Today's military strategy games provide unrealistic interfaces for players to interact with their units: Commanders don't use mice and menus, they sketch. Developing strategy games currently involves grafting AI capabilities on top of a separate simulation engine, with new handcrafted strategies for each game. We are experimenting with a novel approach for solving both problems. We started with nuSketch Battlespace, a knowledge-rich sketch understanding system developed for military users, and built a game engine, nuWar, on top of it.
If you enjoy the movie theater, but can't stand crowds, Avegant's Glyph could be your saving grace. This rechargeable audio/video headset projects a 720p private screening experience onto each of your eyeballs via compatible devices and a microHDMI connection. We'd have to say it's a viewing rig first and foremost, but it can double as standard headphones when flipped up. Not only is it great for movie viewing, but it's also a capable drone companion, letting you enjoy first-person perspectives and even leverage its 9-axis head tracking for flight control. You can also enjoy a variety of 3D PC games, as well as 360 video experiences.
Standard fare for sci-fi, as ancient and advanced civilizations apparently always need odd ways of securing their ubiquitous tech. First, you have to find some glyphs, and then input them into a grid. Your goal is to make it so that no line, column or shape in the grid contain two of any one glyph. It's not too hard the first time you have to do it, though it's clear that it could easily become harder. These things look familiar, you start to think.
Sketch maps are an important spatial representation used in many geospatial-reasoning tasks. This article describes techniques we have developed that enable software to perform humanlike reasoning about sketch maps. We illustrate the utility of these techniques in the context of nuSketch Battlespace, a research system that has been successfully used in a variety of experiments. After an overview of the nuSketch approach and nuSketch Battlespace, we outline the representations of glyphs and sketches and the nuSketch spatial reasoning architecture. We describe the use of qualitative topology and Voronoi diagrams to construct spatial representations, and explain how these facilities are combined with analogical reasoning to provide a simple form of enemy intent hypothesis generation.
Designers often use a series of sketches to explain how their design goes through different states or modes to achieve its intended function. Learning how to create such explanations turns out to be a difficult problem for engineering students. An automated "crash test dummy" to let students practice explanations would be desirable. This paper describes how to carry out a core piece of the reasoning needed in such system. We show how an open-domain sketch understanding system can be used to enter many aspects of such explanations, and how qualitative mechanics can be used to check the plausibility of the intended state transitions. The system is evaluated using a corpus of sketches based on designs from an engineering school design and communications course.