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    PyXYZ: an educational 3D wireframe engine in Python
    (ACM, 2021-06-26) Andrade, Diogo de; Fachada, Nuno
    In this paper we introduce PyXYZ, a 3D wireframe software rendering framework for educational purposes. The main goal of this framework is to provide a simple-to-understand tool that students can use to build a more sophisticated engine, while learning mathematics and acquiring a deeper knowledge of the complexity of a modern 3D engine. PyXYZ can be used as a teaching aid in course work and/or as a template for multi-goal project assignments, allowing students with diverse capabilities and interests to have different levels of commitment. The engine has been used with positive results in a mathematics course unit of a computer games BA and can be easily adapted to various teaching scenarios.
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    The uncanny valley, notes on the realism of “living” creatures in digital games and their relationships with the player
    (ARTECH 2008, 2008) Luz, Filipe Costa; Abrantes, João M. C. S.; Damásio, Manuel José; Gouveia, Patrícia
    Neste artigo argumenta-se que as simulações numéricas fomentam e exploram relações complexas entre o jogador e o sistema cibernético da máquina que com este se relaciona através da jogabilidade, ou seja, da real aplicação às regras de jogo de tácticas e estratégias usadas pelo participante durante o seu trajecto na aplicação lúdica. Considera-se que o espaço mágico imposto pelo tabuleiro de jogo é mais do que um espaço de confusão entre real e artificial mas antes se apresenta como uma cortina ou interface entre o corpo próprio do participante e a simulação digital inerente ao sistema computacional.
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    Augmented Reality for Games
    (ACM - Association for Computing Machinery, 2008) Luz, Filipe Costa; Bila, Vasco; Dinis, José Maria
    In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the game’s scenario. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars.