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Cesium - WebGL Virtual Globe and Map Engine

Cesium - WebGL Virtual Globe and Map Engine

Demos - Cesium - WebGL Virtual Globe and Map Engine SUNSHINE - "Smart UrbaN ServIces for Higher eNergy Efficiency" delivers innovative digital services, interoperable with existing geographic web-service infrastructures, supporting improved energy efficiency at the urban and building level. NORAD Tracks Santa Analytical Graphics, Inc. used Cesium to develop the Santa tracker for NORAD Tracks Santa. Doarama™ Doarama™ is an online service which uses Cesium for interactive visualisation of GPS logs of sporting activities.

WebGL - OpenGL ES 2.0 for the Web The Khronos Group - Connecting Software to Silicon The Khronos Group is a not for profit industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics, dynamic media, computer vision and sensor processing on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests. OpenGL - The Industry Standard for High Performance Graphics OpenGL® is the most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms. OpenCL - The open standard for parallel programming of heterogeneous systems OpenGL ES - The Standard for Embedded 3D Graphics EGL - Native Platform Interface

La participation légitime périphérique : un des mécanismes de la construction de savoir dans les jeux en ligne massivement multijoueurs (Berry, 2007 Ainsi, au cours de leur pratique et avec le temps – parfois considérable – consacré à ces jeux, les joueurs construisent leurs avatars et échangent dans les guildes des savoirs divers : techniques, sociaux, minuscules, etc. Si l’on peut distinguer différents types de savoirs, il est difficile – et peut-être artificiel – de séparer ainsi les savoirs des processus de participation aux guildes qui permettent l’apprentissage de ces savoirs. En effet, les joueurs ne jouent pas pour apprendre mais ils apprennent en jouant et en participant à des groupes. L’hypothèse centrale que formulent alors J. Si l’on reprend à notre compte cette théorie située et sociale de l’apprentissage, nous voyons bien que les apprentissages développés dans ces univers s’inscrivent dans ce modèle : les joueurs apprennent en participant à des communautés et l’apprentissage n’est en sorte qu’une modalité de leur participation à une communauté de pratique, une façon « d’en être » et de jouer le jeu.

Babylon.js: Creating a convincing world for your game with custom shaders, height maps and skyboxes - Eternal Coding - HTML5 / Windows / Kinect / 3D development After talking about multi-materials in the previous post, I would like to share with you a more advanced sample. This sample will allow me to introduce you some really powerful features of Babylon.js: Height maps Skyboxes Custom shaders The result will look like that (using IE11 preview in this case): Click here if you want a live demonstration (If your browser supports WebGL of course) This world is composed of a sky, a ground and a reflective/refractive water. First of all we need a simple HTML 5 page with a full page canvas: The page just needs to reference babylon.js (you can find the latest version here) and hand.js for the touch support (latest version here). Then you can create a script block right after the canvas element with the following code: This code creates the engine, the main scene and add a camera and a light (the sun) to it. The camera is an ArcRotateCamera so you can use your mouse/touch/keyboard to rotate around a central pivot. ). . Creating an empty custom material 1. 2.

Consortium | Open Standards for Real-Time 3D Communication The German 3D software developer Bitmanagement Software GmbH who are in the board of directors of the Web3D Consortium in Mountain View, California, USA has released the new authoring tool "BS Content Studio", which enables a wide audience to create interactive and Internet ready 3D content. This tool will sustainable accelerate and simplify the work-flow and time necessary to compose, animate and optimize 3D models and interactive content for the web and standalone applications. Even "non 3D specialists” can be now in the position to generate 3D real-time applications easily. The "BS Content Studio" Tool addresses a horizontal market and has been developed around the Web3D ISO standard X3D with the goal to enable a broad range of application domains including CAD, GIS, games, process automation, 3D printing, virtual catalogs, 3D marketing banners, configurators, product visualization, automation, augmented reality, stereo TV content, social communication and many more.

High-level architecture (simulation) DefenseSpaceAir Traffic ManagementEnergyOff-shoreRailway and car industryManufacturingHealth care A high-level architecture consists of the following components: Federate: an HLA compliant simulation entity.Federation: multiple simulation entities connected via the RTI using a common OMT.Object: a collection of related data sent between simulations.Attribute: data field of an object.Interaction: event sent between simulation entities.Parameter: data field of an interaction. Much of the interactions between federates involve objects and interactions which work in a publish-subscribe model. The interface specification is divided into service groups: The object model template (OMT) provides a common framework for the communication between HLA simulations. Federation object model (FOM). In 1.3 the FOM passed to the RTI by means of a file, called an FDD, in a Lisp-like syntax. In order to ensure the proper interaction between simulations, a way of testing federate conformance is defined.

Making Virtual Reality Less Virtual A decade ago, the dream of a separate, virtual world didn’t seem so far-fetched. Second Life, a digital world where people could create and interact with human-like avatars, seemed poised to blow up. A magazine wrote a cover story about a Second Life millionaire. Politicians made policy announcements in the virtual world. Reuters, CNN, Wired, and other media outlets built bureaus there. Second Life never took off as predicted. But that might be changing. Rosedale is also back on the virtual reality scene with the new venture. Even if Rosedale is right, that’s probably a while away. At this early stage in the gestation process, though, it’s fascinating to take a closer look at Rosedale’s mission, because it exposes a lot of basic, mind-bending questions. Like many other new technologies, Rosedale predicts, the rise of virtual reality will come not in a wave, but with a creep—as it becomes more useful, it will start to seem more normal. More From The Atlantic

start [VIBE] In the News Virtual Worlds as Venues for Public Archaeology at Society for Historical Archaeology Blog By Beverly Chiarulli and Marion Smeltzer 3 virtual environment platforms that inspire learning at Hypergrid Business News By Ann Cudworth Recent Speaking Events or Publications Congratulations to Dr. Design and Evaluation of a Simulation for Pediatric Dentistry in Virtual Worlds Ustream recordings (right click and open in new tab/page) OpenSimulator Community Conference 2013: The Fantastic Voyage of Converting to OpenSim for Biology and Archaeology Education VSTE: Stephen Gasior, Sept. 16, 2013 SIGVE Speaker: Stephen Gasior, Sept. 17, 2013 Second Life - Staff House OpenSim VIBE Grid Login-URI: Registration Web Interface: just put URI in Grid manager and registration is splash page Grid Name: vibe Hypergrid Address: vibe.bio-se.info:9000:VIBE Please see the Hypergrid page for more information on how to access the VIBE grid. About Facebook and SecondLife Builders Archeology

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