2010. április 9., péntek

Virtuális világ a Szingapúri Ifjúsági Olimpiára


Egy szingapúri kezdeményezésben oktatás, sport és virtuális világok kapcsolódnak össze.

The Infocomm Development Authority of Singapore and Singapore Youth Olympics Games Organising Committee have announced the launch of the Singapore 2010 Odyssey, a new virtual world centered around the upcoming 2010 Youth Olympics. The games aren't until the end of the summer, but the project has been in the works for a while. Singapore issued a tender for bids on the project in March 2009. According to the site, the ultimate winner of the project was a consortium led by ST Electronics (Training & Simulation) Pte Ltd. The free-to-play downloadable, 3D world is aimed at youths around the world and features a futuristic setting looking back at the first Youth Olympic Games in Singapore. It provides an Olympic-themed world with games, social networking, and education. Activities are based on the 26 Olympic sports as well as the overall values the Olympics strive to promote. One interesting feature is that many of the games are multi-player competitions organized as in-world events. Rather than rankings based on general points, though those are possible, users will compete together in events like archery, hurdles, and swimming. Users also have the opportunity to design their own 3D content. Singapore 2010 Odyssey is pushing that program specifically through schools. So far students from NUS High, Nan Hua Secondary, and Hai Sing Catholic have piloted the program to create in-world content, but it will be rolled out to other schools in the coming months. Currently Singapore 2010 Odyssey is only available for PCs, but the FAQ says the consortium hopes to launch a Mac version soon. The world has been in a closed beta since October 2009.

IT3 komment: A virtuális világok Second Life utáni hulláma kevésbé általános és/vagy üzleti rendeltetésű, viszont az új közegek célzottabb közönségnek készülnek. Egyre több az oktatási célú, például a nyáron megrendezésre kerülő Szingapúri Ifjúsági Olimpiára készült is ebbe a kategóriába sorolható. A felhasználók érdeklődésük kiélése mellett közösségi hálózatok építésében és többszereplős online játékokban is részt vehetnek. A délkelet-ázsiai városállam infokommunikációs technológiákban betöltött növekvő szerepét bizonyítja, hogy egyre több híradás érkezik ottani kezdeményezésekről.

Forrás: www.virtualworldsnews.com

2010. április 6., kedd

Világcsúcs: német szuperszámítógép kvantum-számítógépet szimulál

Egy lépéssel közelebb az oly gyakran beharangozott – nem csak elméletben működő – kvantum-számítógépek felé?

A quantum computer could provide an enormous improvement in the processing speed of existing computers. However, as yet they only exist in the laboratory in the form of small prototypes with a capacity of a few bits. They can now be explored in more detail, at least in simulations. The Jülich supercomputer JUGENE can now simulate the largest quantum computer system in the world with 42 bits. "The computing power of a quantum computer grows exponentially with its size," says Prof. Dr. Kristel Michielsen from the Jülich Supercomputing Centre. "This is both an enormous opportunity for future applications and also a great challenge for simulations at the moment." If a quantum computer is expanded by just one single computer bit then its computing power is immediately doubled due to the laws of quantum mechanics on which it is based. The computing power of a classical computer only grows linearly with its components. Ten percent more transistors (in the ideal case) also only means ten percent more performance. If you want to simulate a quantum computer using present computing power then you soon come up against limits. For a quantum computer with 42 computer bits you need machines like the Jülich supercomputer JUGENE, which is the fastest computer in Europe with almost 300,000 processors and a computing power of 1015 floating point operations per second. Shor's algorithm, a common test application for quantum computers, has been demonstrated on the 42-bit quantum computer, factorizing 15707 into 113x139. This is a number that is thousands of times larger than those factorized on quantum computers that have been experimentally realized in the past. For the world record, the Jülich research team and the Computational Physics group of the University of Groningen developed the simulation software to such a level that it can run efficiently on this large number of processors. "If so many processors have to work together then in the case of simple algorithms it can easily happen that processors are waiting for each other and thus performance is lost," says Michielsen. "Our software is optimized so that thousands of processors can work seamlessly together. It scales almost perfectly."

IT3 komment: A bemutatott kutatás jól példázza, hogy mekkora számítási teljesítmény növekedés várható a quantum számítógépektől. Egyetlen 42 qubit-es quantum processzor 300,000 jelenlegi elektronikus processzor teljesítményével ér fel. Ugyanakkor drasztikus növekedést hozhatnak a quantum processzorok a számítási sebesség tekintetében is, hiszen a német kutatók által összeállított szimuláció messze a majdani quantum processzorok sebessége alatt működik.

Forrás: www.eurekalert.org

2010. április 2., péntek

AR-kutyák


A 3D-s bővített valóság megjelenik a sajtótermékekben is.

The VTT Technical Research Center of Finland has been developing augmented reality (AR) technology, which superimposes digital information in the user's view, and uses real-time video images and three-dimensional (3-D) virtual objects. In the case of Dibidogs, animated puppies created by Finnish and Chinese children, the user is viewing a magazine via a webcam and PC display. An animated Dibidog called Viki will appear on top of a marker on a page. The 3D character will act and react in different ways based on the movement of the webcam, e.g., by jumping, rolling and growling. The likeable puppy will always look at the camera which creates the impression that it knows that the user is there. A marker printed on a magazine can be copied and enlarged on a piece of paper which enables the user to play and interact with the Dibidog in a larger space. To use the application, the user needs to have a Windows PC which is suitable for 3D games and has a webcam. The user downloads the application from the URL specified on the magazine and installs it with a few clicks of the mouse. “International magazines have already used some AR elements previously, but they have typically been based on 2D video image. What makes Dibidogs unique is the use of animated 3D computer graphics and, in particular, the interaction between the user and the 3D character,” says Research Professor Charles Woodward from VTT. VTT focuses on applying AR technologies to areas such as interior design, construction, industrial applications and virtual video meetings. The next AR application developed by them will bring Dibidogs and other content to camera phones at the World Expo 2010 in Shanghai in May. “AR technology completely transforms the reading experience. We want to be the first Finnish magazine to provide our readers with the AR experience and provide unique experiences for our readers as well as to improve the interaction with our readers and partners. The reading experience gains a completely new dimension when the 3D puppy becomes alive with the use of a webcam and reacts whenever the user moves the magazine or the camera,” says Social District Officer Jarno Alastalo, Aller Media Oy. Aller Media plans to continue the use of AR and to experiment with different content, such as people walking on the pages of the magazine.

IT3 komment: Bővül a bővítettvalóság-technológiák alkalmazási köre: sajtótermékekben ugyan már próbálkoztak vele, viszont csak 2D-s változatokkal. A 3D-s élmény (játékkarakterekkel való találkozás) különlegessé és valóban interaktívvá teszi az olvasást.

Forrás: www.vtt.fi