Making It Realtime: Exploring the Use of Optimized Realtime Environments for Historical Simulation and Education.

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Bibliographic Details
Title: Making It Realtime: Exploring the Use of Optimized Realtime Environments for Historical Simulation and Education.
Language: English
Authors: Calef, Chris, Vilbrandt, Turlif, Vilbrandt, Carl, Goodwin, Janet, Goodwin, James
Availability: For full text: http://www.archimuse.com/mw2002/papers/calef/calef.html/.
Peer Reviewed: N
Page Count: 13
Publication Date: 2002
Document Type: Reports - Research
Speeches/Meeting Papers
Descriptors: Computer Games, Computer Simulation, Foreign Countries, Higher Education, Material Development, Models, Museums, World Wide Web
Geographic Terms: Japan
Abstract: As museums and educators struggle with the challenges of presenting their material in a digital format, many overlook the application that has spearheaded the development of virtual reality for the average consumer: 3D realtime game engines. These 3D game engines offer greater versatility, usability, maturity, simulation, and codebase than most current 3D realtime frameworks. At the University of Aizu (Japan), the authors are using the Quake engine in conjunction with the Povray raytracing engine to attack the problem of visualization and simulation from two sides. A temple from northern Japan that users can experience in realtime has been modeled. However, to deal with the limitations of simulation in realtime, the ability for users to select a view for greater detail has been added. The selected view is rendered in the background as the users continue to travel through the temple and is delivered in a separate window when finished. This paper describes relevant game paradigms, their usefulness, and the research in detail, including problems and solutions discovered along the way. It concludes with suggestions on how this work could assist museums and educators in simulation and modeling. (Contains 11 references.) (Author/MES)
Entry Date: 2004
Accession Number: ED482108
Database: ERIC
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