Fig. 1. Predictive stepping and posture correction due to random force disturbances being applied to the body.Abstract. This paper describes the real-time modeling of 3D skeletal motion with balancing properties. Our goal is to mimic human responsiveness when external forces are applied to the model. To achieve this we use an inverted pendulum as a basis for achieving a self-balancing model. We demonstrate responsiveness in stepping and posture control via a simplified biped skeletal model using our technique.
This article discusses the design and implementation of a holistic game development curriculum. We focus on a technical degree centred around game engineering/technologies with transferable skills, problem solving, mathematics, software engineering, scalability, and industry practices. In view of the fact that there is a growing skills shortage for technically minded game engineers, we must also be aware of the rapidly changing advancements in hardware, technologies, and industry. Firstly, we want a synergistic game orientated curriculum (for a 4-year Bachelor's programme). Secondly, the organisation and teaching needs to adapt to future trends, while avoiding tunnel vision (too game orientated) and support both research and industry needs. Finally, we build upon collaborations with independent experts to support an educational programme with a diverse range of skills. The curriculum discussed in this article, connects with a wide variety of subjects (while strengthening and supporting one another), such as, programming, mathematics, computer graphics, physics-based animation, parallel systems, and artificial intelligence. All things considered, the development and incorporation of procedures into a curriculum framework to keep up with advancements in game technologies is important and valuable.Collaborative learning Computing education programs Contextual software domains Virtual worlds software
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