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Publications

Publications by HumanISE

2012

Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural Modeling

Authors
Jesus, D; Coelho, A; Rebelo, C; Cardoso, A;

Publication
Proceedings of the The third workshop on Procedural Content Generation in Games, PCG@FDG 2012, Raleigh, NC, USA, May 29 - June 1, 2012

Abstract
In game development there is often the need to generate realistic urban environments, i.e. 3D virtual environments that replicate existing urban areas. However, modeling such spaces using traditional techniques is both too slow and too expensive. A good solution is the use of procedural modeling techniques to automate the process. However these techniques require large amounts of geospatial data, which are usually stored in Geographic Information Systems (GIS). This paper presents a pipeline for the integration of both geometric and semantic data from GIS data sources into procedural modeling techniques used for the generation of 3D virtual urban environments. GIS data can already be used in procedural modeling tools but these do not provide an easy and uniform way to incorporate semantic information from different data sources. To solve this problem, the proposed pipeline is capable of transforming semantic and geometric information from different sources into 3D environments that replicate specific urban areas.

2012

A Ubiquitous Solution for Location-Aware Games

Authors
Pinto, A; Coelho, A; Silva, Hd;

Publication
Entertainment Computing - ICEC 2012 - 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012. Proceedings

Abstract
Even though we now witness a popular use of location-based mobile games, the player experience in these applications is always limited by the errors of common location technologies, especially in indoor scenarios. This paper describes the way we minimize this problem in our game development platform, by levering the potential behind smartphone sensors to estimate players' trajectories. Our approach is based on a Pedestrian Dead Reckoning (PDR) algorithm that combines methods to determine orientation, detect steps and estimate their length. Other typical multiplayer mobile games problems, like network latency, are also briefly addressed. © 2012 Springer-Verlag Berlin Heidelberg.

2012

Serious game in security: A solution for security trainees

Authors
Oliveira, V; Coelho, A; Guimaraes, R; Rebelo, C;

Publication
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)

Abstract
Serious games have been used with success for training field operatives in tasks where there is a danger of injury or life threatening situations. This paper presents the development of a serious game aimed at the areas of security and safety supporting the training of specialists through supervised situational scenarios. The training plans involve security against third parties, focusing on social level security, and also safety actions on events such as floods and fires. The game provides a 3D virtual environment of the real location/facility to be secured and a multiplayer platform to allow collaborative training and supervising. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012

2012

A Collaborative Environment for Urban Landscape Simulation

Authors
Silva, PB; Coelho, A; Rossetti, RJF;

Publication
2012 IEEE 21ST INTERNATIONAL WORKSHOP ON ENABLING TECHNOLOGIES: INFRASTRUCTURE FOR COLLABORATIVE ENTERPRISES (WETICE)

Abstract
Digital maps are very commonly used in the analysis, administration and representation of urban spaces. Despite the degree of information they can provide, they still pose some difficultives in decision making due to the three-dimensional nature of such ever-changing settings. This paper presents a collaborative solution for large virtual environment recreation aimed at urban landscape simulation. By providing an extensive interactive three-dimensional virtualization of a real-world city, multiple users may contribute with additional data, to either improve the model fidelity or to preview the impact of certain urban changes. This is achieved by employing procedural modeling methods to generate a basic three-dimensional city model from real-world data and a set of parameters, which can later be refined through human intervention. A multi-user simulation platform has been conceived, allowing the collaborative management of the model data, as well as the simulation of possible urban landscape changes, introducing therefore more advanced analysis and representation features to study and discuss the impact of certain decisions on the urban landscape.

2012

Towards Location-based Augmented Reality games

Authors
Jacob, J; da Silva, H; Coelho, A; Rodrigues, R;

Publication
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)

Abstract
Location-based games have become more popular thanks to the growth of mobile device's technology. This paper presents a framework for the development of location-based augmented reality games and wARms, an augmented-reality location-based mobile game prototype based on said framework that uses the player's real position and orientation in order to play against others. The game shows how modern mobile device's sensors can be used for providing new and unusual gaming experiences. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012

2012

TOWARDS THE IMPLEMENTATION OF A HANDBALL PLAYER AGENT FRAMEWORK

Authors
Jacob, J; Rossetti, RJF; Coelho, A; Rodrigues, R;

Publication
24TH EUROPEAN MODELING AND SIMULATION SYMPOSIUM (EMSS 2012)

Abstract
Sports simulation can help to assess the performance of strategies and players in a sand-boxed environment. Ultimately it can lead to improved real-life performance of actual teams if it is able to provide useful information to the team coach or manager. Many tools are now available for many different sports, most notably Soccer Server Simulator, a soccer simulator, that has already attracted many researchers from the artificial intelligence community into developing intelligent agents (soccer players) for them to form teams to play against each other in simulated matches. This paper presents a methodology for developing agents for testing and further developing the Handball Sport Simulator, which is based on the Soccer Server Simulator. The main contribution of this work is to provide a basic, expandable, agent architecture, specifically capable of playing at a Handball Sport Simulator server, while at the same time testing what features and sport's rules of the Handball Sport Simulator have been implemented correctly.

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