Academic literature on the topic 'Unity software'

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Journal articles on the topic "Unity software"

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Coyo, Rasiman, and Bagus Ardi Saputro. "PENGEMBANGAN MEDIA ANIMASI KARTUN DENGAN SOFTWARE UNITY UNTUK MENINGKATKAN PENGUASAAN KONSEP PERKALIAN PADA SISWA KELAS II SD NEGERI KLIDANG LOR 01." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 9, no. 2 (2023): 1339–53. http://dx.doi.org/10.36989/didaktik.v9i2.792.

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Pengembangan Media Animasi Kartun dengan Software Unity ini diharapkan dapat dijadikan sebagai salah satu alternatif media pembelajaran matematika khususnya materi perkalian pada jenjang sekolah dasar sehingga dapat membantu menanamkan konsep perkalian secara lebih baik kepada siswa.
 Tujuan dari penelitian ini adalah : 1) Untuk mengetahui apakah media animasi kartun dengan software unity valid untuk meningkatkan penguasaan konsep perkalian siswa kelas II SD; 2) Untuk mengetahui apakah media animasi kartun dengan software unity praktis untuk meningkatkan penguasaan konsep perkalian siswa kelas II SD; 3) Untuk mengetahui apakah media animasi kartun dengan software unity efektif untuk meningkatkan penguasaan konsep perkalian siswa kelas II SD ditinjau dari hasil belajar siswa.
 Penelitian ini akan dilaksanakan dengan menggunakan model ADDIE yang terdiri atas lima tahap, yaitu analyze (analisis), design (desain), development (pengembangan), implementation (implementasi), dan evaluation (evaluasi).
 Parameter yang diukur dalam penggunaan Media Pembelajaran Animasi Kartun Software Unity ini adalah validitas, kepraktisan dan efektifitas untuk meningkatkan penguasaan konsep perkalian siswa kelas II SD Negeri Klidang Lor 01 ditinjau dari hasil belajar siswa.
 Hasil penelitian menunjukkan bahwa penggunaan Media Pembelajaran Animasi Kartun Software Unity dapat meningkatkan penguasaan konsep perkalian pada siswa Kelas II SD Negeri Klidang Lor 01. Hal ini ditunjukkan dari rerata nilai tes hasil belajar matematika siswa yang menggunakan media pembelajaran Animasi Kartun Software Unity lebih baik dari rerata nilai tes hasil belajar matematika siswa yang tidak menggunakan media pembelajaran Animasi Kartun Software Unity.
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Whalley, Ian. "BitHeadz Unity DS-1 Software Sampler and Retro AS-1 Software Synthesizer." Computer Music Journal 27, no. 1 (2003): 103–5. http://dx.doi.org/10.1162/comj.2003.27.1.103.

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Chiu, Yung Piao, Yan Chyuan Shiau, and Shu Jen Song. "A Study on Simulating Landslides Using Unity Software." Applied Mechanics and Materials 764-765 (May 2015): 806–11. http://dx.doi.org/10.4028/www.scientific.net/amm.764-765.806.

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The main rivers in Taiwan present numerous distinct features, such as narrow catchment areas, short main flow paths, fast-flowing rapids, and steep slopes. In Taiwan, typhoon season in summer and fall is the period during which torrential rainfall frequently occurs. Large amounts of rainfall in short periods increase the likelihood of disasters, such as hillside collapses, landslides, and floods. By using a computer simulation to visually present landslide disasters, disaster evacuation can be facilitated and casualties can be reduced. In the present study, we compiled the causes of hillside landslides by employing a remote helicopter equipped with a camera to capture images of landslide-prone rivers and hillsides. ReCap computation was adopted to establish 3D river and hillside models for mesh optimization, which were then imported into the Unity software. Finally, by referencing slope and geographical data, and considering various landside factors such as cause, scale, flow direction, flow speed, and damage, model disaster scenarios were created to perform simulations. The results were uploaded to Web-and mobile-based platforms, providing a reference for assisting the general public in implementing preventive measures, thereby reducing the occurrence of disaster incidents.
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Meng, Ziyuan. "Mind, Unity and Software Security - Analysis of Functional Unity in Cases of Dataonly Attack." Information Security Education Journal (ISEJ) 8, no. 2 (2021): 65. http://dx.doi.org/10.6025/isej/2022/8/2/65-74.

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Hesselink, Wim H. "UNITY and Büchi automata." Formal Aspects of Computing 33, no. 2 (2021): 185–205. http://dx.doi.org/10.1007/s00165-020-00528-x.

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AbstractUNITY is a model for concurrent specifications with a complete logic for proving progress properties of the form “P leads to Q”. UNITY is generalized to U-specifications by giving more freedom to specify the steps that are to be taken infinitely often. In particular, these steps can correspond to non-total relations. The generalization keeps the logic sound and complete. The paper exploits the generalization in two ways. Firstly, the logic remains sound when the specification is extended with hypotheses of the form “F leads to G”. As the paper shows, this can make the logic incomplete. The generalization is used to show that the logic remains complete, if the added hypotheses “F leads to G” satisfy “F unless G”. The main result extends the applicability and completeness of UNITY logic to proofs that a given concurrent program satisfies any given formula of LTL, linear temporal logic, without the next-operator which is omitted because it is sensitive to stuttering. For this purpose, the program, written as a UNITY program, is extended with a number of boolean variables. The proof method relies on implementing the LTL formula, i.e., restricting the specification in such a way that only those runs remain that satisfy the formula. This result is a variation of the classical construction of a Büchi automatonfor a given LTL formula that accepts precisely those runs that satisfy the formula.
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Titik Khotiah, Yanuangga Galahartlambang, Jumain, and Fery Arianto. "Pelatihan Pembuatan Media Interaktif Menggunakan Software Unity Berbasis Augmented Reality." JURNAL PENGABDIAN MASYARAKAT INDONESIA 1, no. 2 (2022): 92–97. http://dx.doi.org/10.55606/jpmi.v1i2.1730.

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Media pembelajaran merupakan suatu alat bantu yang dibutuhkan dalam proses belajar mengajar guna menstimulasi pikiran, perasaan serta kemampuan mahasiswa. Kegiatan perkuliahan yang menarik perlu untuk mengembangkan media interaktif yang memiliki tampilan inovatif. Perkembangan teknologi yang semakin cangguh menjadi perhatian bagi para programmer untuk menghasilkan aplikasi yang berguna bagi dunia perkuliahan. Teknologi Augmented Reality yang saat ini sedang berkembang dapat diimplementasikan sebagai media pembelajaran yang interaktif dalam menghadirkan mata kuliah yang mampu menarik mahasiswa dan memicu semangatnya dalam perkuliahan. Kegiatan yang dilakukan oleh pengusul kepada mitra dimaksudkan untuk memberikan tambahan pengetahuan tentang teknologi AR yang dapat digunakan sebagai media interaktif dalam perkuliahan. Adapun hasil kegiatan pelatihan ini ialah menghasilkan suatu produk media interaktif berbasis Augmented Reality khususnya dalam mata kuliah Statistika Bisnis.
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Huang, Kaixuan, Yumei Zhang, and Zhengyun You. "Study on Detector Geometry Transformation and Visualization in Unity." Journal of Physics: Conference Series 2438, no. 1 (2023): 012064. http://dx.doi.org/10.1088/1742-6596/2438/1/012064.

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Abstract In High Energy Physics (HEP) experiments, it is useful for physics analysis and outreach if the event display software can provide sophisticated visualization effects. Unity is professional software that provides 3D modeling and animation production. GDML format files are commonly used for detector descriptions in HEP experiments. In this work, we present a method for automating the import of GDML files to the Unity engine modeling through geometric transformation. With the conversion of the file format, the complicated geometric description of the HEP detector in a GDML file can be imported directly into the Unity engine using an FBX file. This format conversion was applied to BESIII experiments to achieve an automated geometry conversion to build geometry models in the Unity engine.
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Hanif, Irvan Imam, and Noven Indra Prasetya. "PEMBUATAN SISTEM DESAIN RUMAH BERBENTUK 3D MENGGUNAKAN UNITY." Melek IT : Information Technology Journal 9, no. 1 (2023): 9–14. http://dx.doi.org/10.30742/melekitjournal.v9i1.246.

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Teknologi di bidang desain 3D saat ini telah berkembang dan banyak diminati oleh masyarakat khususnya generasi milenial untuk mendesain interior rumah dengan lebih baik dibanding desain 2D. Karena hasilnya dapat dilihat dari semua sisi baik dari tampak depan, samping, maupun atas. Namun belum banyak aplikasi atau software siap pakai yang dapat digunakan untuk mendesain interior rumah dalam bentuk 3D untuk pengguna yang belum mengenal software pemodelan 3D sebelumnya. Oleh karena itu pada penelitian ini dibuat suatu sistem yang dapat digunakan untuk mendesain interior rumah bagi pengguna yang belum mempunyai kemampuan pemodelan 3D sebelumnya. Dalam sistem yang dibangun, disediakan semua aset untuk kebutuhan desain interior rumah yang dapat dipilih secara drag and drop pada lembar kerja yang tersedia. Selain itu hasil desain yang sudah disusun dapat langsung dilihat dalam sajian 3D atau disimpan dalam bentuk gambar dengan berbagai sudut pandang. Sehingga pengguna dapat dengan mudah mendesain interior rumah sesuai dengan kebutuhan dan kreatifitasnya menggunakan komputer, laptop, maupun ponsel yang dimiliki tanpa harus menguasai software pemodelan 3D sebelumnya. Pengujian pada sepuluh skenario dengan kebutuhan yang berbeda-beda dapat dilakukan dengan baik oleh sistem yang dibangun dengan prosentase 100% keberhasilan. Hal ini terbukti bahwa sistem yang dibangun pada penelitian ini dapat digunakan untuk mengatasi permasalahan pengguna dalam mendesain interior rumah tanpa harus mempunyai kemampuan mengoperasikan software pemodelan 3D sebelumnya.
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Dorado, Jesús, and Pedro Solarte. "Robots Quirúrgicos en Unity 3D." Ingeniería, desarrollo e innovación 1, no. 2 (2018): 37–42. http://dx.doi.org/10.32012/26195259/2018.v1i2.48.

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Este artıculo trata todo lo relacionado con el desarrollo de los robots quirúrgicos Hibou y Lapbot desarrollados por la Universidad del Cauca, los cuales fueron implementados en Unity 3D, el cual es un software que permite la creación de ambientes virtuales. El objetivo es el entrenamiento y mejoramiento de la habilidad de los cirujanos para el desarrollo de la cirugía laparoscópica, permitiendo la disminución de problemas que se pueden presentar en el desarrollo de dicha técnica.
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Haces-Garcia, Arturo, and Weihang Zhu. "Building an Accessible and Flexible Multi-User Robotic Simulation Framework with Unity-MATLAB Bridge." Computers 13, no. 11 (2024): 282. http://dx.doi.org/10.3390/computers13110282.

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Multi-user collaborative robotic simulation has great potential for applications in industry and education. Unity is a powerful software for simulation and online multi-user experience, which can be enhanced with third-party mathematical analysis and multiplayer servers. Unity can become a much more capable and user-friendly robotic simulation package through integration with other software. These include MATLAB for computations and the Photon Unity Engine (PUN) for online multi-user capabilities. This study developed a flexible robotic simulation framework that can be adapted to different scenarios for industrial and educational applications. Several simulation scenarios were developed to identify the most efficient data communication methods between MATLAB and Unity. TCP/IP, Shared Memory, Firebase, and MQTT, were selected to assess their performance and interaction with data in Unity and MATLAB. Next, an independent PUN application was created. Both components were integrated into the simulator for evaluation and performance optimization. The performance of this simulation framework was assessed through two case studies. The results demonstrated that the integrated framework is viable, efficient, and flexible for robotic simulation and digital twins. Future research will expand the framework by adding diverse functionalities to provide users with a better interface, enhancing its performance, and integrating additional software packages.
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Dissertations / Theses on the topic "Unity software"

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Ravi, Rahul. "Digital Twin of an Automatic Machine Using Unity and Prespective Software." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Digital Twin is the modern way of prototyping. It is a new layer on top of an existing model, extending the possibilities. This thesis work was carried out and developed at the research laboratory “LIAM LAB”. The main focus was to study the efficacy in developing a Digital Twin of an automatic machine in detail. It is a packaging machine (Technocoil 2200) from “SICA” using PRESPECTIVE, a Digital Twining software based on a game engine UNITY3D. Digital Twin tools and solutions are offered by many major companies, but these have the potential disadvantage of vendor lock-in. Although these brands claim to be open, their tools do not operate very well with third-party software. This makes many users to opt for openness which will help in integrating many features as per their requirement. Another main factor is providing high resolution simulations with an ability to solve complex physical problems which could be handled by Unity. The process of modelling a Digital Twin is studied extensively in this thesis work. But, in particular the tube guide part of the machine was considered, and its Digital Twin was modelled using Prespective and subsequently the interfacing of the model in Prespective with a PLC was implemented. Finally, the interfacing is validated by forcing values from controller and visualizing the outputs in Unity.
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Söderbäck, Karl. "Design, Implementation, and Performance Evaluation of HLA in Unity." Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138127.

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This report investigates if an HLA-plugin for the game engine Unity can be made and whether or not it would lead to any drawbacks in regard to data exchange and performance. An implementation of a plugin and performance tests on it proceeds to show that the possibilities of running HLA as a plugin in Unity shows a lot of promise for 3D-applications designed in Unity communicating over HLA.
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Bodén, Mattias, and Nandin Rakovic. "ChessCraft nätverk." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-46003.

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Denna rapport beskriver processen för utvecklingen av nätverksdelen för spelet ChessCraft. Spelet har skickats in till nordens största spelutvecklartävling vid namnet Swedish Game Award.<br>This report is describing the process for the development of the networking part of the game called ChessCraft. This game is submitted to the largest game developing contest in Scandinavia that goes under the name of Swedish Game Awards.
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Iacobi, Jonas. "Software for Analyzing User Experiences in Virtual Reality using Eye Tracking." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232058.

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As a result of improved hardware, Virtual Reality (VR) has made a return to the digital entertainment market. The tools to create VR applications are now readily available and numerous developers are attempting to create engaging experiences. Concurrently, eye tracking technology is increasingly implemented in VR hardware, enabling better immersion and analytics. Due to its recent popularization, few tools for analyzing VR experiences exist. As such, this study aimed to find a method for collecting and visualizing eye tracking data to that end. A case study was conducted to answer these questions, wherein software for collecting, saving, and visualizing gaze data was constructed. A user test to assess the program's accuracy and viability followed. The study found a performance friendly way to get and save data using software provided by the hardware manufacturers, and resulted in a system for visualization in which the user's gaze is played back. The user test confirmed the system's accuracy, and identified possible behavioral patterns, suggesting the software can be used for analysis. The study provides a base for further research.<br>Som en följd av den senare tidens hårdvaruutveckling har Virtual Reality (VR) återvänt till den digitala underhållningsmarknaden. Verktygen för att skapa VRapplikationer är numera tillgängliga för alla, och många utvecklare har gett sig i kast med att skapa engagerande upplevelser för mediet. Samtidigt används ögonspårande teknologi inom VR i ökande utsträckning, vilket möjliggör bättre inlevelse samt analytiska möjligheter. I egenskap av sin nyvunna popularitet finns få verktyg och metoder för att analyzera VR-upplevelser. Därför ämnar denna studie samla och visualisera data från ögonspårande hårdvara i det syftet. En fallstudie genomfördes för att svara på hur detta kan göras, i vilken mjukvara för att samla, spara, och visa ögondata skapades. Ett användartest för att bedöma programmets träffsäkerhet och användbarhet följde. Studien hittade ett prestandavänligt sätt att samla och spara datan, och resulterade i ett visualiseringssystem som återspelar användarens blick. Användartestet bekräftade systemets precision, och identifierade möjliga beteendemönster, vilket antyder att mjukvaran kan användas för analys. Studien lägger en grund för vidare forskning.
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Horký, Lukáš. "Rozšíření vývojové platformy Unity pro vizuální programování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385939.

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The goal of the thesis is to create an extension for Unity Development Platform that will allow creation of computer games from design of game logic to scene programming on visual level. The extension forms an abstract layer between designers, who manage game objects on logic level, and programmers, who are responsible for implementation of parts that can't be created automatically. It then facilitates some designing processes and iterations by eliminating the need of manual programming in places that can by automate and allows to concentrate on the design process itself.
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Wang, Yifan. "An Object-oriented Software Framework for Immersive Virtual Reality Exergames." Thesis, The University of Sydney, 2020. https://hdl.handle.net/2123/21986.

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Immersive Virtual Reality (VR) exergames have significant impacts on research outcomes of human factors. On one hand, VR has positive psychological effects on user experience such as enjoyment and engagement. On the other hand, exergames with VR increase users’ physical activity levels and energy consumption, showing a great potential in improving health. However, the main challenges in employing VR with exergames are the design and development for customised applications targeting different research purposes. In recent years, we have seen a growing number of Human-Computer Interaction (HCI) research projects using frameworks to ease the development, customisation and design challenges of VR exergames. Nevertheless, only few projects target on providing an object-oriented framework for VR exergame development. This thesis presents an object-oriented software framework to reduce the effort in building immersive VR exergames. VR design aspects including safety, motion sickness and feedback of activity, are involved in this framework, meanwhile design patterns, modular architecture and object-oriented programming are used to enable the developer to easily prototype an experiment-oriented VR exergame. This framework has been used in our research group to develop several VR exergames, where we evaluate how the framework simplifies the development process. Evaluation results show that the development effort and time spent in programming are significantly reduced by using the framework. In addition, the code metrics results of the framework source code are analysed to revel its good quality in terms of maintainability, reliability and reusability. Further, the framework’s feasibility and usability are also evaluated through several user studies. The user feedback and user performance demonstrate that the VR exergames built with this framework can engage players to do moderate exercise, which shows the practicality of using the framework in experiment-oriented user studies.
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Nilsson, Robin. "Battery Performance Comparison Of Unreal Engine 4 And Unity Applications Running On Android." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18104.

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This thesis evaluates the battery performance of two widely known game engines and compares the results to find the most battery friendly choice. Unity and Unreal Engine 4 are the two engines being compared; it aims to fill the need for research around mobile games battery performance. Smartphones battery life issues becomes more and more common with the powerful smartphones we use in today’s society. They are becoming faster every year, but the batteries stay the same. Power hungry games are not uncommon to find on the biggest game market that has surpassed the combined income of PC and Console games. Tests were performed on an Android system where multiple applications were tested while the battery consumption was measured. The applications are testing how different 2D or 3D components will impact the battery consumption compared to their baseline idling consumption. This thesis provides instructions on how the test applications were developed and which components were included. The findings show that the components had very little impact on the battery consumption for both Unity and Unreal Engine 4. Unity consumed between 1,1 – 1,4 % (36-42mAh) battery for all applications, Unreal Engine 4 consumed between 1,3 – 1,6% (39-48mAh) battery. This thesis conclusion is that Unreal Engine 4 game components require more battery power than the corresponding components of Unity. Therefore, Unity is according to the findings of this thesis a more battery friendly game engine for android games. These results mean that those who looks to create a smaller 2D or 3D game would get a more battery friendly application if they chose to use Unity. However, the results are limited because of how features like gyro, GPS and bigger applications were not included in the performed test cases.
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Brage, Carl. "Synchronizing 3D data between software : Driving 3D collaboration forward using direct links." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175165.

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In the area of 3D visualization there are often several stages in the design process. These stages can involve creating a model, applying a texture to the model and creating a rendered image from the model. Some software can handle all stages of the process while some are focused on a single stage to try to perfect and narrow down the service provided. In this case there needs to be a way to transfer 3D data between software in an efficient way where the user experience isn’t lacking. This thesis explores the area of 3D data synchronization by first getting foundation from the prestudy and literature study. The findings from these studies are used in a shared file-based implementation and a design of a network-based system. The work presented in this thesis forms a comprehensive overview which can be used for future work.
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Termopoli, Anna. "Progettazione e realizzazione mediante Unity 3D di un'applicazione per l'arredamento personalizzato d'interni." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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La seguente tesi tratta della progettazione e realizzazione di un software per l'arredamento personalizzato d'interni. L'applicazione creata con Unity, permette di progettare e realizzare l'arredamento di un ambiente interno con l'utilizzo di modelli tridimensionali. Nell'applicazione è possibile caricare un proprio modello fbx contentente una stanza tridimensionale, oppure scegliere tra quelle presenti. A questo punto l'utente può scegliere dal catalogo i modelli 3D da utilizzare per arredare la stanza.
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Fält, Viktor. "Strategies to effectively integrate a 3D model of a building in a software systems for real-time visualization." Thesis, Linköpings universitet, Kommunikations- och transportsystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119954.

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En unik presentation av en byggnad modellerad som en 3D-modell kan göras med avancerad teknik. Ett sätt att presentera den på är till exempel på en 360-graders immersiv display, där möjligheten att interaktivt ”gå runt i” 3D-modellen erbjuds med hjälp av sex stycken projektorer som samverkar. Detta presentationssätt har Norrköpings visualiseringscenter som mål att erbjuda. För att göra detta krävs det att man tar hjälp av programvaror för realtidsvisualisering. En av dessa kan vara Unity 5 som är en spelmotor. Målet med examensarbetet är att hitta tillvägagångssätt och strategier för att effektiv integrera en 3D-modell av en byggnad i Unity 5. För att göra detta så tillämpas en teknisk undersökning med observationer som metod. Denna undersökning visar att en integration för att återspegla modellen modellerad i Revit till programvarusystem för realtidsvisualisering kan utföras. Återspeglingen är ett faktum som får tas i relation till integrationens helhet och kan inte bli exakt. Frågan är om den kan utföras effektivt nog för vad som Norrköpings visualiseringscenter vill kunna erbjuda. Vilket den kan om modellens uppbyggnad, storlek och projektbegränsningar är rimliga i förhållande till tid och kostnad. Det är dessa aspekter som avgör om integrationen kan utföras effektivt. Kunskap om hur integrationen ska gå till med alla materialinställningar som behövs är dessutom en väsentlig faktor.
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Books on the topic "Unity software"

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Schulz, David. Cisco Unity connection. Cisco Press, 2011.

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Nicoll, Benjamin, and Brendan Keogh. The Unity Game Engine and the Circuits of Cultural Software. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6.

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Bateman, David. Configuring Cisco Unified communications manager and Unity connection: A step-by-step guide. 2nd ed. Crisco Press, 2011.

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Ramachandra, Rao Josyula. Extensions of the UNITY methodology: Compositionality, fairness, and probability in parallelism. Springer-Verlag, 1995.

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United States. National Aeronautics and Space Administration, ed. Orbital flight simulation utility software unit specifications. System Development Division, TRW Defense Systems Group, 1986.

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J, Slominski Christopher, and Langley Research Center, eds. Advanced Transport Operating System (ATOPS): Control display unit software description. National Aeronautics and Space Administration, Langley Research Center, 1992.

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IEEE Computer Society. Software Engineering Technical Committee., ed. IEEE standard for software unit testing: An American National Standard. IEEE, 1986.

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U.S. Nuclear Regulatory Commission. Office of Nuclear Regulatory Research., ed. Draft regulatory guide DG-1057: Software unit testing for digital computer software used in safety systems of nuclear power plants. U.S. Nuclear Regulatory Commission, Office of Nuclear Regulatory Research, 1996.

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(Firm), Aerojet, and United States. National Aeronautics and Space Administration., eds. Earth Observing System (EOS), Advanced Microwave Sounding Unit-A1 (EOS/AMSU-A), EOS software test report: Contract no, NAS5-32314. National Aeronautics and Space Administration, 1998.

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Griffiths, José-Marie. A guide to unit costing for the records manager. ARMA International, 1993.

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Book chapters on the topic "Unity software"

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Lanzinger, Franz. "Software Tools." In 3D Game Development with Unity. CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-1.

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Andersen, Flemming, Ulla Binau, Karsten Nyblad, Kim Dam Petersen, and Jimmi S. Pettersson. "The HOL-UNITY verification system." In TAPSOFT '95: Theory and Practice of Software Development. Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/3-540-59293-8_238.

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Zwerman, Susan, Jeffrey A. Okun, and Susan Thurmond O'Neal. "Unity Software – Overview / Aspects of Virtual Production." In The VES Handbook of Virtual Production. Focal Press, 2023. http://dx.doi.org/10.4324/9781003366515-26.

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Brown, Naïma, and Abdelillah Mokkedem. "On mechanizing proofs within a complete proof system for Unity." In Algebraic Methodology and Software Technology. Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/3-540-60043-4_67.

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Pokorný, Pavel, and Michal Birošík. "The Preparation of Graphic Models for a Virtual Reality Application in Unity." In Intelligent Algorithms in Software Engineering. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51965-0_29.

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Collette, Pierre, and Edgar Knapp. "Logical foundations for compositional verification and development of concurrent programs in UNITY." In Algebraic Methodology and Software Technology. Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/3-540-60043-4_64.

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Nicoll, Benjamin, and Brendan Keogh. "The Unity Game Engine and the Circuits of Cultural Software." In The Unity Game Engine and the Circuits of Cultural Software. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_1.

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Turini, Giuseppe, Sara Condino, Umberto Fontana, et al. "Software Framework for VR-Enabled Transcatheter Valve Implantation in Unity." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25965-5_28.

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Nicoll, Benjamin, and Brendan Keogh. "Literacy: Articulations of Unity Across Development, Education, and Enthusiast Contexts." In The Unity Game Engine and the Circuits of Cultural Software. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_5.

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Nicoll, Benjamin, and Brendan Keogh. "Unity’s Socio-historical Context and Political Economy." In The Unity Game Engine and the Circuits of Cultural Software. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25012-6_2.

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Conference papers on the topic "Unity software"

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Kohli, Dhruv, Devang Khurana, Barinder Singh, Amanpreet Kaur, and Paras Sachdeva. "Exploring the Capabilities of Unity 3D Gaming Software." In 2024 OPJU International Technology Conference (OTCON) on Smart Computing for Innovation and Advancement in Industry 4.0. IEEE, 2024. http://dx.doi.org/10.1109/otcon60325.2024.10687984.

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Cachay, Diego, Valerio Laura, Ayrton Poma, Sebastián Solórzano, and Mario Chauca. "Characterization of Mathematical Modeling of Control at Undergraduate Level Using Unity Software." In 2024 IEEE 67th International Midwest Symposium on Circuits and Systems (MWSCAS). IEEE, 2024. http://dx.doi.org/10.1109/mwscas60917.2024.10658835.

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White, Lawrence R. "Utilization of Computer Modeling Software to Predict Corrosive Conditions in Refinery Amine Units." In CORROSION 2006. NACE International, 2006. https://doi.org/10.5006/c2006-06446.

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Abstract Many process conditions in refinery amine units are known to promote accelerated corrosion. Monitoring corrosion in these units typically is limited to the traditional means - coupons, linear polarization probes, electrical resistance probes and so forth. Amine analyses are useful but not entirely without shortcomings when applied to corrosion monitoring. Computer modeling has evolved to become a useful tool in identifying potentially corrosive environments in localized areas within the unit. In this paper, a computer model is developed using data from a refinery system using MDEA to remove hydrogen sulfide from a process stream also containing carbon dioxide. Rules for reducing corrosion developed in-house or in literature are applied to anticipate corrosion.
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Navarro, Samuel, Antonio Iglesias, Francisca Pérez, Carlos Cetina, and Jaime Font. "Phylogenix: Bringing phylogenetics to Unity." In SPLC '24: 28th ACM International Systems and Software Product Line Conference. ACM, 2024. http://dx.doi.org/10.1145/3646548.3676604.

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Sacuk, M. M., V. S. Terekhova, and A. A. Popov. "Software Development for Productivity software products developed on the Unity game engine." In Scientific Trends: Questions of exact and technical sciences. ЦНК МОАН, 2019. http://dx.doi.org/10.18411/sciencepublic-12-12-2019-07.

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Paduraru, Ciprian, Alin Stefanescu, and Augustin Jianu. "Unit Test Generation using Large Language Models for Unity Game Development." In FaSE4Games '24: 1st ACM International Workshop on Foundations of Applied Software Engineering for Games. ACM, 2024. http://dx.doi.org/10.1145/3663532.3664466.

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Jangra, Shinnu, Gurjinder Singh, Archana Mantri, Sheena Angra, and Bhanu Sharma. "Interactivity Development Using Unity 3D Software and C # Programming." In 2023 14th International Conference on Computing Communication and Networking Technologies (ICCCNT). IEEE, 2023. http://dx.doi.org/10.1109/icccnt56998.2023.10308030.

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Kritz, Joshua, Mart de Roos, Luís Pires, João Moreira, and Giancarlo Guizzardi. "UgameFeature: Automatic Code Generation for Unity Game Projects." In 10th International Conference on Model-Driven Engineering and Software Development. SCITEPRESS - Science and Technology Publications, 2022. http://dx.doi.org/10.5220/0010990000003119.

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Borrelli, Antonio, Vittoria Nardone, Giuseppe A. Di Lucca, Gerardo Canfora, and Massimiliano Di Penta. "Detecting Video Game-Specific Bad Smells in Unity Projects." In MSR '20: 17th International Conference on Mining Software Repositories. ACM, 2020. http://dx.doi.org/10.1145/3379597.3387454.

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Quinlan, Andrew, Ryan Mercadante, Vincent Tufo, Jonathan Morrone, and Lu Xiao. "eFish'nSea: Unity Game Set for Learning Software Performance Issues Root Causes and Resolutions." In ICSE-SEET '24: 46th International Conference on Software Engineering: Software Engineering Education and Training. ACM, 2024. http://dx.doi.org/10.1145/3639474.3640066.

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Reports on the topic "Unity software"

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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 teaching methods of the course, as well as the challenges and outcomes of its implementation. We also evaluate the course using a framework proposed by Ritzhaupt based on student feedback and learning outcomes. Our results show that the course was successful in achieving its goals and enhancing students’ knowledge and skills in game development. We also identify some areas for improvement and provide recommendations for future iterations of the course. We conclude that Unity Engine is a suitable platform for teaching game development in secondary education, as it offers a low barrier to entry, a rich set of features, a cross-platform compatibility, and a wide adoption in the game industry. We also argue that a team-based approach is beneficial for fostering collaboration and creativity among students.
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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 of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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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 university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development team utilized С# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology, that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies: test task, puzzle, assembling a computer and setting up an IT-specialist workplace. The experiment conducted at the open house day proved the 3D quest game efficiency. The results of digital competence evaluation do not depend on the testing format. The applicants mostly preferred to take a 3D quest, as more up-to-date and attractive engagement.
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Lamaison, Nicolas. ENRSIM Software. IEA SHC Task 55, 2020. http://dx.doi.org/10.18777/ieashc-task55-2020-0003.

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Due to their ability to distribute large amounts of renewable energy, District Heating Networks (DHN) are expected to exhibit a considerable development in the coming years. The ENRSIM software, cofounded by the French Renewable Energy Agency (ADEME), aims at providing a simple tool to size DHN production plants with renewable production units and storage.
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Flater, David. Quantities and units for software product measurements. National Institute of Standards and Technology, 2020. http://dx.doi.org/10.6028/nist.ir.8289.

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Abdolmaleki, Kourosh. PR453-174503-R04 River-X Software Modernization. Pipeline Research Council International, Inc. (PRCI), 2020. http://dx.doi.org/10.55274/r0011645.

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This build of the software includes has incorporated all the comments from PRCI members. The main items added include: - Upgrades with additional information added to the user manual - Addition of Theory manual - finxing typos, units, ... in the software user interface - improving generation of the reports
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Flater, David. Software science' revisited: rationalizing Halstead's system using dimensionless units. National Institute of Standards and Technology, 2018. http://dx.doi.org/10.6028/nist.tn.1990.

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Neri, Amairany. Unit Testing Data Processing Software for LANL-GEO SOPA. Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/1993202.

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Chafizov, A. M., and D. A. Gorshkov. Software for visualizing the operation of a water circulation unit. Ailamazyan Program Systems Institute of Russian Academy of Sciences, 2025. https://doi.org/10.12731/ofernio.2025.25472.

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Carter, T. R., C. E. Logan, J K Clark, H. A. J. Russell, E. H. Priebe, and S. Sun. A three-dimensional bedrock hydrostratigraphic model of southern Ontario. Natural Resources Canada/CMSS/Information Management, 2022. http://dx.doi.org/10.4095/331098.

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A hydrostratigraphic framework has been developed for southern Ontario consisting of 15 hydrostratigraphic units and 3 regional hydrochemical regimes. Using this framework, the 54 layer 3-D lithostratigraphic model has been converted into a 15 layer 3-D hydrostratigraphic model. Layers are expressed as either aquifer or aquitard based principally on hydrogeologic characteristics, in particular the permeability and the occurrence/absence of groundwater when intersected by a water well or petroleum well. Hydrostratigraphic aquifer units are sub-divided into up to three distinct hydrochemical regimes: brines (deep), brackish-saline sulphur water (intermediate), and fresh (shallow). The hydrostratigraphic unit assignment provides a standard nomenclature and definition for regional flow modelling of potable water and deeper fluids. Included in the model are: 1) 3-D hydrostratigraphic units, 2) 3-D hydrochemical fluid zones within aquifers, 3) 3-D representations of oil and natural gas reservoirs which form an integral part of the intermediate to deep groundwater regimes, 4) 3-D fluid level surfaces for deep Cambrian brines, for brines and fresh to sulphurous groundwater in the Guelph Aquifer, and the fresh to sulphurous groundwater of the Bass Islands Aquifer and Lucas-Dundee Aquifer, 5) inferred shallow karst, 6) base of fresh water, 7) Lockport Group TDS, and 8) the 3-D lithostratigraphy. The 3-D hydrostratigraphic model is derived from the lithostratigraphic layers of the published 3-D geological model. It is constructed using Leapfrog Works at 400 m grid scale and is distributed in a proprietary format with free viewer software as well as industry standard formats.
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