engine. We present details of these technical issues and our solutions.
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Dignum, F., J. Westra, W. A. van Doesburg, and M. Harbers. "Games and Agents: Designing Intelligent Gameplay." International Journal of Computer Games Technology 2009 (2009): 1–18. http://dx.doi.org/10.1155/2009/837095.

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There is an attention shift within the gaming industry toward more natural (long-term) behavior of nonplaying characters (NPCs). Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.
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Harisman, Hendra, Phillip Stothard, and Nurul Aflah. "Developing a Computer Simulation Game as a Training Tool for Mine Self-Escape in Underground Coal Mine." Aceh International Journal of Science and Technology 10, no. 1 (April 30, 2021): 18–22. http://dx.doi.org/10.13170/aijst.10.1.18752.

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– Gaming technology has been growing these years rapidly. The game engines have the capability of creating a very realistic virtual environment model. This technology can also be used for mining purposes. In this research, the game engine is specifically used to develop a mine self-escape simulation game for training purposes. The game engine which is used to develop the simulation game is Unreal Engine 3. The main advantage of using such a simulation game as a training tool is because it allows the trainee to experience a dangerous situation while not being put in danger. This kind of training is considered better than conventional briefing, normally conducted by showing a video or pamphlet. Studies have shown that people retain more information when they are involved interactively in the learning process. In this research, a computer simulation game as a training tool for underground coal mine self-escaped has been successfully created using fire scenarios. The player/trainee should follow some procedures to get to the safety zone
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Laksono and Aditya. "Utilizing A Game Engine for Interactive 3D Topographic Data Visualization." ISPRS International Journal of Geo-Information 8, no. 8 (August 15, 2019): 361. http://dx.doi.org/10.3390/ijgi8080361.

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Developers have long used game engines for visualizing virtual worlds for players to explore. However, using real-world data in a game engine is always a challenging task, since most game engines have very little support for geospatial data. This paper presents our findings from exploring the Unity3D game engine for visualizing large-scale topographic data from mixed sources of terrestrial laser scanner models and topographic map data. Level of detail (LOD) 3 3D models of two buildings of the Universitas Gadjah Mada campus were obtained using a terrestrial laser scanner converted into the FBX format. Mapbox for Unity was used to provide georeferencing support for the 3D model. Unity3D also used road and place name layers via Mapbox for Unity based on OpenStreetMap (OSM) data. LOD1 buildings were modeled from topographic map data using Mapbox, and 3D models from the terrestrial laser scanner replaced two of these buildings. Building information and attributes, as well as visual appearances, were added to 3D features. The Unity3D game engine provides a rich set of libraries and assets for user interactions, and custom C# scripts were used to provide a bird’s-eye-view mode of 3D zoom, pan, and orbital display. In addition to basic 3D navigation tools, a first-person view of the scene was utilized to enable users to gain a walk-through experience while virtually inspecting the objects on the ground. For a fly-through experience, a drone view was offered to help users inspect objects from the air. The result was a multiplatform 3D visualization capable of displaying 3D models in LOD3, as well as providing user interfaces for exploring the scene using “on the ground” and “from the air” types of first person view interactions. Using the Unity3D game engine to visualize mixed sources of topographic data creates many opportunities to optimize large-scale topographic data use.
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Michalakos, Christos. "Designing Musical Games for Electroacoustic Improvisation." Organised Sound 26, no. 1 (April 2021): 78–88. http://dx.doi.org/10.1017/s1355771821000078.

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This paper describes the background and motivations behind the author’s electroacoustic game-pieces Pathfinder (2016) and ICARUS (2019), designed specifically for his performance practice with an augmented drum kit. The use of game structures in music is outlined, while musical expression in the context of commercial musical games using conventional game controllers is discussed. Notions such as agility, agency and authorship in music composition and improvisation are in parallel with game design and play, where players are asked to develop skills through affordances within a digital game-space. It is argued that the recent democratisation of game engines opens a wide range of expressive opportunities for real-time game-based improvisation and performance. Some of the design decisions and performance strategies for the two instrument-controlled games are presented to illustrate the discussion; this is done in terms of game design, physical control through the augmented instrument, live electronics and overall artistic goals of the pieces. Finally, future directions for instrument-controlled electroacoustic game-pieces are suggested.
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31

Langston, Lee S. "Changing the Game." Mechanical Engineering 130, no. 05 (May 1, 2008): 25–29. http://dx.doi.org/10.1115/1.2008-may-2.

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This article reviews potentially radical advances in gas turbines that came in all shapes and sizes in 2007. Gas turbine production is now a $30 billion industry, one that has been dominated, except for a stretch in the late 1990s, by commercial and military aviation. In its 70-year history, the gas turbine has become one of society’s most important and versatile energy conversion, which is relatively inert. Fuel converted to power through a gas turbine is as kinetic a substance as you can find, and one that can create great wealth. In the $21.8 billion aviation market, nearly 80 percent is for commercial aircraft engines, while the dominance of electrical generation in the $10.5 billion non-aviation market is even greater. New aircraft represents advances for commercial aviation, but commercial jet engines are themselves the key to future growth of the airline industry. While the aviation market has seen steady growth over the past decade or so, the non-aviation market for gas turbines has a noticeable production spike.
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Stowell, Tim, Jon Scoresby, Michael R. Capell, and Brett E. Shelton. "Utilizing Readily Available and Open Source Libraries to Create a 3D Game Engine." International Journal of Gaming and Computer-Mediated Simulations 1, no. 4 (October 2009): 20–49. http://dx.doi.org/10.4018/jgcms.2009091502.

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Market 3D engines have all the capabilities needed for developing full-featured 3D simulation and game environments. However, for those in education and small business, it remains a formidable task to acquire the resources needed to purchase or create a development platform with cutting-edge capabilities. Leveraging existing and open-source software libraries can greatly enhance the main application development, freeing developers to focus more on the application concept itself rather than the needed supporting pieces. This article explores the nuances of successfully mixing core code with these third-party libraries in creating a fully functioning development environment. Many steps with accompanying checks-and-balances are involved in creating a game engine, including making choices of which libraries to use, and integrating the core code with third-party libraries. By offering insights into our open source driven process, we help inform the understanding of how game engines may be generated for other educational and small-budget projects.
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Singh, Rajinder. "3D Game Development Engines and 3D Modelling." International Journal of Computer Sciences and Engineering 7, no. 4 (April 30, 2019): 1047–53. http://dx.doi.org/10.26438/ijcse/v7i4.10471053.

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MARCHIORI, MASSIMO. "SOCIAL SEARCH ENGINES." International Journal of Bifurcation and Chaos 17, no. 07 (July 2007): 2355–61. http://dx.doi.org/10.1142/s0218127407018440.

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The web landscape has undergone massive changes in the past years. On the other hand, search engine technology has not quite kept the same pace. In this article we look at the current scenarios, and argue how social flows can be used to make up for a better generation of search engines. We consider how society and technological progress somehow changed the rules of the game, introducing good but also bad components, and see how this situation could be modeled by search engines. Along this line of thinking, we show how the real components of interest are not just web pages, but flows of information of any kind, that need to be merged: this opens up for a wide range of improvements and far-looking developments, towards a new horizon of social search.
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35

Wagner, Robert M. "Engines of the Future." Mechanical Engineering 137, no. 12 (December 1, 2015): 30–35. http://dx.doi.org/10.1115/1.2015-dec-1.

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This article elaborates the advancement in internal combustion engine technology and explains why internal combustion engines will continue to be integral to the transportation of people and goods for the foreseeable future. The internal combustion engine has seen a remarkable evolution over the past century. Before 1970, the evolution of engine design was driven by quest for performance and increase in octane in the fuel supply. Since then, however, the imperative was the need to meet new emissions and fuel economy regulations. Some game-changing advances in automotive sector in recent years are improvements in engine technologies, sensors, and onboard computing power. This combination of technologies will enable unprecedented control of the combustion process, which in turn will enable real-world implementations of low-temperature combustion and other advanced strategies as well as improved robustness and fuel flexibility. In future, new engine concepts will also blend the best characteristics of both engine types to push the boundaries of efficiency while meeting stringent emissions regulations worldwide.
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Olszewski, Robert, Mateusz Cegiełka, Urszula Szczepankowska, and Jacek Wesołowski. "Developing a Serious Game That Supports the Resolution of Social and Ecological Problems in the Toolset Environment of Cities: Skylines." ISPRS International Journal of Geo-Information 9, no. 2 (February 20, 2020): 118. http://dx.doi.org/10.3390/ijgi9020118.

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Game engines are not only capable of creating virtual worlds or providing entertainment, but also of modelling actual geographical space and producing solutions that support the process of social participation. This article presents an authorial concept of using the environment of Cities: Skylines and the C# programming language to automate the process of importing official topographic data into the game engine and developing a prototype of a serious game that supports solving social and ecological problems. The model—developed using digital topographic data, digital terrain models, and CityGML 3D models—enabled the creation of a prototype of a serious game, later endorsed by the residents of the municipality, local authorities, as well as the Ministry of Investment and Economic Development.
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Whitson, Jennifer R. "Voodoo software and boundary objects in game development: How developers collaborate and conflict with game engines and art tools." New Media & Society 20, no. 7 (June 30, 2017): 2315–32. http://dx.doi.org/10.1177/1461444817715020.

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This article describes how game developers successfully ‘pull off’ game development, collaborating in the absence of consensus and working with recalcitrant and wilful technologies, shedding light on the games we play and those that make them, but also how we can be forced to work together by the platforms we choose to use. The concept of ‘boundary objects’ is exported from Science and Technology Studies (STS) to highlight the vital coordinating role of game development software. Rather than a mutely obedient tool, game software such as Unity 3D is depicted by developers as exhibiting magical, even agential, properties. It becomes ‘voodoo software’. This software acts as a boundary object, aligning game developers at points of technical breakdown. Voodoo software is tidied away in later accounts of game development, emphasizing how ethnographies of software development provide an anchor from which to investigate cultural production and co-creative practice.
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Hanold, Gregg T., and Mikel D. Petty. "Enhancing a Commercial Game Engine to Support Research on Route Realism for Synthetic Human Characters." International Journal of Computer Games Technology 2011 (2011): 1–15. http://dx.doi.org/10.1155/2011/819746.

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Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A*algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.
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Statham, Nataska. "Use of Photogrammetry in Video Games: A Historical Overview." Games and Culture 15, no. 3 (July 3, 2018): 289–307. http://dx.doi.org/10.1177/1555412018786415.

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In 2014, the developers of The Vanishing of Ethan Carter revealed that the stunning settings in the game were created using photogrammetry, a modeling technique up to then generally disregarded as being too cumbersome for the technical limitations of game engines. Shortly after, EA DICE announced that its 2015 flagship title Star Wars Battlefront would be adopting photogrammetry extensively not only to capture key props and costumes but also to recreate key locations beloved to Star Wars fans. Since then, the games industry has been flooded with articles, tutorials, and new software dedicated to the use of photogrammetry to create 3-D game assets. This article examines the key developments in the field since 2014, how the technique is being adopted by game studios, what are the current and future trends, and how the use of photogrammetry is likely to disrupt the well-established game development pipelines.
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40

Virtanen, J. P., A. Julin, H. Handolin, T. Rantanen, M. Maksimainen, J. Hyyppä, and H. Hyyppä. "INTERACTIVE GEO-INFORMATION IN VIRTUAL REALITY – OBSERVATIONS AND FUTURE CHALLENGES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIV-4/W1-2020 (September 3, 2020): 159–65. http://dx.doi.org/10.5194/isprs-archives-xliv-4-w1-2020-159-2020.

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Abstract. Visualization applications are an increasingly significant component in the field of 3D geo-information. In them, the utilization of consumer grade virtual reality (VR) head mounted displays (HMD) has become a topical research question. It is notable, that in most presented implementations, the VR visualization is accomplished by a game engine. As game engines rely on textured mesh models as their conventional 3D asset format, the challenge in applying photogrammetric or laser scanning data is in producing models than are suitable for game engine use. We present an example of leveraging immersive visualization in geo-information, including the acquisition of data from the intended environment, processing it to a game engine compatible form, developing the required functions on the game engine and finally utilizing VR HMDs to deploy the application. The presented application combines 3D indoor models obtained via a commercial indoor mapping system, a 3D city model segment obtained by processing airborne laser scanning data, and a set of manually created 3D models. The performance of the application is evaluated on two different VR systems. The observed capabilities of interactive VR applications include: 1) intuitive and free exploration of 3D data, 2) ability of operate in different scales, and with different scales of data, 3) integration of different data types (such as 2D imaging and 3D models) in interactive scenes and 4) the possibility to leverage the rich interaction functions offered by the game engine platform. These capabilities could support several use cases in geo-information.
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41

Merlo, A., C. Sánchez Belenguer, E. Vendrell Vidal, F. Fantini, and A. Aliperta. "3D MODEL VISUALIZATION ENHANCEMENTS IN REAL-TIME GAME ENGINES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-5/W1 (February 13, 2013): 181–88. http://dx.doi.org/10.5194/isprsarchives-xl-5-w1-181-2013.

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42

Politowski, Cristiano, Fabio Petrillo, João Eduardo Montandon, Marco Tulio Valente, and Yann-Gaël Guéhéneuc. "Are game engines software frameworks? A three-perspective study." Journal of Systems and Software 171 (January 2021): 110846. http://dx.doi.org/10.1016/j.jss.2020.110846.

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43

Corbett, Jon, and Kevin Wade. "Player Perspective: Using Computer Game Engines for 3D Cartography." Cartographica: The International Journal for Geographic Information and Geovisualization 40, no. 3 (September 2005): 113–20. http://dx.doi.org/10.3138/8443-505q-m8t1-1774.

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44

Trenholme, David, and Shamus P. Smith. "Computer game engines for developing first-person virtual environments." Virtual Reality 12, no. 3 (March 28, 2008): 181–87. http://dx.doi.org/10.1007/s10055-008-0092-z.

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45

Li, Heng, Greg Chan, Martin Skitmore, and Ting Huang. "A 4D automatic simulation tool for construction resource planning: a case study." Engineering, Construction and Architectural Management 22, no. 5 (September 21, 2015): 536–50. http://dx.doi.org/10.1108/ecam-07-2014-0093.

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Purpose – Traditional construction planning relies upon the critical path method and bar charts. Both of these methods suffer from visualization and timing issues that could be addressed by 4D technology specifically geared to meet the needs of the construction industry. The purpose of this paper is to propose a new construction planning approach based on simulation by using a game engine. Design/methodology/approach – A 4D automatic simulation tool was developed and a case study was carried out. The proposed tool was used to simulate and optimize the plans for the installation of a temporary platform for piling in a civil construction project in Hong Kong. The tool simulated the result of the construction process with three variables: equipment, site layout and schedule. Through this, the construction team was able to repeatedly simulate a range of options. Findings – The results indicate that the proposed approach can provide a user-friendly 4D simulation platform for the construction industry. The simulation can also identify the solution being sought by the construction team. The paper also identifies directions for further development of the 4D technology as an aid in construction planning and decision making. Research limitations/implications – The tests on the tool are limited to a single case study and further research is needed to test the use of game engines for construction planning in different construction projects to verify its effectiveness. Future research could also explore the use of alternative game engines and compare their performance and results. Originality/value – The authors proposed the use of game engine to simulate the construction process based on resources, working space and construction schedule. The developed tool can be used by end-users without simulation experience.
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Meier, Cecile, Jose Luis Saorín, Alejandro Bonnet de León, and Alberto Guerrero Cobos. "Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage." International Journal of Emerging Technologies in Learning (iJET) 15, no. 20 (October 19, 2020): 268. http://dx.doi.org/10.3991/ijet.v15i20.16535.

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This paper describes an experience to incorporate the realization of virtual routes about the sculptural heritage of a city in the classroom by developing a simulation of the urban environment using a video game engine. Video game engines not only allow the creation of video games but also the creation and navigation of in-teractive three-dimensional worlds. For this research, Roblox Studio has been used, a simple and intuitive program in which no previous programming skills are required. During the 2018/2019 academic year, a pilot experience was carried out with 53 secondary school students who were given the task of designing a virtual environment in which they had to include 3D models of the sculptural her-itage of the city of Santa Cruz de Tenerife. Before starting the experience, the par-ticipants answered a questionnaire to obtain a previous idea of the students' knowledge about the creation of video games. Once the activity was finished and in order to evaluate the result of the activity, the participants answered a final questionnaire. The students emphasized that after the activity they are more aware of the sculptural heritage of Santa Cruz and that they consider themselves capable of creating their own interactive worlds with Roblox.
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Foxman, Maxwell. "United We Stand: Platforms, Tools and Innovation With the Unity Game Engine." Social Media + Society 5, no. 4 (October 2019): 205630511988017. http://dx.doi.org/10.1177/2056305119880177.

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The skirmish between game engines Unity and Unreal presents a new front in the platformization of cultural production. This article argues that such programs are “platform tools.” They enable amateurs and professionals to not only build content for platforms but also “lock-in” industry ideologies in the ideation, production, implementation, and distribution of digital creative work, resulting in a homogeneity of developers, practices, and products. The Unity engine’s history, features, and place in the game production pipeline makes it a paradigmatic “platform tool.” Findings from 90 interviews with VR enthusiasts show that Unity set the boundaries or “rules” for developers’ everyday activities and, despite enthusiasm about the medium’s potential, compelled them to create content which conformed to popular gaming genres and standards.
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Liu, Donfeng, Luis Barba-Guamán, Priscila Valdiviezo-Díaz, and Guido Riofrio. "Intelligent tutoring Module for a 3Dgame-based science e-learning platform." Inteligencia Artificial 20, no. 60 (February 24, 2017): 1. http://dx.doi.org/10.4114/intartif.vol20iss60pp1-19.

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The three-dimensional (3D) game-based intelligent science tutoring system (GIST) is an e- learningplatform for science. The individual complexity of 3D games and conventional intelligent tutoring systems (ITS)results in extra complexities in system design and development of GIST. It is significant to develop practicalGIST, not just to seek the powerful ones. The main contribution of this paper is the lightweight modelling of theintelligent tutoring module based on the brief-desire-intention (BDI) framework. The tutoring module, which isimplemented by integration of the BDI framework into a game actor, can be able to suggest to each studentspecific learning tasks based on his/her learning histories. As a study case, algebra-based physics are intentionallychosen as the learning contents in this 3D game-based learning system, since the most of existing 3D game-basedlearning systems only focused on the qualitative understanding of physical concepts. Our proposed modelling isonly based on the BDI reasoning mechanism, so it can be easily extended to obtain practical GIST by usingstandard game engines.
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Deptuła, Adam, and Piotr Osiński. "Integrated decision support system for acoustic diagnostics in the technical state of the internal combustion engine." Mechanik 90, no. 7 (July 10, 2017): 574–76. http://dx.doi.org/10.17814/mechanik.2017.7.77.

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Presented are possible applications of acoustic diagnostics in inspecting the technical condition of an internal combustion engine with autoignition on the example of the Fiat drive unit with common rail system. As a result of measuring the sound pressure level for specific faults and comparing the noise generated by the motor running smoothly, the detailed maps of changes in the acoustic spectrum are possible to generate. These results may be helpful in the future diagnostics of internal combustion engines. The results of scientific work in the area of research, design and operation of internal combustion engines, conducted at the Department of Automotive Engineering, in cooperation with the Laboratory of Hydraulic Drives & Vibroacoustics of Machines at the Wroclaw University of Technology are included. It has developed an authoritative method of identifying the type of engine damage using game-tree structures. An integrated decision system for induction machine learning was developed to test and identify acoustic properties.
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Ferraz Júnior, Wilton Moreira, Suéllen Rodolfo Martinelli, Carlos Henrique da Silva Santos, and Murillo Rodrigo Petrucelli Homem. "Gamification based learning activities in elementary Brazilian public school." Independent Journal of Management & Production 11, no. 6 (October 1, 2020): 1830. http://dx.doi.org/10.14807/ijmp.v11i6.1119.

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This work presents an iterative method which is based on the serious games development in elementary and high school classes, focusing on the students and teachers experiences from Brazilian scholar reality. Furthermore, it does not require strong background in game development and it is planned to be introduced any area of knowledge. It has been considered as a motivational method to engage the teachers and students’ in-depth discussions. It follows some Agile Methods practices, such as the Extreme Programming (XP) and Scrum Agile Methods to guide them along the continuous exploration of game design in classrooms. This method also considers the design patterns techniques to reuse (re-guise) some well-known digital games engines and educational concepts, as example a guided game design based on the spaceships battles to associate electric charges concepts. The results obtained in experiments occurred in public schools show successful acceptance and they contribute to improve the students’ academic performance. This method is now introduced in some undergraduate and graduate practices to analyze its impact in entrepreneurship courses.
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