Sökning: "Virtual Characters"

Visar resultat 1 - 5 av 54 uppsatser innehållade orden Virtual Characters.

  1. 1. Creation of a Virtual Reality Experience for the Virtual Conservation of The Flamman Theater Using Unreal Engine 4

    Master-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Fausto Zamora Arias; [2023-10-25]
    Nyckelord :virtual reality; Oculus Quest 2; preserving cultural heritage; Unreal Engine 4; game design and development;

    Sammanfattning : The Flamman Theater identity was successfully digitally preserved for the cultural heritage of Gothenburg by creating a video game, while tested with pandemic restrictions. On the technical side, this project combines virtual reality, artificial intelligence and game mechanics to create an immersive atmosphere, inviting people to watch movies inside as the original theater was intended. LÄS MER

  2. 2. Comparing Gaze Cues: Avatars versus Humans in Allocating Visual Attention : Eye Tracking Case Study

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Julius Albiz; [2023]
    Nyckelord :Gaze Cue; eye tracking; mixed-method; case study; Gaze Cue; eye tracking; mixad metod; fallstudie;

    Sammanfattning : When designing websites or applications, being able to allocate visual attention to specific parts of an interface is important. One powerful tool that can be used for this is Gaze Cues, which is a social cue that makes use of gaze direction to allocate visual attention in the same direction. LÄS MER

  3. 3. Uncanny details : Exploration how the uncanny valley appears within the movements of virtual characters

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Mikael Ytterstedt; [2023]
    Nyckelord :Virtual body language; Uncanny Valley; game user experience; animation; game development; motion capture; immersion;

    Sammanfattning : This study has examined what in virtual characters movement invokes negative sensations associated with the Uncanny Valley. This was done through a study involving semi-structured interviews, open-ended surveys and eye tracking during which the 10 participants observed gameplay and dialogue clips from three different games. LÄS MER

  4. 4. Enhancing video game experience with playtime training and tailoring of virtual opponents : Using Deep Q-Network based Reinforcement Learning on a Multi-Agent Environment

    Master-uppsats,

    Författare :Nishant Pillai; Roberto Giaconia; [2023]
    Nyckelord :;

    Sammanfattning : When interacting with fictional environments, the users' sense of immersion can be broken when characters act in mechanical and predictable ways. The vast majority of AIs for such fictional characters, that control their actions, are statically scripted, and expert players can learn strategies that take advantage of this to easily win challenges that were intended to be hard. LÄS MER

  5. 5. "I feel it’s very dystopian" : Exploring User Perceptions and Attitudes Towards Virtual Influencers

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Siddharth Mishra; [2023]
    Nyckelord :Virtual influencers; Design fictions; Computer-generated imagery; Social computing;

    Sammanfattning : Virtual influencers (VIs), computer-generated characters, can act as a medium to influence followers on social media platforms. This is a relatively novel phenomenon, with popular VIs having over six million followers. This study investigates VIs from the perspective of human-computer interaction. LÄS MER