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Kompas Veiligheidsgroep
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Koninklijke Nederlandse Golf Federatie
Software developer (.NET) & DevOps engineer at SmartHOTEL. Developing channel management software for the flow of reservations, rates, and availability between hotels and booking sites. Specialized in the underlying Microsoft Azure infrastructure and DevOps environment, and skilled in security principles.
MSc in Media and Knowledge Engineering at Delft University of Technology, the Netherlands. Graduation topic: semantics in game worlds.
Developing back end channel management software and front end applications for hoteliers.
Knowledge Transfer Project in cooperation with re-lion BV.
Working in a research project on automatic creation of virtual worlds, focusing on semantics in game worlds, object semantics, and object interactions.
Assisting students in developing a computer game with C# and XNA.
Development of a real-life computer game to be used during events. Part of Media and Knowledge Engineering master.
Development of a tech demo. Part of Media and Knowledge Engineering bachelor.
Attended several classes as part of the MKE-master at Delft University of Technology.
Teaching English to orphans, students, and adults. Organized by Indian Network for Development Exchange (IDEX) and Activity International.
It's winter time and it's snowing! And it doesn't show signs of stopping! Pop all the snowflakes before they reach the ground!
Find your way through the mysterious Maze of Asterius, but make sure to avoid the dangerous minotaur at all costs! Make use of your special ability to rotate parts of the maze, and open up new paths in each of the 100 levels, allowing you to get to the exit in one piece. Try to collect all the star coins in each level to achieve a better score and unlock bonus levels. Avoid the minotaur, unless you've managed to find a sword to protect yourself. And while you're there, don't forget to save helpless imprisoned maidens! Are you smart enough to make it out alive?
Azië 2.0 beschrijft alle avonturen van een prachtige reis van 199 dagen door de Filippijnen, Japan, Zuid-Korea, Indonesië, Maleisië, Singapore en Nepal!
Recent advances in crowd simulation techniques have led to realistic agent and group behavior through elaborate behavioral models, complex motion planning algorithms and impressive physics systems. As many crowd simulation solutions typically target only specific types of environment and scenario, a variety of special-purpose methods and systems has emerged that are hard to re-configure and re-use in other contexts. Solving this situation demands a higher-level approach that takes re-use and configuration of crowds as a priority, for adequate application in a broad variety of scenarios, virtual environments and interaction with the entities present in that environment. In this article we propose semantic crowds, a novel approach that allows one to re-use the same crowds for virtually any environment, and have them use the objects available in it in a meaningful manner, without any modification. To have the agents autonomously interact within any virtual world, we minimize in them the information relative to what objects do and how to use them. Instead, that information is stored in the objects themselves, which the agents can then query, based on what they plausibly want to achieve. To facilitate creating such crowds, we developed an interactive crowd editor that provides high-level editing parameters for defining crowd templates. We illustrate the flexibility of semantic crowds by means of two cases, in which we let the same crowd populate quite differently configured airport terminal environments. These examples also highlight that this modular approach easily combines with your custom implementations of agent behavior model and/or motion planner.
Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts. This problem partly originates from the goal oriented and cost-effective nature of the game development process, which mostly favors ad hoc solutions for one particular game, rather than investing in concepts like reusability and emergent gameplay. In broader terms, we observe that game worlds miss semantics, and we argue that its deployment has the potential to bring about the consistency missing in their content. Therefore, we present a novel approach aimed at enriching virtual entities in game worlds with information about their roles, how they relate to others, and how they can affect and interact with players, NPCs, and with each other. We discuss several requirements to achieve these goals, and introduce a semantic model to represent game worlds. In order to support and validate this model, we have developed Entika, a framework to facilitate the deployment of semantics during game development, as well as its maintenance during run-time. Furthermore, we briefly discuss several applications that demonstrate the power of this semantic model for game worlds. After careful evaluation of our semantic game world model and framework, we conclude that a semantically rich world representation can substantially assist designers in creating much more consistent game worlds.
In dit boek neemt Jassin Kessing de lezer mee op een groot avontuur door verrassend Azië. Stap in zijn voetsporen en ervaar zelf het machtige China, het mystieke Tibet, het hippe Hong Kong, het fascinerende Vietnam, het ontspannen Laos, het roerige Cambodja en het stralende Thailand!
https://www.boekenbestellen.nl/boek/een-barbecue-met-100-chinese-meiden/293
To increase a player’s immersion in the game world, its objects should behave as one would reasonably expect. For this, it is now becoming increasingly clear that what game objects really miss is richer semantics, not eye-catching visuals. Current games’ lack of semantics is mostly due to the difficulty of game designers to realize such complex objects. This paper proposes a solution to this problem in the form of services, characterizing classes of game objects. An example of this is the service of a vending machine, which exchanges a coin for a soda. A three-phased methodology is presented to incrementally specify and add services to game objects. This approach has been implemented and validated by means of a prototype system, which enables a simple and intuitive definition of services in an integrated nvironment. It is concluded that game objects aware of their services facilitate more and better object interaction, therefore improving gameplay as well.
Won the first prize at a hackathon in Las Vegas that was organized by Expedia, by developing an app to book multi-destination packages.