is there a way to make changes to a Revit model from VR in real time? - virtual-reality

There are various methods to interact with Revit models in VR, enabling a real-time update of the VR environment, when changes in the Revit model are done. I am wondering if there is a way for the reverse interaction, means, making changes on the Revit model when changes in the Virtual reality environment are done?

I implemented a number of samples connecting desktop and cloud years ago, cf. the FireRatingCloud sample. The Revit API requires a Revit executable running on a Windows desktop machine. You can hook that up to a web service, if you like, and interact in (more or less) real time. Another option is to use the Autodesk Forge Platform. Forge Design Automation enables interaction with and modification of a Revit model in the cloud, with no Revit installation running locally.

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Anylogic: Behavioural Experiment using Anylogic

I would like to do an online experiment with human participants backed up by simulation. In the experiment, participants need to change the parameters and run simulations based on their changed parameters. Their changes need to be saved for data analysis.
I wonder if it is feasible to do this using anyLogic or anyLogic cloud. The essential features are:
The model needs to be shared with participants; ideally, they do not have to download anyLogic to complete the experiment.
The changes that participants made need to be saved and downloaded.
Have anyone had the experience of doing similar things?
Many thanks,
I reached out to the salespeople of AnyLogic. They believed that this is feasible but hadn't seen anyone had done this before...
I did this... but in order to do this, you need either the anylogic professional version or the anylogic cloud subscription, or the AnyLogic private cloud (best option)
This is not possible using PLE/public cloud, because to do this you need to either be able to export the executable file (which requires professional version) and/or you need to export the data to a centralized database (which requires the anylogic cloud subscription as a minimum to have access to this feature)
Option with Professional version using exported executable
You export your model and send to all of them a link to download it
You use a centralized database to save every action the user makes to it
Con of this option: i would say 30% of the users will have issues with their JAVA version, computer issues, and other issues and you will have to do troubleshooting with them on an individual basis. If you have 1000 users, then this will be virtually impossible to manage
Option with AnyLogic cloud subscription
You export your model to AnyLogic cloud
you use a centralized database (using Zapier or your own SQL database) that will save the data every time a user changes anything
Con of this option: you will need all users to have a cloud subscription, OR you will need all users to use the same user/password to have access to the model. I am not sure with 1000 users what would happen if you have so many people using the same user/password.. According to AnyLogic, what they told me is that there's no limitation there.
Option with AnyLogic Private Cloud
With this option you have absolute freedom to do what you want. I haven't done it here, but it's also the most expensive option.

Unity SCORM Suspend_Data issue

I am working on a serious game project on Unity for a client that must be playable on a browser and compatible with SCORM.
I discovered the concept of SCORM and LMS with this project.
I made an internal backup system, with a JSON file, which works very well when I build for PC, my score saves well and when I restart my project, I can load my backup.
Unfortunately when I build in WebGL and publish to the SCORM Cloud website, the save and load information doesn't pass.
I found on the internet that I should use suspend_data functions, I did find the description of its functions, but I can't find how to send or retrieve my score.
I must have a problem in the conversion of JSON in string.
Can you help me with this, or give me a hint.
I thank you in advance.
Sincerely
There might be a couple different issues at play here.
First off, I'm not sure that SCORM Cloud allows for the Unity Player mime type today. That could be verified with a request to support#scorm.com and it may be able to be added if it isn't currently supported.
Second, how are you communicating with the SCORM API? When a SCORM course is launched in the player, there is a javascript API exposed with some basic calls you need to make. This is where you'd set completion or a score (or suspend_data if needed) and it tells the LMS what data to persist for the learner session and makes values available from previous launches if set to resume.
This won't happen automatically, so you need to handle that in your Unity package with either a wrapper, or some javascript calls to the proper context from within the package.
Hopefully all this is helpful for your understanding of SCORM. Feel free to reach out to support#scorm.com since you're using SCORM Cloud and they can help you if you need more information.
Note: I work for Rustici Software on the SCORM Cloud team and have some light Unity experience.

Tin Can API for Unity3D and Android [duplicate]

I have developed a serious game(learning game) in Unity. I would like the game to be TinCan compliant. Can somebody tell me about the processes involved in making it TinCan compliant?
Tin Can compliancy doesn't really have a specific technical meaning, in so far as it can be tested objectively. Having said that, if your content tracks its experience (learning) data in a Learning Record Store (LRS), specifically a "conformant" LRS (see test suites or ask your vendor) then that content would generally be considered "Tin Can Compliant" because it is up to the LRS to enforce the requirements in the specification itself.
We (Rustici Software) have published a number of open source libraries that can be used to assist developers in communicating with an LRS in a conformant way, one or more of them can be used in a Unity application, and the list can be found at http://experienceapi.com/libraries/. There are several LRSs that are generally considered to be spec conformant, and our Cloud based product provides a free for testing LRS.
Here is a simple Unity game example sending a xAPI statement
https://github.com/HT2-Labs/unity-xapi
It is sending one xAPI statement from Start() at game initialization.
To make this example work:
git clone locally Unity example from github
add it to your local Unity hub
there will be warning about Unity old version of the example, select whatever Unity version you use and confirm version upgrade
open TinCanTest.cs in Visual Studio, change
string endpoint = "https://ORG_NAME.learninglocker.net/data/xAPI";
string user = "KEY";
string password = "SECRET";
to credentials of your LRS and try running the game.
A similar stackoverflow question.

Need to integrate Unity output to TinCan API?

I have developed a serious game(learning game) in Unity. I would like the game to be TinCan compliant. Can somebody tell me about the processes involved in making it TinCan compliant?
Tin Can compliancy doesn't really have a specific technical meaning, in so far as it can be tested objectively. Having said that, if your content tracks its experience (learning) data in a Learning Record Store (LRS), specifically a "conformant" LRS (see test suites or ask your vendor) then that content would generally be considered "Tin Can Compliant" because it is up to the LRS to enforce the requirements in the specification itself.
We (Rustici Software) have published a number of open source libraries that can be used to assist developers in communicating with an LRS in a conformant way, one or more of them can be used in a Unity application, and the list can be found at http://experienceapi.com/libraries/. There are several LRSs that are generally considered to be spec conformant, and our Cloud based product provides a free for testing LRS.
Here is a simple Unity game example sending a xAPI statement
https://github.com/HT2-Labs/unity-xapi
It is sending one xAPI statement from Start() at game initialization.
To make this example work:
git clone locally Unity example from github
add it to your local Unity hub
there will be warning about Unity old version of the example, select whatever Unity version you use and confirm version upgrade
open TinCanTest.cs in Visual Studio, change
string endpoint = "https://ORG_NAME.learninglocker.net/data/xAPI";
string user = "KEY";
string password = "SECRET";
to credentials of your LRS and try running the game.
A similar stackoverflow question.

Can I setup RavenDB on Windows to version/manage large binary files?

I'm trying to version control my system deployment bits: OS images, drivers, 3rd party installers, 1st party installers (our applications). I need to have everything in a coherent bundle (tags). And be able to get the entire bundle for any of our active releases.
I'm finding that no common version control system is going to fit the bill. And even the ones that have some capabilities (git media, annex, bup) will not run well on Windows. Digital Asset Management systems seem not entirely suited for this purpose and are very foreign to me.
I heard that people are building custom systems on document databases like MongoDB. I'm asking you for advice on how to build, structure, and maintain a system like this on RavenDB and the Windows server/client platform.
RavenDB has specific support for binary attachments, which is handled in an efficient manner.
You can handle things that way.
I'm not prepared to build a custom RavenDB app/instance for this purpose. After a lot of experimentation, I've settled on NuGet and Chocolatey, along with the original large binary data store, a network drive!