For the long night of sciences on the 28.05.2011 the department 4 of HTW has presented its own CAVE. This was build under the charge of Prof. Dr.-Ing. Thomas Jung. The system consists of 3 retrojection walls, 8 computers and projectors. The stereo image will be projected on 3 sides plus the ground. stereo projection Headtracking with Kinectâ„˘ UnityÂ3Dâ„˘ integration For this purpose Frank (PlayFM team) enhanced the Room of Shadow demo of Unity 3D. Most of the materials were revised, Depth of Field (DoF) was added as well as an auto focus system. The shaders were replaced with RIM lighting shaders. The Headtracking in combination with the stereo projection gives an intense immersive feedback inside the CAVE. Allthough the way to the Holodeck is quite far…Â I would like to have such a system in my living room This is a web player version of the PlayFM Room of Shadow for watching. The Unity web player is required. controlling about the keys W A S D F1 – menu (options for graphic performance, default settings is fantastic, full sreen, … read more
On 10.12.2010 “3D-NordOst” the 14th applied workshop for acquisition, modeling, processing and evaluation of 3D data took in the rooms of GFal place. The PlayFM team has presented a presentation about â€ś3D modeling for the design of Serious Games in Facility Managementâ€ť. Our project found a big echo in the 3D society. Our contribution was published in the proceedings book (ISBN 978-3-942709-00-2).
To make it possible to fill our virtual office with virtual people they have to be capable of going from A to B. Likewise they should dodge themselves. The following prototype demonstrates this behaviour. In each case every NonPlayerCharacter (NPCs) shall collect a particular box. When the box was found it continues with a newÂ box. Once a box is a target of a NPC it will get a discoloration. F1 â€“ activate main menu (options, credits, â€¦) F2 â€“ shift among â€śFullscreenâ€ť and â€śWindowed Modeâ€ť â€śnew Boxesâ€ť â€“ create boxes â€śnew NPCsâ€ť â€“ create NPCs â€ścollect them!â€ť â€“ demand the NPCs to collect all boxes in turn â€śNPC Collisionâ€ť â€“ start/stops the collision of NPCs
On 1.12.2011 a meeting with our project partners took place. BSR was pleasant to receive us in their rooms. We have presented the state of the project regarding game design and programming. In the following discussion the course of the game was finally adjusted. We said good bye to the concept of mini games and set the focus on PlayFM GameCore. Now knowledge transfer is going to happen directly during the game. Additional we create a knowledge base in the form of a WIKI and fill it with key information to FM core businesses. Core processes (planned) cleaning management energy management space management key management failure management sustainability management system architecture The following graphic provides information about the planned system architecture. The structure of the architecture is subdivided in the actual program of the game, which is installed on a client. The PlayFM game server contains on one hand the data base with game scores and configuration data. On the other hand there is the web server which provides the web based configuration surface and a high score table. The … read more
Subsequently we present you the context menu. The graphic concept is originated in relation to our publications. Translation Daten erfassen – collect data Kontakt erfassen – gather contact data Aktion auslĂ¶sen – start action Auftrag erteilen – award a contract Objekt verwenden: use object Objekt: Status abfragen – object: gather status Mitarbeiter: Performance anzeigen – employee: show performance Unterhaltung fĂĽhren – talk to..