MedienCampus . Medientage München
Wednesday, October 24th 2018 | 11:30 – 12:00
ICM Messe München, Conference Center Nord, Halle C6
There are rich cross-overs in game design and applied industrial and interactive technologies. This convergency creates many synergies. How do industrial VR/AR-applications work? In an open space discussion you can ask questions concerning these topics.
Presented by the commission “3D-Stadtmodelle” of the “Deutsche Gesellschaft für Kartographie und Geomatik e. V. – DGfK” and the “Deutsche Gesellschaft für Photogrammetrie, Fernerkundung und Geoinformation e. V. – DGPF”.
Switchable Nanoparticles . CG Animation by Anna Rieder, Katharina Vierheilig, Korbinian Lipp and Matthias Lamm was nominated for ACGA 2016 | Best Foreign Production
This project was created in the course of the lecture “Practical Course 3D Modeling with Blender” directed by Dr.-Ing. Wolfgang Höhl at Ludwig-Maximilians-University (LMU) Munich | Media Informatics Groups . Summer term 2013
Kindly supported by Bettina Kracke | Munich University of Technology, Molecular & Cellular Biophysics, Prof. Dr. Thorsten Hugel (today at Freiburg University, Institute of Physical Chemistry II)
B. Kracke, J. T. Cole, C. J. O. Kaiser, B. Hellenkamp, S. Krysiak, A. Ghoorchian, G. B. Braun, N. B. Holland, T. Hugel (2015) Thermoswitchable Nanoparticles Based on Elastin-like Polypeptides. Macromolecules 48, 5868-5877 (DOI: 10.1021/acs.macromol.5b00932)
Does network theory help to understand collaborative virtual environments? Which ideal network model is best suited for a collaborative virtual environment? Are “scale-free networks” better than “random” or “hierarchical networks”? What does modularity, efficiency and economy mean in terms of network qualities? How can spatial centrality and urban design tools be seen in this respect? This paper investigates these issues using the depiction of a collaborative virtual environment as an abstract network.
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It was demonstrated that the interpretation of all five analyzed use cases remain inconclusive in some terms. But there are certain interesting tendencies.
Simulation and virtual environments meet in many issues. To illustrate, this paper will take a closer look at the philosophy of science, simulation and scientific modelling. We will learn that simulation is an interdisciplinary technique and collaborative virtual environments are a part of general simulation systems. Simulation itself works in three stages and supports the innovation process in its early stage. Qualities, advantages, disadvantages and application areas of simulation will be shown. Then we will have a closer look at the structure and principles of collaborative virtual environments. It is shown how time, space and organization influence the usage and behaviour of a collaborative virtual environment. General evaluation criteria of real-time systems are shown. Ongoing applications and projects will illustrate topical application areas.
Network theory does indeed help us understand collaborative virtual environments. One can depict all elements and relations of a virtual environment in an adequate and operational manner. Network simulation allows for the manipulating of the elements and gives a view on changes in the structures and behaviour of the whole network. Simulation allows us to go backward and forward in time, explore possibilities and understand scenarios of virtual environments, diagnose problems and constraints, understand behaviour and processes, find consensus and prepare for change, and gives possibilities for visualizing how to proceed.
You can do whatever you want. We all can do whatever we want. No rules and no regrets. We need parties! We need events. We are dwarfs, gnomes, pixies, knights, princesses, magicians, giants, monsters, lightnings, curses, the haze, swords, seers and prisoners. We are all heroes on our journey; on a heroes journey. We do not need any solidarity. We decide for ourselves. In competition with all of us.
One date an evening is not enough. We go by car. If need be, we will have a hundred dates an evening minimum. We all belong to the Jet Set; fifteen seconds at least. The fat years are now! Presence and past. We love the past. We worship vintage mirrors, old sofas and aged mopeds. We worship projection screens.
Brands and Mash-Ups. Star Wars and Star Trek. Angry Birds and Valiant Hearts. We are looking for brands to take them to the market. Therefore we do not produce anything new. Everything is safe. We knew it all before. We know any new product. Where is innovation? We do not need any progress. Presence is enough.