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  • Ray intersection and child camera

    - by lutangar
    I've been playing with three.js for few weeks now and got few inconsistencies on ray casting. Here is a simplified version demonstrating one of the bug I encoutered : http://jsfiddle.net/eMrhb/12/ The camera is added to the sphere mesh for further use of TrackBallControl for example. scene.add(mesh); mesh.add(camera); Clicking a few times on the sphere and opening the console, show us none of the expected intersections between the ray and the mesh. Adding the camera to the scene (http://jsfiddle.net/eMrhb/9/), solves the problem: scene.add(mesh); scene.add(camera); But I could use a much more complex hierarchy between my scene objects and the camera to suit my needs. Is this a limitation? If it is, is there any workarounds I could use?

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  • Streaming Media with Sony Blu-ray Disc Player

    - by Ben Griswold
    The best gift under the tree this year? A Sony Blu-ray Disc player: The BDP-N460 allows you to instantly stream thousands of movies, videos and music from the largest selection of leading content providers including Netflix, Amazon Video On Demand, YouTube™, Slacker® Radio and many, many more. Plus, enjoy the ultimate in high-definition entertainment and watch Blu-ray Disc movies in Full HD 1080p quality with HD audio. The BDP-N460 includes built-in software that makes it easy to connect this player to your existing wireless network.  So I did… I paired the disc player with the recommended Linksys Wireless Ethernet Bridge (WET-610N) and I was streaming the last season of Lost episodes in no time. Really cool. Highly recommended.

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • How can I connect a blu-ray player to a VGA screen?

    - by zaplwo
    Basically, I have a blu-ray player that I wanted to be connected to a projector and a monitor screen at the same time, so I got a component splitter and a component to VGA cable. The splitter works fine but the component to VGA adapter doesn't show anything on the monitor screen; is like if nothing is connected to it. I already change monitors but 3 monitors do the same. Anyone have any idea why this is happening or how can I connect the monitor and the projector to the blu-ray?

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  • Semantic #region usage

    - by Luca
    What's your opinion about using #region folding using application semantic, instead of folding for "syntax". For example: #region Application Loop #region User Management #region This Kinf of stuffs instead of #region Private Routines #region Public Properties #region ThisRoutine // (Yes, I've seen this also!) In this logic, I'm starting fold even routine bodies. I'm starting to love #region directive (even using #pragma region when using C++!).

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  • Ray Tracing Shadows in deferred rendering

    - by Grieverheart
    Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement somthing similar for ray tracing of shadows in a deferred renderer. The way I though this could work is after drawing to the gbuffer, in a separate pass and for each pixel to calculate rays to the lights and draw them as lines of unique color together with the geometry (with color 0). The lines will be cut-off if there is occlusion and this fact could be used in a fragment shader to calculate which rays are occluded. I guess there must be something I'm missing, for example I'm not sure how the fragment shader could save the occlusion results for each ray so that they are available for pixel at the ray's origin. Has this method been tried before, is it possible to implement it as I described and if yes what would be the drawbacks in performance of calculating shadows this way?

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  • Ray-Box Intersection during Scene traversal with matrix transforms

    - by Myx
    Hello: There are a few ways that I'm testing my ray-box intersections: Using the ComputeIntersectionBox(...) method, that takes a ray and a box as arguments and computes the closest intersection of the ray and the box. This method works by forming a plane with each of the faces of the box and finding an intersection with each of the planes. Once an intersection is found, a check is made whether or not the point is on the surface of the box by checking that the intersection point is between the corner points. When I look at rays after running this algorithm on two different boxes, I obtain the correct intersections. Using ComputeIntersectionScene(...) method without using the matrix transformations on a scene that has two spheres, a dodecahedron (a triangular mesh), and two boxes. ComputeIntersectionScene(...) recursively traverses all of the nodes of the scene graph and computes the closest intersection with the given ray. This test in particular does not apply any transformations that parent nodes may have that also need to be applied to their children. With this test, I also obtain the correct intersections. Using ComputeIntersectionScene(...) method WITH the matrix transformations. This test works like the one above except that before finding an intersection between the ray and a node in the scene, the ray is transformed into the node's coordinate frame using the inverse of the node's transformation matrix and after the intersection has been computed, this intersection is transformed back into the world coordinates by applying the transformation matrix to the intersection point. When testing with the third method on the same scene file as described in 2, testing with 4 rays (thus one ray intersects the one sphere, one ray the the other sphere, one ray one box, and one ray the other box), only the two spheres get intersected and the two boxes do not get intersections. When I debug looking into my ComputeIntersectionBox(...) method, it actually tells me that the ray intersects every plane on the box but each intersection point does not lie on the box. This seems to be strange behavior, since when using test 2 without transformations, I obtain the correct box intersections (thus, I believe my ray-box intersection to be correct) and when using test 3 WITH transformations, I obtain the correct sphere intersections (thus, I believe my transformed ray should be OK). Any suggestions where I could be going wrong? Thank you in advance.

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  • Detect iphone region

    - by camilo
    Hi. In my app, the user is supposed to insert a phone number, which is then displayed somewhere else. In the contacts application, when displaying a phone number, it automatically appears in the format of the language selected by the user. Is there a way to do this automatically, or a way to detect the region and then adapt the displayed string?

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  • Stretch in multiple components using af:popup, af:region, af:panelTabbed

    - by Arvinder Singh
    Case study: I have a pop-up(dialogue) that contains a region(separate taskflow) showing a tab. The contents of this tab is in a region having a separate taskflow. The jsff page of this taskflow contains a panelSplitter which in turn contains a table. In short the components are : pop-up(dialogue) --> region(separate taskflow) --> tab --> region(separate taskflow) --> panelSplitter --> table At times the tab is not displayed with 100% width or the table in panelSplitter is not 100% visible or the splitter is not visible. Maintaining the stretch for all the components is difficult......not any more!!! Below is the solution that you can make use of in many similar scenarios. I am mentioning the major code snippets affecting the stretch and alignment. pop-up: <af:popup> <af:dialog id="d2" type="none" title="" inlineStyle="width:1200px"> <af:region value="#{bindings.PriceChangePopupFlow1.regionModel}" id="r1"/> </af:dialog> The above region is a jsff containing multiple tabs. I am showing code for a single tab. I kept the tab in a panelStretchLayout. <af:panelStretchLayout id="psl1" topHeight="300px" styleClass="AFStretchWidth"> <af:panelTabbed id="pt1"> <af:showDetailItem text="PO Details" id="sdi1" stretchChildren="first" > <af:region value="#{bindings.PriceChangePurchaseOrderFlow1.regionModel}" id="r1" binding="# {pageFlowScope.priceChangePopupBean.poDetailsRegion}" /> This "region" displays a .jsff containing a table in a panelSplitter. <af:panelSplitter id="ps1"  orientation="horizontal" splitterPosition="700"> <f:facet name="first"> <af:panelHeader text="PurchaseOrder" id="ph1"> <af:table id="md1" rows="#{bindings.PurchaseOrderVO.rangeSize}" That's it!!! We're done... Note the stretchChildren="first" attribute in the af:showDetailItem. That does the trick for us. Oracle docs say the following about stretchChildren :  Valid Values: none, first The stretching behavior for children. Acceptable values include: "none": does not attempt to stretch any children (the default value and the value you need to use if you have more than a single child; also the value you need to use if the child does not support being stretched) "first": stretches the first child (not to be used if you have multiple children as such usage will produce unreliable results; also not to be used if the child does not support being stretched)

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  • How to create a clip region from a path that includes the 'outline'?

    - by mackenir
    I am creating a rounded rectangle GraphicsPath (see red outline image below), and then using this as a clip region both when drawing graphics, and as the Region of a Form. Unfortunately, although the path looks good, it doesn't work well as a region (see solid black image below) Is there a way that I can generate a clipping region from the path that includes all the 'outline' pixels of the path? Do I need to generate a bitmap and then process this to create a region? The rounded rectangle path: When used as a clip region: The discrepancy (red pixels are in the path outline, but outside the region. blue pixels are in both):

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  • Zoom to fit region for all annotations - ending up zooming in between annotations

    - by Krismutt
    Hey everybody!! I have a problem with fitting all my annotations to the screen... sometimes it shows all annotations, but some other times the app is zooming in between the two annotations so that none of them are visible... I want the app to always fit the region to the annotations and not to zoom in between them... what do I do wrong? if ([mapView.annotations count] == 2) { CLLocationCoordinate2D SouthWest = location; CLLocationCoordinate2D NorthEast = savedPosition; NorthEast.latitude = MAX(NorthEast.latitude, savedPosition.latitude); NorthEast.longitude = MAX(NorthEast.longitude, savedPosition.longitude); SouthWest.latitude = MIN(SouthWest.latitude, location.latitude); SouthWest.longitude = MIN(SouthWest.longitude, location.longitude); CLLocation *locSouthWest = [[CLLocation alloc] initWithLatitude:SouthWest.latitude longitude:SouthWest.longitude]; CLLocation *locNorthEast = [[CLLocation alloc] initWithLatitude:NorthEast.latitude longitude:NorthEast.longitude]; CLLocationDistance meter = [locSouthWest distanceFromLocation:locNorthEast]; MKCoordinateRegion region; region.span.latitudeDelta = meter / 111319.5; region.span.longitudeDelta = 0.0; region.center.latitude = (SouthWest.latitude + NorthEast.latitude) / 2.0; region.center.longitude = (SouthWest.longitude + NorthEast.longitude) / 2.0; region = [mapView regionThatFits:region]; [mapView setRegion:region animated:YES]; [locSouthWest release]; [locNorthEast release]; } Any ideas? NEW CODE (by Satya) -(void)zoomToFitMapAnnotations:(MKMapView*)mapview{ if([mapview.annotations count] == 0) return; CLLocationCoordinate2D topLeftCoord; topLeftCoord.latitude = -90; topLeftCoord.longitude = 180; CLLocationCoordinate2D bottomRightCoord; bottomRightCoord.latitude = 90; bottomRightCoord.longitude = -180; for(FSMapAnnotation* annotation in mapView.annotations) { topLeftCoord.longitude = fmin(topLeftCoord.longitude, location.longitude); topLeftCoord.latitude = fmax(topLeftCoord.latitude, location.latitude); bottomRightCoord.longitude = fmax(bottomRightCoord.longitude, savedPosition.longitude); bottomRightCoord.latitude = fmin(bottomRightCoord.latitude, savedPosition.latitude); } MKCoordinateRegion region; region.center.latitude = topLeftCoord.latitude - (topLeftCoord.latitude - bottomRightCoord.latitude) * 0.5; region.center.longitude = topLeftCoord.longitude + (bottomRightCoord.longitude - topLeftCoord.longitude) * 0.5; region.span.latitudeDelta = fabs(topLeftCoord.latitude - bottomRightCoord.latitude) * 1.1; // Add a little extra space on the sides region.span.longitudeDelta = fabs(bottomRightCoord.longitude - topLeftCoord.longitude) * 1.1; // Add a little extra space on the sides region = [mapView regionThatFits:region]; [mapView setRegion:region animated:YES]; } Can't get it to work... FSMapAnnoation is undeclared... how do I fix this?

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  • Sun Ray 3 Plus Unboxing video

    - by [email protected]
    Shot using a prototype Sun Ray 3 Plus weeks before the Oracle acquisition of Sun was completed, this video gives you the sense of how this newly announced Sun Ray 3 Plus is packaged when shipped.   It also shows what the bits of the SR 3 Plus are all about, including the most commonly asked about specs.  While the Production unit is available for ordering NOW, it will obviously have the Oracle logo in addition to the Sun logo.Enjoy the video here:

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • Ray Picking Problems

    - by A Name I Haven't Decided On
    I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the code: public static Ray getPick(int mouseX, int mouseY){ glPushMatrix(); //Setting up the Mouse Clip Vector4f mouseClip = new Vector4f((float)mouseX * 2 / 960f - 1, 1 - (float)mouseY * 2 / 640f ,0 ,1); //Loading Matrices FloatBuffer modMatrix = BufferUtils.createFloatBuffer(16); FloatBuffer projMatrix = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modMatrix); glGetFloat(GL_PROJECTION_MATRIX, projMatrix); //Assigning Matrices Matrix4f proj = new Matrix4f(); Matrix4f model = new Matrix4f(); model.load(modMatrix); proj.load(projMatrix); //Multiplying the Projection Matrix by the Model View Matrix Matrix4f tempView = new Matrix4f(); Matrix4f.mul(proj, model, tempView); tempView.invert(); //Getting the Camera Position in World Space. The 4th Column of the Model View Matrix. model.invert(); Point cameraPos = new Point(model.m30, model.m31, model.m32); //Theoretically getting the vector the Picking Ray goes Vector4f rayVector = new Vector4f(); Matrix4f.transform(tempView, mouseClip, rayVector); rayVector.translate((float)-cameraPos.getX(),(float) -cameraPos.getY(),(float) -cameraPos.getZ(), 0f); rayVector.normalise(); glPopMatrix(); //This Basically Spits out a value that changes as the Camera moves. //When the Mouse moves, the values change around 0.001 points from screen edge to edge. System.out.format("Vector: %f %f %f%n", rayVector.x, rayVector.y, rayVector.z); //return new Ray(cameraPos, rayVector); return null; } I don't really know why this isn't working. I was hoping some more experienced eyes might be able to help me out. I can get the camera position like a champ, it's the vector the rays going in that I can't seem to get right. Thanks.

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  • Datagridview DateTime Format not using System Region settings

    - by Nick
    I've got a datagridview that is hooked up to a bindingsource on my main form. One of the columns and datamembers in the bindingsource is a DateTime object. When the datagridview shows this item it doesn't use Window's default region settings for displaying datetime. The weird thing is, I can access this same DateTime object and print it to a text box, or even pass it off to another form with another datagridview and binding source and it actually shows up properly in that table. So then, why does the datagridview on my main form not use the regional date/time settings when converting the DateTime object to a string? I've checked that there was no special formatting applied to the datagridview and so I'm running out of ideas to check. Do you guys know if there is any super secret way to get a datagridview to follow system regional format rules or not? Also, since I highly doubt that I did something different with this datagridview vs the others in my application, the next potential area for issue could be on application load: Perhaps since this comes up when the application loads, it's not getting the same cultureUI settings as the other datagridviews? Any Help?

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  • Another IKImageView Question: copying a region

    - by Brian Postow
    I'm trying to use the select and copy feature of the IKImageView. If all you want to do is have an app with an image, select a portion and copy it to the clipboard, it's easy. You set the copy menu pick to the first responder's copy:(id) method and magically everything works. However, if you want something more complicated, like you want to copy as part of some other operation, I can't seem to find the method to do this. IKImageView doesn't seem to have a copy method, it doesn't seem to have a method that will even tell you the selected rectangle! I have gone through Hillegass' book, so I understand how the clipboard works, just not how to get the portion of the image out of the view... Now, I'm starting to think that I made a mistake in basing my project on IKImageView, but it's what Preview is built on (or so I've read), so I figured it had to be stable... and anyway, now it's too late, I'm too deep in this to start over... So, other than not using IKImageView, any suggestions on how to copy the select region to the clipboard manually? EDIT actually, I have found the copy(id) method, but when I call it, I get <Error>: CGBitmapContextCreate: unsupported parameter combination: 8 integer bits/component; 16 bits/pixel; 1-component color space; kCGImageAlphaPremultipliedLast; 2624 bytes/row. Which obviously doesn't happen when I do a normal copy through the first-responder... I understand the error message, but I'm not sure where it's getting those parameters from... Is there any way to trace through this and see how this is happening? A debugger won't help for obvious reasons, as well as the fact that I'm doing this in Mozilla, so a debugger isn't an option anyway... EDIT 2 It occurs to me that the copy:(id) method I found may be copying the VIEW rather than copying a chunk of the image to the clipboard, which is what I need. The reason I thought it was the clipboard copy is that in another project, where I'm copying from an IKImageView to the clipboard straight from the edit menu, it just sends a copy:(id) to the firstResponder, but I'm not actually sure what the firstresponder does with it...

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  • ????showPopupBehavior??region??popup??

    - by Todd Bao
    ???????ADF??????????????:?????????showPopupBehavior???jsp?,???????popup????jsp??region(??Bounded Taskflow)????jsff?????????showPopupBehavior?poupId???????????????<af:region value="#{bindings.inner1.regionModel}" id="r1"/><af:commandButton text="Pop UP" id="cb1">  <af:showPopupBehavior popupId="r1:p1"/></af:commandButton>?????popupId - r1:p1 - ?????id?r1?region????id?p1?popup???jsff?id??????????????,expression builder???????,design time checker????popupId????,?????????????????? Todd

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  • Flex code region?

    - by Biroka
    Is there a way in flex (Flash Builder 4) to make regions like in c#, to group a part of the code allowing us to collapse it and see through our project more easily?

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  • Any .NET '#region directive' convention ideas ?

    - by PaN1C_Showt1Me
    I really appreciate the possibility to define regions in your code, as it improves the readability insanely. Anyways, I'd like to have everyone using the same convention in all classes (with the predefined order of all regions) like: Private Fields Constructors Class Properties Event Handlers etc... Do you have any proposition how this division could look like (What regions have sense and what names should they have) and in which order should they be defined ?

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  • Sea Ray : le premier Nokia sous Windows Phone présenté en interne par le PDG de Nokia

    Sea Ray : le premier Nokia sous Windows Phone Présenté en interne par le PDG de Nokia Stephen Elop, le PDG de Nokia a promis de livrer les premiers téléphones Nokia Windows Phone à la fin de cette année au lieu de 2012, comme initialement prévu. D'après une vidéo et des images d'une réunion interne qui ont fuité sur internet, le patron du constructeur finlandais aurait même déjà présenté le premier téléphone Nokia Windows Phone baptisé « Sea Ray ». Le nouveau téléphone de Nokia sera équipé d'une camera de 8 mégapixels et embarquera la prochaine mise à jour de Windows Phone Mango. Le design de Sea Ra...

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  • The Social Business Thought Leaders - Ray Wang

    - by kellsey.ruppel
    It seems both consumers and businesses are at the peak of the social hype. Overwhelmed by social media channels, platforms, and processes both in their private and professional life, many early adopters are starting to feel the social fatigue. Mirroring what happened with email and web sites during the late 1990's - early 2000's, more and more managers are looking to move from ubiquitous social media tactics to the most appropriate business use case and processes. This step becomes even more important considering the year over year contraction in IT budgets and the consequent need to maximize return on every dollar spent in new technologies. Ray Wang, CEO and Principal Analyst at Constellation Research, suggests engagement through collaborative technologies both as a conceptual model and a transformational tool for enterprises to reap business value. Without participation - the reasoning goes - there is no value and good technology alone is not enough to guarantee employee and customer adoption. Enterprise gamification is a new lever to succeed with Social Business by directing a critical mass of participation towards desired outcomes. What kind of outcomes? A recent study from Constellation Research (see 2012 Q1 Gamification Early Adopters Best Practices) highlights how Marketing, Customer Service and HR are leading the pack with gamification in processes such as: Sustaining long term customer loyalty (76.4%) Improving response in campaign to lead (74.5%) Right channeling incidents for resolution in social media (67.3%) Growing the number service and support incidents resolved by the community (63.6%) Improving employee referral rates and effective recruiting (43.6%) Driving on-boarding success with new hires (20%) More than simply adding badges, points and leaderboards to existing processes, enterprise gamification should be holistically embedded into employee and customer experience to stimulate specific behaviors. According to Ray Wang this can be done at three core levels: Measurable actions. The behaviors we want to facilitate consist of granular actions (i.e likes, comments, posts, recommendations, etc) and more complex actions (i.e projects, initiatives, programmes) attributed to individuals, groups and/or external actors  Reputation. The reputation an individual has earned through his actions is a key factor in building motivation among others and it is determined by its identity, social standing status and competitiveness Incentives or the intrinsic and extrinsic rewards that motivate behaviors and drive actions Listen to Ray Wang's video-interview to learn more about the dynamics that are shaping the future of collaboration and how gamification can help organizations attain new levels of engagement.

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  • ray collision with rectangle and floating point accuracy

    - by phq
    I'm trying to solve a problem with a ray bouncing on a box. Actually it is a sphere but for simplicity the box dimensions are expanded by the sphere radius when doing the collision test making the sphere a single ray. It is done by projecting the ray onto all faces of the box and pick the one that is closest. However because I'm using floating point variables I fear that the projected point onto the surface might be interpreted as being below in the next iteration, also I will later allow the sphere to move which might make that scenario more likely. Also the bounce coefficient might be as low as zero, making the sphere continue along the surface. So my naive solution is to project not only forwards but backwards to catch those cases. That is where I got into problems shown in the figure: In the first iteration the first black arrow is calculated and we end up at a point on the surface of the box. In the second iteration the "back projection" hits the other surface making the second black arrow bounce on the wrong surface. If there are several boxes close to each other this has further consequences making the sphere fall through them all. So my main question is how to handle possible floating point accuracy when placing the sphere on the box surface so it does not fall through. In writing this question I got the idea to have a threshold to only accept back projections a certain amount much smaller than the box but larger than the possible accuracy limitation, this would only cause the "false" back projection when the sphere hit the box on an edge which would appear naturally. To clarify my original approach, the arrows shown in the image is not only the path the sphere travels but is also representing a single time step in the simulation. In reality the time step is much smaller about 0.05 of the box size. The path traveled is projected onto possible sides to avoid traveling past a thinner object at higher speeds. In normal situations the floating point accuracy is not an issue but there are two situations where I have the concern. When the new position at the end of the time step is located very close to the surface, very unlikely though. When using a bounce factor of 0, here it happens every time the sphere hit a box. To add some loss of accuracy, the motivation for my concern, is that the sphere and box are in different coordinate systems and thus the sphere location is transformed for every test. This last one is why I'm not willing to stand on luck that one floating point value lying on top of the box always will be interpreted the same. I did not know voronoi regions by name, but looking at it I'm not sure how it would be used in a projection scenario that I'm using here.

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  • most efficient AABB vs Ray collision algorithms

    - by Asher Einhorn
    Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly noteworthy algorithm for this. One must have condition for this algorithm is that I need to have the option of querying the result for the distance from the ray's origin to the point of collision. having said this, if there is another, faster algorithm which does not return distance, then in addition to posting one that does, also posting that algorithm would be very helpful indeed. Please also state what the function's return argument is, and how you use it to return distance or a 'no-collision' case. For example, does it have an out parameter for the distance as well as a bool return value? or does it simply return a float with the distance, vs a value of -1 for no collision? (For those that don't know: AABB = Axis Aligned Bounding Box)

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  • (My) Sun Ray 3i

    - by user13346636
    Last week, some Sun Ray devices were shown at the LASDEC exhibition. Afterward, they were brought back to the Aoyama Center, but not all of them found a place to be stored. So, two days ago, Iwasaki-san, one of the co-workers I've been close to (and who was at the exhibition), put a Sun Ray 3i (all-in-one with 21.5" screen) on my (shared) desk. Yay! I managed to get a Japanese keyboard, and now I can access my card and cardless sessions from Germany, and the performance is just great, as good as when I work from home in Hamburg. That's the way my deskt looks now,almost as messy as my desk in Hamburg: And my back is very grateful.

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