GovGrid Intelligence Training is now available via MOSES Army’s OpenSim Environment

Thanks to Douglas Maxwell we now have 4 sims in his Virtual World MOSES.
The performance is better than our Rack Space Cloud implementation, and I hope to capture some real numbers by the end of next week. Unfortunately MOSES does not support voice for mac users, so we are going to setup our own telco for virtual worlds ThisAvatar (voice for the rest of us).

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Serious Games CGAMES 2011 Paper Submission Due 13th June 2011

Call for Papers Extended:

Due to many requests the paper submission deadline for CGAMES 2011 has been extended to:
Monday 13th June 2011
CGAMES 2011 USA (Louisville,) 16th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games
Twitter Account:
Hashtag: #cgames2011

Call For Papers
You are invited to submit a paper on any topic related to computer games design, development and education, and particularly papers covering the use of AI for modelling and programming “believable characters”, mobile games, multiplayer on-line, educational and serious games. We strongly encourage the submission of papers related to the design and the experiments of original type of games, in particular in the fields of serious games, ubiquitous, mobile, cross media platforms and massively multiplayer on line games.

Here’s an link with the template. I cannot fill this form out without everyone’s summaries.. If we don’t have at least the summaries of the topics we can’t move forward with timeframes, slides, locations, etc. Then I was going to submit the CFP, and work out the details with the Professor, because the topics are not on the same tracks.

CGames2011 is ready to promote our 3D Virtual Track. If you are still interested and have your summaries ready and marketing/promotion material ready for submissions, please let me know.

7 topics and presentations would be a great start.
Thanks again.
The conference will cover, but is not restricted to, the following topics:
Tools and systems for Games and Virtual Reality
Games platforms, toolkits, mechanics, frameworks, engines, APIs and libraries, and middleware, Scripting engines
Game interfaces (input devices, speech, gestures)
Content generation tools (modelling, texturing, animation, motion capture, sound, level designer)
Game AI
Neural networks, genetic algorithms, Finite State Machines, fuzzy logics, rule-based AI, probability systems, Bayesian techniques, path finding, potential functions, flocking
Learning, adaptation and evolution, adaptive Markov models
Believable characters, models, agent architecture, memory, game bots
Multi-Agent Simulation systems (MAS)
Game AI for research and simulation
Simulation, Graphics & Visualisation
Immersive Environments, virtual environments, virtual reality, augmented reality, mixed reality
Real-time rendering and shaders
Procedural generation (particles, textures, objects, terrains, worlds)
Game Physics, NURBS, skeletal animation, facial animation
Level-Of-Detailing, image-based rendering, photo realism
Serious Games and Games for Research
Edutainment, games for education and training, learning & teaching aids, technology-supported learning, simulations, developments and applications
Disaster Management, crowd simulation, crime scene investigation, medical training, situation awareness, games-based therapy,
Social and Humanities Aspects of Games
Gender in games, violence, and pervasive games
The Player
Games and Society
Gaming Communities
Online Games and Distributed Simulation, Multi-user, Mobile Games, and Security

Games for mobile, handheld, and connected systems

Games development for iPad, iPhone, and Android Phones
Ambient learning environments for mobile devices and ad-hoc networking
Load Balancing and distributed Techniques
Distributed Simulation Tools and Techniques for Mobile and Online Games (High level architecture, communication protocols, peer to peer architectures, publish/subscribe techniques, scalability and Interoperability, etc.)
Learning, information support activities
Game Security
Future Games
Generative/Procedural content development (characters, models, music, worlds)
Physics-based games
Emergence in Games

Mixed-Reality and Augmented Reality for Games

Future Games Interfaces: Touch, Gestures, Multi-Point UI
Inclusive Areas

Interactive robots and toys, virtual pets
Games Technology and ambient intelligence for next generation games
Sensors based interaction with the environment
Game Design and Simulation
Games genres
Games simulation
Level design
Adaptable Interactive Interfaces –

Game Images
Visual aesthetics
Animation, Graphics, and Visualization
Sound & Music
Sound design
Music composition

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Train for Success: Talk May 26, 2011 ( Cognitive Learning)

We will present lessons learned from the AI Concept Exploration category of the Federal Virtual Worlds Challenge.
Time: 9.00 am PT/ noon ET/ 18.00 CET
Location: Train for Success
FB: Link
FB: Public Event
SLurl: Link

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LEEF: High-Tech Demos (Virtual World Voice Controlled Robots) June 16 -17, 2011 – Harrisburg, PA

During the High-Tech Demos section of the Learning and Entertainment Evolution Forum LEEF 2011, we will be demoing our Virtual World Voice Controlled Anti IDE Robot. The users will be required to observe, detect, identify and neutralize IEDs while navigating their robots safely through an OpenSim urban setting. This will all be done using FreeSWITCH Sphinx speech recognition module. Note we will talk about the UAVs later.

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FCVW Panel: Federal Virtual Worlds Challenge

FCVW Panel: ” Federal Virtual Worlds Challenge – Technical Discussion”
From 2:15-3:15 EST Today in SecondLife and NDU
Moderator: Ms. Tami Griffith, Science and Technology Manager, U.S. Army Research and Development Engineering Command (RDECOM)

Basic sound/emotion check before the panel using Voice and Emotiv headset.

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FCVW Workshop: “Fun with FreeSWITCH and OpenSim” via GovGrid.Net

In the workshop we covered using FreeSWITCH TTS modulee with cepstral voices in our OpenSim environment. Below is an example from the GovGrid.Net Intelligence Training Virtual World. Note: At the workshop we ran into issues with voice, so this is our do-over 🙂

1. Text To Speech for Avatars and Bots
2. Calling external Cell phone from with in-world to join an in-world conference/chat (DTMF Dialing)
3. Bridging two external phones while in-world (Voice Call Center)

We are currently building an in-world call center with FreeSWITCH and OpenSim.

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FCVW Workshop: “Fun with FreeSWITCH and OpenSim” via the IEEE Virtual World Island

Here is a quick demo from  The Federal Consortium for Virtual Worlds Workshop “Fun with FreeSWITCH and OpenSim“. The advantages that FreeSWITCH brings to the Virtual World Table is that it is modular and it is also extremely easy to connect it to web services. Mod FreeSWITCH module comes enabled with CMU’s PocketSPHINX voice recognition software, so by putting a web service wrapper around FreeSWITCH, you can use it to give Voice Commands to the Virtual World.

The next demo I will post will be making cell phone calls from OpenSim using FreeSWITCH and Vitelity.

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