Academic literature on the topic 'Game Engines'

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Journal articles on the topic "Game Engines"

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Salama, Ramiz, and Mohamed ElSayed. "Basic elements and characteristics of game engine." Global Journal of Computer Sciences: Theory and Research 8, no. 3 (2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.

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Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engin
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Normalisa, Normalisa, Pradana Atmadiputra, and Jibran Wafi Prawiko. "Comparing the Developmental Complexity of Different Game Engines by Creating the Same Game Using Two Different Engines." Jurnal Teknologi Sistem Informasi dan Aplikasi 7, no. 2 (2024): 892–96. http://dx.doi.org/10.32493/jtsi.v7i2.41654.

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Game development is often considered to be a vague topic. With many beginner programmers interested in independent game development as an occupation, one must find out where should they start. Determining a first game engine could be a difficult choice for someone, and many beginner programmers hoped that their skills and early experiences could be utilized in the game development environment. Many comparisons do not detail what makes one game engine more difficult to learn than the other, and would only present vague terms such as because one engine can create a more complex game, yet it does
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Salama, Ramiz, and Mohamed Elsayed. "A live comparison between Unity and Unreal game engines." Global Journal of Information Technology: Emerging Technologies 11, no. 1 (2021): 01–07. http://dx.doi.org/10.18844/gjit.v11i1.5288.

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A game engine is an ongoing thread that helps us in making and designing beautiful games with the simplest methods and least resources. Game engines support a wide variety of playing platforms that can translate the game designed into a playable game in different platforms like PlayStation, PC, Xbox, Android, IOS and Nintendo. There is a wide variety of game engines that suits every programmer and designer working on engines such as Unity game engine, Unreal game engine and construct game engine. In order to make a game one has to learn how to code in one of these engines. From our results, Un
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Doyle-Myerscough, Kaelan. "An engine by consent: GBStudio and queer pleasure through (design) restriction." Journal of Gaming & Virtual Worlds 17, no. 1 (2025): 91–100. https://doi.org/10.1386/jgvw_00115_1.

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GBStudio is a JavaScript-based game engine with a compelling restriction: any game produced in the engine must be able to run on a Nintendo Game Boy, allowing users to export their games either to the web or to physical cartridges playable on original hardware. Boasting an intuitive and low-code user interface and a charming retro aesthetic, the engine has inspired a renaissance of small independent games published online and, occasionally, as purchasable Game Boy cartridges. GBStudio is a provocative case study for the emerging fields of engine studies and platform studies: unlike traditional
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Vovk, Liudmyla, and Dmytro Nedavnii. "Physics in Games. Creation of a Game Engine Based on Physical Processes." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 107–20. http://dx.doi.org/10.31866/2617-796x.6.1.2023.283971.

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The purpose of the research is to analyze existing game engines and study the possibilities of developing and implementing a game engine based on physical processes using a new approach that will expand the capabilities of game environment modelling. The research methods are based on the implementation of general scientific and specific methods, including analysis, synthesis, comparison, analogy and modelling, system-structural analysis, methods of theoretical systematization and generalization of results, and scientific modelling, which allowed for a meaningful analysis of the subject matter.
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Razzhivin, A., N. Limanova, and V. Kozlov. "Comparative Analysis of Game Development Tools." Bulletin of Science and Practice, no. 7 (July 15, 2023): 250–52. http://dx.doi.org/10.33619/2414-2948/92/35.

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This article discusses several engines used for game development. Developers use game engines as a tool to manage complex aspects of the gameplay. The article describes several engines: Unity, Unreal Engine and Cry Engine to choose the best one for the initial stages of development. Research has shown that Unity is a suitable engine for small development teams, Unreal Engine is designed to develop high-quality games with intense graphics, while the feature of Cry Engine is to create realistic natural environments.
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Vovk, Liudmyla, and Dmytro Nedavnii. "Physics in Games. Creation of a Game Engine Based on Physical Processes." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 107–20. https://doi.org/10.31866/2617-796X.6.1.2023.283971.

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The purpose of the research is to analyze existing game engines and study the possibilities of developing and implementing a game engine based on physical processes using a new approach that will expand the capabilities of game environment modelling. The research methods are based on the implementation of general scientific and specific methods, including analysis, synthesis, comparison, analogy and modelling, system-structural analysis, methods of theoretical systematization and generalization of results, and scientific modelling, which allowed for a meaningful analysis of the subje
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Barczak, Andrzej, and Hubert Woźniak. "Comparative Study on Game Engines." Studia Informatica, no. 23 (December 22, 2020): 5–24. http://dx.doi.org/10.34739/si.2019.23.01.

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Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of s
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Burbach, Jörg. "Browser - im Grunde eine Game Engine." IU Discussion Papers Design Architektur und Bau 2, no. 1 (2023): 2. https://doi.org/10.56250/3632.

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Game Engines gibt es bereits seit den 1980er Jahren. Eine der ersten Game Engines wurde vom Team um Shigeru Miyamoto in ihrem Motorrad-Rennen "Excitebike" (NES, 1984) eingesetzt. Später nutzen sie die Engine, um Mario in "Super Mario Bros" (NES, 1985) auf die Sprünge zu helfen. Auf dem Markt gibt es viele Game Engines, jede mit ihren Vor- und Nachteilen. Und jedes aktuelle Spiel benötigt eine Art Game Engine, aber kann das auch der Browser sein?
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An, Dong. "Technology-driven Virtual Production." Revista FAMECOS 29, no. 1 (2022): e43370. http://dx.doi.org/10.15448/1980-3729.2022.1.43370.

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The “subversive” technological drive of game engines for virtual film production is gradually being valued by filmmakers. This technical advantage is manifested in the game engine’s (1) real-time rendering of final pixels (speed and image quality), (2) “post-production in advance” and multi-pipeline for project production, (3) open-source code sharing and plug-ins for VFX. Based on the advantages, this article takes the mainstream Unreal Engine (UE) and Unity as the research objects to clarify the application prospects of game engines in four aspects: digital humans with high fidelity, real-ti
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Dissertations / Theses on the topic "Game Engines"

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MACHADO, LUCAS EUZEBIO. "PARALLEL ALGORITHMS FOR MULTICORE GAME ENGINES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16309@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>Esse tese apresenta diversas técnicas sobre tecnologia paralela em jogos eletrônicos. A tese inicia apresentando diversas arquiteturas possíveis para um motor de jogos. Uma nova arquitetura é proposta, mais flexível e adequada para processadores do futuro que terão um grau maior de paralelismo. Em seguida, uma nova técnica para processar uma octree, uma estrutura de dados clássica da computação gráfica, é apresentada. As últimas técnicas apresentadas são relacionadas a detecção de colisão. Novas ténicas para processamento de grids
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Flomén, Rasmus, and Micaela Gustafsson. "Game developer experience : A cognitive task analysis with different game engines." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19615.

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Context: Today there are a lot of different kinds of game engines to choose from, but is one of these engines more suitable for a developer with a beginners' experience in game development? Objective: This is something we explore in order to help teachers choose a suitable engine for teaching game development to beginners.In this study, two teams of two persons each compare two of these engines, Godot and Unity. Method: We conducted a study, consisting of six iterations, to observe the development of a prototype game using the two engines. We collected data during the development of the game u
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Mortan, Nabi H. "Using Game Engines in Interactive Co-design." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1406819932.

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Bagnoli, Alessandro. "Game Engines e MAS: Spatial Tuples in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16100/.

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Questa tesi ambisce ad integrare due diversi modelli computazionali: quello proprio del game engine Unity3D che, come sarà illustrato nel corso della digressione, si basa su esecuzione sequenziale e coroutine con quello proprio degli agenti BDI. Il motivo che spinge a fare ciò è poter sfruttare le potenzialità dei game engine per ingegnerizzare l'astrazione di ambiente nei MAS. Dunque, considerando che spesso l'ambiente rappresenta un mezzo di coordinazione, nel lavoro di integrazione vengono considerati anche i modelli di coordinazione tuple-based. Come riferimento per concretizzare il tutto
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Koirikivi, R. (Rainer). "The architecture and evolution of computer game engines." Bachelor's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201512112292.

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In this study, the architecture and evolution of computer game engines are analyzed by means of a literature review on the academic research body on the subject. The history of computer games, from early 1960s to modern day is presented, with a focus on the architectures behind the games. In the process, this study will answer a selection of research questions. The topics of the questions include identifying the common parts of a game engine, identifying the architectural trends in the evolution from early to present-day games and engines, identifying ways the process of evolution has affecte
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Cerbara, Mattia. "Game engines and MAS: tuplespace-based interaction in Unity3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15627/.

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I Game Engines stanno acquisendo sempre più importanza sia in ambito industriale, dove permettono lo sviluppo di applicazioni moderne e videogiochi, sia in ambito di ricerca, in particolare nel contesto dei sistemi multi-agente (MAS). La loro capacità espressiva, unita al supporto di tecnologie e funzionalità innovative, permette la creazione di sistemi moderni e complessi in maniera più efficiente: il loro continuo avanzamento tecnologico li ha portati ad essere una realtà su cui fare affidamento nella produzione di vari applicativi diversi, come applicazioni di realtà aumentata/virtuale/mis
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Poli, Nicola. "Game Engines and MAS: BDI & Artifacts in Unity." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15657/.

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In questa tesi vedremo un breve sunto riguardo lo stato dei Sistemi Multi-Agente e andremo ad analizzare le limitazioni che attualmente ne impediscono l'utilizzo ai programmatori di videogiochi. Dopodiché, andremo a proporre un nuovo linguaggio BDI, basato su Prolog e inspirato a Jason, che, grazie all'interprete Prolog sviluppato da I. Horswill, darà la possibilità al programmatore di videogiochi di esprimere comportamenti dichiarativi di alto livello per agenti autonomi all'interno del game engine Unity. Andremo anche a proporre una versione di Artefatto per la modellazione dell'ambiente in
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Henriks, Niklas. "Creating Serious Games by integrating external components : Propositions and guidelines for future work with serious games." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-132.

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<p>The military industry has come to look at games as means for better looking and cheaper simulations. Altering games and game engines are not necessarily easy and finding a suitable engine is essential to project success. The features and design of an engine must to a large degree overlap that of the project design.</p><p>Creating ‘systems of systems’ by integrating external components/systems with games is what to a large extent differentiate military serious games from other fields. However, this is not an easy task, as games are not designed with interoperability in mind. This report expl
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O'Grady, Daniel [Verfasser]. "Bringing Database Management Systems and Video Game Engines Together / Daniel O'Grady." Tübingen : Universitätsbibliothek Tübingen, 2021. http://nbn-resolving.de/urn:nbn:de:bsz:21-dspace-1183929.

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AL, Halbouni Hadi, and Frank Hansen. "A Scenario-Based evaluation of Game Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20241.

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When developers or organizations need to develop a game, simulation or a similar project, they phase the question of whether or not to use a game engine as well as the question on which one to use. Are all game engines the same or does the architecture change and how is the game design different between various game engines? The objective of this thesis is to research these questions as well as giving a concrete understanding of the impact of picking one engine over the other and how each engine influences the way games are developed and answer some more specific questions regarding architectu
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Books on the topic "Game Engines"

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Jason, Busby, and Co Phil, eds. Game engines and production. Pearson Custom Publishing, 2006.

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Perron, Bernard. Silent hill: The terror engine. University of Michigan Press, 2011.

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Lengyel, Eric. Game engine gems. Jones and Bartlett Publishers, 2010.

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Cook, David. Tabloid! game. TSR, 1994.

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Zerbst, Stefan. 3D game engine programming. Premier Press, 2004.

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Nandy, Abhishek, and Debashree Chanda. Beginning Platino Game Engine. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2484-7.

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Millington, Ian. Game Physics Engine Development. Elsevier Science, 2007.

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Schwab, Brian. AI game engine programming. 2nd ed. Course Technology, Cengage Learning, 2009.

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Eberly, David H. 3D Game Engine Architecture. Elsevier Science, 2009.

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Schwab, Brian. AI game engine programming. 2nd ed. Course Technology, Cengage Learning, 2009.

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Book chapters on the topic "Game Engines"

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Freiknecht, Jonas, Christian Geiger, Daniel Drochtert, Wolfgang Effelsberg, and Ralf Dörner. "Game Engines." In Serious Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40612-1_6.

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Robinson, Ciarán. "Game Engines." In Game Audio with FMOD and Unity. Routledge, 2019. http://dx.doi.org/10.4324/9780429455971-1.

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Halpern, Jared. "Games and Game Engines." In Developing 2D Games with Unity. Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3772-4_1.

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Ciesla, Robert. "Commercial Game Engines." In Mostly Codeless Game Development. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2970-5_4.

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Ciesla, Robert. "Freeware Game Engines." In Mostly Codeless Game Development. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2970-5_5.

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Wang, Wallace. "Understanding Game Engines." In International Series on Computer, Entertainment and Media Technology. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-32202-0_19.

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Bura, Juriy. "JavaScript Game Engines." In Pro Android Web Game Apps. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3820-1_14.

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Graham, Wayne. "HTML5 Game Engines." In Beginning Facebook Game Apps Development. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4171-3_13.

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Anderie, Lutz. "Game Design und Game-Engines." In Games Industry Management. Springer Berlin Heidelberg, 2023. http://dx.doi.org/10.1007/978-3-662-65728-7_16.

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Lau, Vicki. "Virtual Reality Game Engines." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_265-1.

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Conference papers on the topic "Game Engines"

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Chen, Shijie, Shiyu Sun, and Mengce Di. "Real-time Collision Detection Algorithm Optimization in Game Physics Engines." In 2024 IEEE 6th International Conference on Civil Aviation Safety and Information Technology (ICCASIT). IEEE, 2024. https://doi.org/10.1109/iccasit62299.2024.10828064.

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Menzer, Fritz. "Preliminary Study on Integrating 3D Audio with 2D Game Engines for Immersive Storytelling." In 2024 2nd International Conference on Sustaining Heritage: Embracing Technological Advancements (ICSH). IEEE, 2024. https://doi.org/10.1109/icsh62408.2024.10779671.

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"Game engines." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000312.

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Souza, Joana Gabriela R. de, Marcos Vinicius C. Pacheco, and Raquel Oliveira Prates. "Extensibility Analysis of Game Engines for Building Simplified Game Development Interfaces." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames_estendido.2024.241329.

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Creating video games requires a multidisciplinary team and specialized tools for graphics and interaction mechanisms. While games are valuable educational tools, game engines are often too complex for non-programmers. Simplified design tools democratize game development for educators. This study aims to support Brazilian elementary school teachers by analyzing game engines for customization possibilities and developing a prototype authoring tool to create digital educational games quickly.
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Vohera, Chaitya, Heet Chheda, Dhruveel Chouhan, Ayush Desai, and Vijal Jain. "Game Engine Architecture and Comparative Study of Different Game Engines." In 2021 12th International Conference on Computing Communication and Networking Technologies (ICCCNT). IEEE, 2021. http://dx.doi.org/10.1109/icccnt51525.2021.9579618.

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Hudlicka, Eva. "Affective game engines." In the 4th International Conference. ACM Press, 2009. http://dx.doi.org/10.1145/1536513.1536565.

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Vanhatupa, Juha-Matti. "Game engines in game programming education." In the 11th Koli Calling International Conference. ACM Press, 2011. http://dx.doi.org/10.1145/2094131.2094156.

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Willy Budiman, Liu, and Raymond Kosala. "Games Authoring Tool for Existing Game Engines." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-19.

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Pavkov, Sanja, Ivona Frankovic, and Natasa Hoic-Bozic. "Comparison of game engines for serious games." In 2017 40th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2017. http://dx.doi.org/10.23919/mipro.2017.7973518.

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Warren, Jonah. "Tiny online game engines." In 2019 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2019. http://dx.doi.org/10.1109/gem.2019.8901975.

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Reports on the topic "Game Engines"

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Simmons, Scott, ed. Advancing the Interoperability of Geospatial Intelligence Tradecraft with 3D Modeling, Simulation, and Game Engines. Open Geospatial Consortium, Inc., 2021. http://dx.doi.org/10.62973/20-085r1.

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Vakaliuk, Tetiana A., Valerii V. Kontsedailo, Dmytro S. Antoniuk, Olha V. Korotun, Iryna S. Mintii, and Andrey V. Pikilnyak. Using game simulator Software Inc in the Software Engineering education. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3762.

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The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the course of training future software engineers. More and more educational institutions are introducing new teaching methods, which result in the use of engineering students, in particular, future software engineers, to deal with real professional situations in the learning process. The use of modern ICT, including game simulators, in the educational process,
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development
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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
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Bernstetter, Armin. Virtual Fieldwork in Unreal Engine (software). GEOMAR Helmholtz Centre for Ocean Research Kiel, 2024. http://dx.doi.org/10.3289/sw_6_2024.

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The Virtual Fieldwork tool is an application developed in the game engine and 3D creation tool Unreal Engine. It is developed specifically for the ARENA2, a large, spatially immersive environment, and virtual reality using head-mounted displays. It contains a toolbox for quantitative measurements of visualized 3D model data. The application contains three different data sets from real-world use cases at GEOMAR.
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Vakaliuk, Tetiana, Valerii Kontsedailo, Dmytro Antoniuk, Olha Korotun, Serhiy Semerikov, and Iryna Mintii. Using Game Dev Tycoon to Create Professional Soft Competencies for Future Engineers-Programmers. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4129.

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The article presents the possibilities of using game simulator Game Dev Tycoon to develop professional soft competencies for future engineer programmers in higher education. The choice of the term “gaming simulator” is substantiated, a generalization of this concept is given. The definition of such concepts as “game simulation” and “professional soft competencies” are given. Describes how in the process of passing game simulations students develop the professional soft competencies. Professional soft competencies include: the ability to work in a team; ability to cooperate; ability to problem-
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Banji, Titilope, and Daniel Olsen. PR-179-22207-R01 Improved In-Cylinder Mixing Injection Pressure Sensitivity. Pipeline Research Council International, Inc. (PRCI), 2024. http://dx.doi.org/10.55274/r0000063.

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Large-bore, natural gas-fueled engines are used for gas compression at over 1700 compression stations across the US, and methane emissions have presented a challenge to their optimization over the years. A significant root of this problem has been linked to the level of air-fuel mixing in the main combustion chamber of these engines as poor mixing results in low combustion efficiency. High-pressure fuel injection is believed to be a significant way to improve air-fuel mixing in natural gas engine combustion chambers. The purpose of this present study is to determine the sensitivity of in-cylin
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Ethan Abramson, Ethan Abramson. CetaSim: using a game engine to simulate sperm whales and their world. Experiment, 2023. http://dx.doi.org/10.18258/56321.

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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D univer
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Johra, Hicham. GEENIE: A Video Game to Introduce Building Thermodynamics and Control of HVAC Systems. Department of the Built Environment, Aalborg University, 2025. https://doi.org/10.54337/aau.775965698.

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This report presents the GEENIE (Desktop version): Gaming Engine for ENergy and Indoor Environment. The aim of this report is to give an overview of this video game-based E-learning tool and explain how it can be used to introduce building thermodynamics and the control of heating, ventilation and air conditioning (HVAC) systems, together with artificial lighting and solar shading.
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