osc virtual exhibits hall

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OSC Virtual Exhibits Hall Group 2: SEE (Simulated Exhibits Experience)

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OSC Virtual Exhibits Hall. Group 2: SEE (Simulated Exhibits Experience). Members. Andrew Brown Jacob Millsaps Joshua Linge Xue (Allen) Lin . Sponsor. Presagis http://www.presagis.com/ Joshua West Jeremy Joseph. Customer. Orlando Science Center http://www.osc.org/ - PowerPoint PPT Presentation

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Page 1: OSC Virtual Exhibits Hall

OSC Virtual Exhibits HallGroup 2: SEE (Simulated Exhibits Experience)

jlinge
Should remove this slide since I'll talk about them in the previous slide.
jlinge
-Less issues and solutions-More explanation on what each exhibit is-Show some videos of parts working-Explain some technical sides (code)-Talk about Otronicon (Focus testing)-Explain the capabilities of Unity (what it handles for us)
Page 2: OSC Virtual Exhibits Hall

MembersAndrew BrownJacob MillsapsJoshua Linge Xue (Allen) Lin

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SponsorPresagis

http://www.presagis.com/Joshua WestJeremy Joseph

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CustomerOrlando Science Center

http://www.osc.org/ Brandan Lanman Kellen Nixon

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Overview SEE is a non-profit project to create a simulation of the Orlando Science Center using the Unity game engine.

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Goals• Model OSC Exhibits• Provide educational value• Keeping it fun

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Requirements• Unity Web Player• First person camera with controls• Lobby area• One functional exhibit• Easy to modify

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Project Implementation• Unity3D Engine• MonoDevelop• Blender

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Unity Implementation• Editor

• Physics

• Basic objects

• MonoBehavior

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Project Design• Exhibit framework

o Generic components

• Individual exhibit roomso Lobby Centero Gravitrono Pinewood Derby

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Overall Project Diagram

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Framework Designs• Player Controller• Pause Menu• Doors interactions• Physical Buttons

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Generic Pause Menupublic void pause(Type menuState = null,

int code = GUIState.DEFAULT_CODE) {paused = true;Time.timeScale = 0.0f;cursorScript.showMouse();startPause();finiteStateMachine.changeState(menuState, code);

}

public void unPause() {paused = false;Time.timeScale = 1.0f;cursorScript.hideMouse();exitPause();finiteStateMachine.clearStateHistory();

}

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Doors

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Prototype Preview

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Lobby Center• Central hub• Looks like the OSC• Leads to all the other exhibits

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Lobby Prototype 1

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Lobby Prototype 2

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Lobby Prototype 3Chris Culverwell (Presagis)

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Gravitron Exhibit• Construct a configuration of tubes• Drop a ball into the tubes• Hope it falls in the goal• Learn physics!

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Gravitron Designs• Magnetic wall• Tube objects• Ball object types• Button objects• Challenges

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Diagram (cont.)Gravitron

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Gravitron Prototype 1• Simplicity

• Debugging

• Functional components

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Gravitron Prototype 2• Updated aesthetics

• Buttons

• Otronicon Prototype

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What is Otronicon?• Event held at the OSC• Children and adults tested Gravitron• Many suggestions noted• New bugs discovered

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Gravitron Prototype 3• Revamped the environment

• Additional Tubes

• Additional Buttons

• Door

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Gravitron Prototype 4• Chris Culverwell (Presagis)

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Tube Scaling

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Tube Scaling// If player press Q, the selected tube is increasing in length

if (Input.GetKeyDown (KeyCode.Q)) {if (scalable) {

IncreaseTubeLength();FollowMouse();

}}

// If player press E, the selected tube is decreasing in lengthelse if (Input.GetKeyDown (KeyCode.E)) {

if (scalable) {DecreaseTubeLength();FollowMouse();

}}

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Tube Scalingpublic void DecreaseTubeLength () {if (transform.localScale.x > 0.2f) {

transform.localScale -= new Vector3(0.1f, 0, 0);}

}

public void IncreaseTubeLength () {if (transform.localScale.x < 1.3f) {

transform.localScale += new Vector3(0.1f, 0, 0);}

}

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Ball Collision

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Ball Collision// Determining when the Ball stopsif (GetVariables.startSpeedCount) {

if (!stopped && (rigidbody.velocity.sqrMagnitude < .01) && (rigidbody.angularVelocity.sqrMagnitude < .01) && (Time.time > timeFrame + 1))

// startSpeedCount = false in returnToPlayer()returnToPlayer();

}

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Moving Tubes

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Tube Intersection

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Tube Intersection

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Gravitron Pause Menu

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Pinewood Derby Designs• Race track• Car• Workbench

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Derby Prototype 1

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Example Derby Car

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Derby Prototype 2

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Derby Prototype 3• Chris Culverwell (Presagis)

jlinge
Update with new prototype before presentation.
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Pinewood Derby

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Car Components• Adjustable components

o Wheel size Can be different on front and back

o Chassis length Greater effect vs adjusting wheel position

o Additional weight Adjustable position and size

• Fixed sizes for parts

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Car Assembly• Methods of assembling car parts

o Click on part to placeo Car on table matches car on rampo Current weight of car is shown

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Derby Car PhysicsMain issues for simulation:

o No worrying about real-life “fine-tuning” issueso Limited part selection simplifies physical modelo Simulation done in 2D, appears 3D

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Derby Car Physics• Rigid-body approach

o Works with Unity physics engineo Visible car body drawn over invisible physics objs

• Pathfinding approacho Car follows invisible path placed on tracko Car configuration only affects movement speed

May limit track creativity

Page 48: OSC Virtual Exhibits Hall

Distribution of Work• Framework - Allen, Josh• Lobby - Allen, Josh• Gravitron - Andrew, Allen, Josh• Pinewood Derby - Andrew, Allen, Jacob

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Andrew Brown• Prototype modeling• Communication• Pinewood Derby initial setup

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Jacob Millsaps• Pinewood Derby

o Caro Physicso Adjustability

• Tutorial images and theme

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Joshua Linge• Generic Framework• Exhibit Pause Menus• Gravitron

o Moving tubeso Tube intersectiono Challenge Modeso Bug fixes

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Xue (Allen) Lin• Setting up the foundation• Majority of the prototype models• Continued working on Gravitron• Assisting with Pinewood Derby

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Demo