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Do you know where your critters are?

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Linking up with Games+ Learning+ Society

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Latest Activity

Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) added a video: With a Rebel Yell; Loco
With a Rebel Yell; Loco
Jul 13
Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) added 2 photos. View Photos
DinosaurMuseum Alan'splace
Jul 13
Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) added a video: Tinkerbell explores White Croft
Tinkerbell explores White Croft
Jul 12
Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) added 16 photos. View Photos
Dragon over MellaniuM Island Dragon over MellaniuM Island Dragon over MellaniuM Island Tinkerbell explorers MellaniuM VRWs
Jul 8

Profile

Title/Affiliation:
CEO Tele3DWorld/MellaniuM
Location:
NW England
Website:
http://www.mellanium.com
Other Contact Information:
ken@tele3dworld.com
Skype Contact:
InterVersaL
Preferred Virtual Worlds:
Virtual Real Worlds using
Unreal 2, 2.5, 3 and Crytek 1, 2

Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)'s Photos

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Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL)'s Blog

MellaniuM and the CaveUT Project.

MellaniuM and the CAVEUT tele-immersion project Mellanium has started to port its 3D environment Virtual Real World products into the CAVEUT . CAVEUT is an open source freeware project to make tele-immersive projection-based virtual reality affordable and accessible. CAVEUT is available in various versions from simple home made to advanced real-time spatial tracking and stereo graphic imaging. By employing a commercially available 3D engine (UE2-3) richly detailed graphics, high-speed performan… Continue

Posted on July 8th, 2008 at 5:47am — No Comments (Add)

Second Life vs UT2004

Posted on July 6th, 2008 at 6:00am — No Comments (Add)

Forward to Tele3DWorld Immersion.

Forward to Tele3DWorld Immersion. As prices of computing hardware falls and software standardization and reusability becomes common place, like the computers of yesterday, the tele-immersive systems of today will also become available to the general public. Along with this is expected to become a powerful drive into tele-immersive application development in all applicable areas. There also exists the possibility for future application of tele-immersion in some new areas like Music Synthesis, Ps… Continue

Posted on July 5th, 2008 at 6:12pm — No Comments (Add)

New Media: are the Virtual Real Worlds the New Media?

What is the definition of New Media. Surely Web2.0 is now old media. The new media will be immersive 3D environments; using the technology developed by the CGI, gaming, and film industries will be the future media. We need to start preparing for this rather than the 2D text, images and flashy flashy web sites with no content; just a front office metaphor. I believe we should start planning now for the future revolution; we are at the beginning of a wave of change that will completely change… Continue

Posted on June 26th, 2008 at 2:32am — No Comments (Add)

MellaniuM's presentation to TSB, Bristol; 10th June 2008

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Posted on June 13th, 2008 at 4:44pm — No Comments (Add)

Comment Wall (7 comments)

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At 10:42am on April 8th, 2008, Ken GB said…
Yeah be careful though, Motion Capture data doesn't mean things are 'easy' it just removes the 'grunt work' from animation. It also presents it's own set of problems in terms of tidying up the data produced so it can be reliably used (depending on what software you use). Good luck with the project.
At 5:38am on April 8th, 2008, Ken GB said…
It's been a while since I saw that motion capture stuff, good to know it's now being used in the industry.
At 3:08pm on April 7th, 2008, Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) said…
Virtual Real Worlds and their application.

Computer generated images (known as CGI) and 3D models have become very popular over the past two decades, and their importance and use will increase even further in the future because of their wide applicability in every field. In the area of Virtual Real Worlds CGI has become an essential tool for Virtual Reality to bring their visions to the on-line virtual worlds, be it by creating computer generated characters, props, sets, (environments) or just simplifying the process of 3D models, image and sound editing. Development has been made faster and more efficient in the post production phase, offering an unprecedented level of freedom and quality. The success of 3D computer Virtual Real Worlds and CGI in general started in the early 90s, when software bundles and processing power got more affordable even for smaller companies, and since then it turned into an accepted art form by itself. Over the years, the technology has evolved further and further, lowering the barrier between art and technology, and even allowing these two extremes to blend seamlessly.


Creation of 3D computer graphics.
The creation of CGI and computer generated virtual worlds requires the use of specialized software products. Several software tools have been established on the market, and it is mainly a question of personal preference which one to pick. After all the biggest factor in creating convincing digital worlds is the artist himself, whereas the software is merely the tool to transfer his creativity onto the screen.

As computer graphics software became more user-friendly and intuitive, the process of creating CGI started to resemble its real-world counterparts, like painting, sculpting, photography, and filmmaking. The area of computer virtual world for example requires the same steps of "real world" filmmaking, with the addition of modeling sets, props and characters first. Carving a mass of "digital clay" into shape to form a convincing environment or animated character (or any other object or environment to be shown, for that matter) is the initial step. Then lights, triggered sounds and other 3D Models are arranged in the virtual space or environment, and animated to define a concept or process. Computer derived 3D Virtual Real Worlds maybe the digital successor to the classic Harry-hausen-type stop-motion animation, although many other ways of animating virtual objects and characters (like physical simulation or motion-capturing techniques) have evolved over the years. The last step is called "rendering" and describes the process of collecting all information of the scene and light setup to process and output the 3D environment experience through the eyes of a virtual avatar, to create the sensation of virtual reality. Using 3D goggles with 360 degree vision and stereo-vision with haptic controls further enhance this virtual reality experience.


Television, social events, and commercials.


Avatars with 6DOF and three-dimensional visualization can be widely used in low-cost television, commercials, social gatherings, and in film production. The "small screen" has proven to be the perfect field for experimenting with this newly developed technology and concepts, and many artists working in the area of television and commercials have made their way to the 3D Virtual Real World business. With software tools getting cheaper and more accessible, independent artists, and 3D Virtual Real World makers seized the opportunity to create their own 3D worlds a development that gave the visual 3D quality an enormous boost in the early 21st Century. In the area of 3D Worlds production computer graphics has replaced hand-made models and puppets, and evolved into a fully fledged digital 3D counterpart or replacement.

The area of commercials has grown into other branches like industrial documentation, corporate identity video, virtual conferencing, and besides the obvious entertainment, computer simulations are also used in the fields of education, interactive media "3D Online", interactive environments, and emergency situation simulation application.


Scientific visualisation.


Tele3DWorld 3D Virtual Real Worlds have been produced to present meteorological data, medical imaging, industrial/management processes, architecture, geographical data, rehabilitation methods, and technology.

Design, Development, and Engineering.

Designers and engineers use special CAD (computer aided design) software for designing, developing, and manufacturing consumer, architectural, and industrial products to mm accuracy. Product visualisation extensively uses modern computer graphics technology, and with the help of computers, designs can be reviewed, rotated, cut, and manipulated even before being manufactured. This enables engineers visualize and improve the product that they are designing before full-scale production.

About the Teams.


The article is written by MellaniuM Design and Tele3DWorld Team who specialize in the development of 3D Virtual Real Worlds for all applications.


See http://www.mellanium.com or skype:joe133952 for a demonstration.

Copyright (c) Ken Rigby for MellaniuM design and Tele3DWorld

All Rights Reserved.
At 1:42pm on April 7th, 2008, Ken Rigby (Tele3DWorld/MellaniuM/InterVerzaL) said…
At 12:52am on March 11th, 2008, EhmJ said…
Great videos Ken!
At 9:03am on March 10th, 2008, Edita said…
Hello Ken and a most warm welcome to you and thank you for adding to the blog...great explanation!
At 5:20pm on March 8th, 2008, Dave Elchoness said…
Welcome Ken. I appreciate your joining us. If I can be helpful, please advise.
 
 

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