Sökning: "videospel"
Visar resultat 6 - 10 av 69 uppsatser innehållade ordet videospel.
6. Representing video game style with procedurally generated content : How wave function collapse can be used to represent style in video games
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : As the video gaming industry continues to grow, developers face increasing pressure to produce innovative content swiftly and cost-effectively. Procedural Content Generation (PCG), the use of algorithms to automate content creation, offers a solution to this problem. LÄS MER
7. Exploration of Sound Design and Sound Representation Techniques for Improving Inclusiveness, Player Performance, and Player Experience in Video Games
Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : This study aimed to explore sound design and sound representation techniques to strengthen the inclusion of players with sensory disabilities alongside non-disabled players. Additionally, it aimed to identify characteristics in inclusiveness components for video games. LÄS MER
8. Get in the Game : A study on social media marketing activities to achieve market access and enhance mainstream adoption of blockchain gaming
Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Gaming is booming, and over the past few years, blockchain games have found their way into this market. These games operate in a highly competitive environment, where marketing is vitally important for their success. LÄS MER
9. Does the game Genshin Impact follow the 40 second rule for the frequency of points of interest that is used in The Witcher 3?
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : The open world game The Witcher 3: Wild Hunt (2015) has been proven to follow a 40 second rule when placing points of interest for players to explore. The developers of the game said in an interview that the rule existed, and this was proven by a study made in 2021 by Cojanu and Jaber (2021). LÄS MER
10. Humans in the wild : NeRFs for Dynamic Scenes Modeling from In-the-Wild Monocular Videos with Humans
Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Recent advancements in computer vision have led to the emergence of Neural Radiance Fields (NeRFs), a powerful tool for reconstructing photorealistic 3D scenes, even in dynamic settings. However, these methods struggle when dealing with human subjects, especially when the subject is partially obscured or not completely observable, resulting in inaccurate reconstructions of geometries and textures. LÄS MER