Chapters authored
Mixed Reality: A Known Unknown By Branislav Sobota, Štefan Korečko, Marián Hudák and Martin Sivý
Mixed reality (MR) is an area of computer research dealing with the combination of real-world and computer-generated data (virtual reality), where computer-generated graphical objects are visually mixed into the real environment and vice versa in real time. This chapter contains an introduction to this modern technology. Mixed reality combines real and virtual and is interactive, real-time processed, and registered in three dimensions. We can create mixed reality by using at least one of the following technologies: augmented reality and augmented virtuality. The mixed reality system can be considered as the ultimate immersive system. MR systems are usually constructed as optical see-through systems (usually by using transparent displays) or video see-through. Implementation of MR systems is as marker systems (real scene will be added with special markers. These will be recognized during runtime and replaced with virtual objects) or (semi) markerless systems (processing and inserting of virtual objects is without exact markers. Additional information is usually needed, for example, image and face recognition, GPS coordinates, etc.). The chapter contains also a description of mixed reality as an advanced computer user interface and the newest collaborative mixed reality.
Part of the book: Mixed Reality and Three-Dimensional Computer Graphics
3D Computer Graphics and Virtual Reality By Branislav Sobota and Miriama Mattová
This chapter is dedicated to the description of 3D computer graphics used for the needs of virtual reality. Virtual reality (VR) is the use of computer technology to create a 3D virtual environment. The chapter presents some graphical features used in an environment as well as an explanation of good design practice. The chapter contains also the description of lighting settings, 3D objects/models and virtualization sequence, camera, and scenes where the wheelchair simulator is used as an example of the implementation environment.
Part of the book: Computer Game Development
Collaborative XR Systems and Computer Games Development By Branislav Sobota, Marián Hudák and Emília Pietriková
Computer games and, of course, the development associated with them have been in the spotlight for many years; recently, also with technologies, such as virtual reality or extended reality. The main part of this chapter presents the classification of collaborative XR systems, the concept of the major application architectures and the consistency models of shared virtual game environments. The next subchapter briefly deals with the sharing of property ownership. The mentioned concepts and examples used in the chapter are implemented in many works and projects using a collaborative environment (also in gamified form) developed in the laboratory LIRKIS, the home laboratory of the authors. The knowledge presented in this chapter may provide tips and inspiration for some other game projects, and practical and useful notes on the advantages or disadvantages of some systems will be interesting and useful.
Part of the book: Computer Game Development
Game Development and Testing in Education By Emília Pietriková and Branislav Sobota
The following chapter presents an experience with academic education in computer games design and development based on game theory, emphasizing iterative development, rapid (paper) prototyping, and game testing. We demonstrate and comment on various educational activities focused on game testing, describing them in steps and including benefits and motivation. Iteration of card game rules, design of a board game, design of a computer game with a paper prototype, and testing of early-access games are supplemented with students’ practical outputs in both text and graphical form. The results include feedback in the testing forms: Focus Groups, Playtesting, Usability Testing, and Quality Assurance.
Part of the book: Game Theory
The Role of Game Engines in Game Development and Teaching By Branislav Sobota and Emília Pietriková
This chapter explores the essential role of game and graphics rendering engines in creating computer games and their applications in education. Starting with a brief discussion on the importance of visualization in game development, we analyze popular game engines, including CryEngine, Irrlicht, Unreal Engine, Unity, and Godot, and graphics rendering engines (cores), including OpenSceneGraph (OSG) and Object-Oriented Graphics Rendering Engine (OGRE). Each engine’s unique features and pedagogical potentials are discussed, with emphasis on Unity, Godot, and Unreal Engine’s interactive and step-by-step tutorials. This analysis reflects the adaptability of game engines to different teaching styles and provides insights into their effectiveness as tools for teaching game development and computer science. The chapter aims to highlight game engines’ role in game creation and education by exploring these topics.
Part of the book: Computer Science for Game Development and Game Development for Computer Science
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