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1

Olsson, Erik. "Towards automatic asset management for real-time visualization of urban environments." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141692.

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This thesis describes how a pipeline was obtained to reconstruct an urban environment from terrestrial laser scanning and photogrammetric 3D maps of Norrköping, visualized in first prison and real-time. Together with LIU University and the city planning office of Norrköping the project was carried out as a preliminary study to get an idea of how much work is needed and in what accuracy we can recreate a few buildings. The visualization is intended to demonstrate a new way of exploring the city in virtual reality as well as visualize the geometrical and textural details in a higher quality comparing to the 3D map that Municipality of Norrköping uses today. Before, the map has only been intended to be displayed from a bird’s eye view and has poor resolution from closer ranges. In order to improve the resolution, HDR photos were used to texture the laser scanned model and cover a particular area of the low res 3D map. This thesis will explain which method was used to process a point based environment for texturing and setting up an environment in Unreal using both the 3d map and the laser scanned model.
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Festini, Wendorff Matthew Alexander, and Ferreyros Carlos Mauriccio Torres. "Desarrollo de un videojuego con Unreal Engine." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/622446.

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La industria de los videojuegos es una industria relativamente nueva pero que sin embargo, ha tomado gran cabida debido a su rápido crecimiento económico y tecnológico. Esta nueva forma de entretenimiento es creada gracias a equipos multidisciplinarios quienes usan distintas herramientas y técnicas para poder crear un videojuego. Debido a esta forma de trabajar, las empresas siguen desarrollando tecnologías que facilitan la creación de los videojuegos y un mercado competitivo, de manera que es de gran importancia lograr una alta eficiencia llevada de la mano con la eficacia de la metodología a emplear. Es por esto, que el objetivo del proyecto fue demostrar, con un videojuego, un caso práctico de la tesis “Proceso de desarrollo de software de entretenimiento”. Para crearlo se usará los patrones descritos en esta memoria, pasando por las etapas de Pre Producción, Producción, Testing y Post Producción. Por consiguiente, se logró verificar que las etapas y áreas asignadas al desarrollo del videojuego, basado en la metodología antes mencionada, consiguieron un juego de alta calidad en un periodo de tiempo corto. Por otro lado, nos dimos cuenta que con la misma metodología se logró obviar ciertas etapas dependiendo del tipo de proyecto y cantidad de recursos humanos empleados. Cabe mencionar, que si bien para fines prácticos solo se tuvieron dos recursos humanos empleados en la producción del mismo que es el objetivo del proyecto. Por otra parte, se empleó el motor de desarrollo Unreal Engine 4 demostrando este ser óptimo para el uso de esta metodología y no tuvo ningún inconveniente para el corto tiempo de desarrollo o el limitado recurso humano. En otras palabras, el sistema de desarrollo visual de Unreal (Blueprints) nos permitió desde el primer día trabajar con prototipos y crear interacciones complejas que no hubieran sido posibles realizar en otros sistemas en el mismo periodo de tiempo y es por esto que gracias tanto al motor y la metodología usada se logró obtener una experiencia de uso agradable para el usuario final. Para concluir, el proyecto resulto ser un buen indicador para medir le efectividad de la metodología y las tecnologías empleadas en su proceso. La metodología debe adaptarse al tipo de proyecto que se está desarrollando, pero los procesos son un buen indicador de cómo se está avanzando el proyecto para mantener un orden y mejorar la calidad del producto final.
El objetivo de este proyecto es resolver el problema de la ausencia de una metodología de desarrollo enfocada en videojuegos en el Perú. Para lograrlo, se ha diseñado y desarrollado un videojuego de género plataformas y acción utilizando la tecnología de Unreal Engine, motor de videojuegos desarrollado por Epic Games. Los resultados obtenidos al finalizar este proyecto fueron beneficiosos, se pudo crear un videojuego de alta calidad en un corto periodo de tiempo y con recursos limitados. Así mismo, se encontró que la metodología puede ser adaptada dependiendo del alcance del proyecto, presupuesto y equipo. El uso de documentos y metodologías de trabajo han servido para poder establecer un orden en el desarrollo de un videojuego, las etapas definidas de Preproducción, Producción, Testing y Postproducción fueron bastante ventajosos para poder terminar el proyecto a tiempo.
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Magnom, Rikard. "Run-time Terrain Deformation in Unreal Engine 4." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19708.

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Background. When developing video games, an often desired trait is that of player immersion. Player immersion can be achieved through many different ways. However, a common technique used is to allow the player to affect the environment in some way, through destruction or deformation. Unreal Engine 4 is a commonly used commercial game engine, that lacks features necessary to deform terrain at run-time. Objectives. This thesis explores the viability of run-time performant terrain deformation in Unreal Engine version 4.23. A deformation technique of a depth-based Dynamically-Displaced Height Map (DDHM) is selected for implementation and tested with various sizes of landscape terrains. Methods. A small literature study is performed to select a feasible run-time terrain deformation technique. The technique is then implemented in the engine, along with modifications to the engine to provide the necessary functionality. The implementation is then tested on performance and accuracy. Results. The DDHM technique is shown to provide run-time performant terrain deformation for smaller terrain sizes, consisting of an individual landscape component. The selected technique does not meet the run-time requirements for full, large-scale deformation. Conclusions. Run-time performant terrain deformation is shown to be achievable in Unreal Engine 4.23. While the selected technique fails to achieve satisfying results for larger terrain sizes, results on individual landscape components show feasibility for generic technique implementations.
Bakgrund. Under utvecklingen av datorspel är det ofta en eftertraktad egenskap att kunna övertyga spelaren om realismen i spelvärlden. Detta kan uppnås på flera sätt, men en vanlig teknik är att låta spela påverka omgivningen i spelet på något sätt, genom förstörelse eller deformering. Unreal Engine 4 är en vida använd kommersiell spelmotor som saknar funktionalitet för att deformera terräng i realtid. Syfte. Syftet med detta arbete är att utforska genomförbarheten i att tillföra terrängdeformering i realtid i Unreal Engine version 4.23. En deformeringsteknik involverande en Dynamically-Displaced Height Map (DDHM) väljs ut för implementation och testas med olika storlekar på landskapsterräng. Metod. En mindre litteraturstudie genomförs för att välja en rimlig teknik för terrängdeformering i körtid. Tekniken implementeras sedan i motorn, i sambard med modifikationer till motorn för att tillföra nödvändig funktionalitet. Implementationen testas sedan på prestanda och precision. Resultat. DDHM-tekniken visas kunna tillföra körtidsduglig terrängdeformering för mindre terrängstorlekar, bestående av individuella landskapskomponenter. Tekniken möter inte realtidskriterierna för full, storskalig terrängdeformation. Slutsatser. Deformering av terräng i körtid visas vara genomförbart i Unreal Engine 4.23. Den utvalda tekniken visar lovande resultat för mindre storlekar av landskapsterräng, men misslyckas att prestera för större terrängstorlekar.
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Båtelsson, Herman. "Behavior Trees in the Unreal Engine : Function and Application." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296222.

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This thesis presents the implementation and functionality of the user interface for creating behavior trees in the Unreal Engine (version 4.10). The thesis analyzes the final version of the behavior trees in a game development project carried out over one year with a group ranging between four and seven members. The game which is analyzed is a third person adventure game which contains four types of simple behavior trees. These include two enemies who mainly move towards the player to attack whenever in range and two bosses with individual behavior. The thesis describes the various types of nodes available in the Unreal Engine as well as how the behavior trees in the game are structured. Focus is placed on how the structure achieves the required result and how the process resulted in the final version of the behavior trees.
Detta examensarbete beskriver implementationen och funktionaliteten av användargränssnittet för att skapa beteendeträd i Unreal Engine (version 4.10). Arbetet analyserar den slutgiltiga versionen av beteendeträden i ett spelutvecklingsprojekt som utfördes under ett år med en grupp vars antal växlade mellan fyra och sju medlemmar. Spelat som analyseras är ett tredjepersons äventyrsspel som innehåller fyra typer av grundläggande beteendeträd. Två fiender som huvudsakligen rör sig mot spelaren för att anfalla när de är inom räckhåll, och två bossar med individuella beteenden. Arbetet beskriver de olika typerna av noder tillgängliga i Unreal Engine och även hur beteendeträden i spelet är uppbyggda. Fokus läggs på hur strukturen uppnår det nödvändiga resultatet samt på hur processen resulterade i den slutgiltiga versionen av beteendeträden.
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Wilhelmsson, Patrik. "Visual Programming with the Unreal Development Kit." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94243.

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This thesis discusses the differences of programming with the Unreal Engine 3’s visual scripting tool Kismet versus traditional programming. A simple action adventure game was developed with the Unreal Development Kit (UDK) in order to gain experience with the tool. UDK is the free version of Epic Games’ game engine Unreal Engine 3. The resulting game has a mixture of a third person behind the character default camera and fixed camera angles. The gameplay is simple; the playable character can run, investigate the level, shoot and lift and push objects. The game focused on exploration and puzzle solving. The writer found programming with Kismet to be easy to get into and highly useful. It was preferred over traditional programming for beginners. The same principles of planning ahead before writing code applied even to visual programming. It was concluded that good structure to the code was very important for larger sequences in order to have readable code. For complex gameplay classes the Unreal Engine 3’s own programming language UnrealScript was preferred. The resulting opinions of programming with a visual language are of highly subjective nature and suggestions for further studies were given.
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Palmqvist, Tor. "Night Vision in an Unreal Engine 4-Based Virtual Reality Flight Simulator." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166650.

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Att utnyttja simuleringsteknologi är både ett effektivt och sparsamt sätt att träna piloter utan att utsätta sig själv eller andra för fara. Flygsimuleringar i Virtual Reality blir mer och mer eftersökta tack vare sin unika nivå av immersion. Detta arbete undersöker, utvärderar och visar hur night vision implementeras i Unreal Engine 4. Undersökningen kommer fram till sex specificerade nyckelfaktorer att följa för att korrekt kunna simulera night vision och visar hur detta uppnås huvudsakligen genom att konfigurera post process-effekter. Dessutom utvärderas implementationens prestanda baserat på frame time. Arbetet resulterar i en fullt fungerande night vision-effekt som uppnår alla sex nyckelfaktorer. På grund av den höga prestandakostnaden av Depth of Field uppnås inte en acceptabel nivå prestandamässigt, men genom att minska skärmupplösningen när night vision är aktivt uppnås även prestandamålet utan att kvalitén på implementationen påverkas märkbart.
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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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Geisler, Benjamin Jay. "GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4." Diss., NSUWorks, 2019. https://nsuworks.nova.edu/gscis_etd/1081.

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Game engine programming involves a great number of software components, many of which perform similar tasks; for example, memory allocation must take place in the renderer as well as in the creation routines while other tasks such as error logging must take place everywhere. One area of all games which is critical to the success of the game is that of game balance and tuning. These balancing initiatives cut across all areas of code from the player and AI to the mission manager. In computer science, we’ve come to call these types of concerns “cross cutting”. Aspect oriented programming was developed, in part, to solve the problems of cross cutting: employing “advice” which can be incorporated across different pieces of functionality. Yet, despite the prevalence of a solution, very little work has been done to bring cross cutting to game engine programming. Additionally, the discipline involves a heavy amount of code rewriting and reuse while simultaneously relying on many common design patterns that are copied from one project to another. In the case of game balance, the code may be wildly different across two different games despite the fact that similar tasks are being done. These two problems are exacerbated by the fact that almost every game engine has its own custom DSL (domain specific language) unique to that situation. If a DSL could showcase the areas of cross cutting concerns while highlighting the ability to capture design patterns that can be used across games, significant productivity savings could be achieved while simultaneously creating a common thread for discussion of shared problems within the domain. This dissertation sought to do exactly that- create a metalanguage called GAMESPECT which supports multiple styles of DSLs while bringing aspect-oriented programming into the DSL’s to make them DSAL (domain specific aspect languages). The example cross cutting concern was game balance and tuning since it’s so pervasive and important to gaming. We have created GAMESPECT as a language and a composition framework which can assist engine developers and game designers in balancing their games, forming one central place for game balancing concerns even while these concerns may cross different languages and locations inside the source code. Generality was measured by showcasing the composition specifications in multiple contexts and languages. In addition to evaluating generality and performance metrics, effectiveness was be measured. Specifically, comparisons were made between a balancing initiative when performed with GAMESPECT vs a traditional methodology. In doing so, this work shows a clear advantage to using a Metalanguage such as GAMESPECT for this task. In general, a line of code reduction of 9-40% per task was achieved with negligible effects to performance. The use of a metalanguage in Unreal Engine 4 is a starting point to further discussions concerning other game engines. In addition, this work has implications beyond video game programming. The work described highlights benefits which might be achieved in other disciplines where design pattern implementations and cross-cutting concern usage is high; the real time simulation field and the field of Windows GUI programming are two examples of future domains.
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Frisk, Maxim. "Utvärdering av visuell programmering för mobila enheter i Unreal Engine 4 : ETT ARBETE UTFÖR VID SPELFÖRETAGET STAKKR AB." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186414.

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This thesis has been carried out at the company Stakkr AB in Stockholm. Stakkr have considered moving their existing C++ code to the visual programming language Blueprints in Unreal Engine 4. The objective of this study was to examine the performance of Blueprint if it’s suitable for mobile games, as well to provide Stakkr a suitability assessment of writing code in Blueprint and examine how well it performs compared with the language programming language C++. The assessment of suitability was performed by implementing a translation of two existing C++ classes to Blueprints and an assessment was made regarding development in Blueprint and performance testing between the existing C ++ and the developed Blueprint classes. The method of execution of the assessment was to work agile in short and structured iterations. The assessment of the suitability of the study showed that it was user-friendly to develop with Blueprint. However the existing C ++ classes outperformed the classes written in Blueprints. The reason why Blueprints perform worse has been identified and recommendations regarding the performance issues have been developed.
Detta examensarbete har genomförts på företaget Stakkr AB i Stockholm. Stakkr har övervägt att flytta över sin befintliga C++ kod till det visuella programmeringsspråk Blueprints i Unreal Engine 4. Målet med detta examensarbete har varit att undersöka om prestandan i Blueprints är lämplig för mobilspel samt att tillhandahålla Stakkr en lämplighetsutvärdering av att skriva kod i Blueprints och undersöka hur bra den presterar jämfört med språkstandarden C++. bedömningen av lämpligheten utfördes genom att genomföra en översättning av två befintliga C++ klasser till Blueprints, en bedömning av att utveckla i Blueprints har gjorts och prestandatester har utförts mellan de befintliga C++ gentemot de utvecklade Blueprintklasserna. Metoden för utförandet av bedömningen var att arbeta agilt i korta och strukturerade iterationer. Bedömningen från lämplighetsundersökningen visade att det var användarvänligt att utveckla i Blueprints. Dock presterade Blueprintklasserna sämre än de befintliga C++ klasser. Anledningen till varför Blueprints presterar sämre har identifierats och rekommendationer gällande detta har tagits fram.
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Marinelli, Lorenzo. "Integrazione del motore grafico Unreal Engine e di Autodesk Maya nella realizzazione di una realtà grafica interattiva." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3837/.

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Woxler, Platon. "Efficient generation and rendering of tube geometry in Unreal Engine : Utilizing compute shaders for 3D line generation." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302564.

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Massive graph visualization in an immersive environment, such as virtual reality (VR) or Augmented Reality (AR), has the possibility to improve users’ understanding when exploring data in new ways. To make the most of a visualization, such as this, requires interactive components that are fast enough to accommodate interactivity. By rendering the edges of the graph as shaded lines that imitate three‑dimensional (3D) lines or tubes, one can circumvent technical limitations. This method works well enough when using traditional two‑dimensional (2D) monitors, but representing tubes as flat lines in a virtual environment (VE) makes for a less immersive user experience as opposed to visualizing true 3D geometry. In order to accommodate for these requirements i.e., speed and visual fidelity, we need a time efficient way of producing tubular meshes. This thesis project explores how one can generate tubular geometry utilizing compute shaders in the modern game engine, Unreal Engine (UE). Exploiting the parallel computing power of the graphical processing unit (GPU) we use compute shaders to generate a tubular mesh following a predetermined path. The result from the project is an open source plugin for UE, able to generate tubular geometry at rapid rates. While not giving any major advantages when generating smaller models, comparing it to a sequential implementation, the compute shader implementation create and render models > 40× faster when generating 106 tube segments. A secondary effect of generating most of the data on the GPU, is that we avoid bottlenecks that can occur when surpassing the bandwidth of the central processing unit (CPU) to GPU data transfer. Using this tool researches can more easily explore information visualization in a VE. Furthermore, this thesis promotes extended development of mesh generation, using compute shaders in UE.
Att visualisera stora grafer i en immersiv miljö, såsom VR eller AR, kan förbättra en användares förståelse när de utforskar data på nya sätt. För att få ut det mesta av denna typen av visualiseringar krävs interaktiva komponenter som är tillräckligt snabba för att tillgodose interaktivitet. Genom att visa de linjer, som binder samman en grafs noder, som plana linjer som imiterar 3Dlinjer eller rör, kan man undvika att slå i det tak som tekniska begränsningar medför. Denna metoden är acceptabel vid användning av traditionella 2Dskärmar, men att representera rör som plana linjer i VE ger en mindre immersiv användarupplevelse, i kontrast till att visualisera sann 3D -geometri. För att tillgodose dessa krav dvs, tidseffektivitet och visuella kvaliteter, behöver vi ett effektivt sätt att producera 3D-linjer. Denna uppsats undersöker hur man kan generera rörformad geometri med hjälp av compute shaders i den moderna spelmotorn Unreal Engine (UE). Genom att använda compute shaders kan vi utnyttja den parallella beräkningskraften hos en GPU, kan vi generera ett rörformat mesh som följer en förutbestämd bana. Resultatet från projektet är ett open source-plugin för UE, som kan generera rörformad geometri i höga hastigheter. Även om det inte kan visas ge några större fördelar när man genererar mindre modeller, jämfört med en sekventiell implementering, skapar och renderar implementeringen av compute Shaders modeller > 40× snabbare, när de genererar 106 rörsegment. I och med att den större delen av datan skapas på GPU kan vi också undvika den flaskhals som kan uppstå när vi överskrider bandbredden mellan CPU och GPU. Med hjälp av verktyget som skapats i samband med denna uppsats kan människor lättare utforska informationsvisualisering i VE. Dessutom främjar denna uppsats utökad utveckling av mesh-generering med hjälp av compute shaders i UE.
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Sultan, Aakif. "How to develop a minimalist, fun and engaging climb/sneak/assassination game with flow in Unreal Engine 4." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-173608.

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A lot of research has been done on creating flow, absorption, immersion, and engagement in videogames especially in the past decade. In this report I will propose game design choices which induceflow state in players, and analyzing the creation of a stealth assassination game in Unreal Engine.The implementation of the game will be documented and the game design choices justified. Theresults will show that the game created does induce flow in players using quantitative analysisthrough a survey taken from players after they are asked to play the finished game. Even with thedecent number of testers there is still more that can be done to improve the assessment the surveywas aiming to make. The feedback from an industry expert has also been included in the report.
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Yang, Feng. "Architecture, Virtual Space And Impossible Space." Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281401.

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This project investigates how to design an architecture in a context of virtual space, and how to utilise the exclusive possibilities of the virtual context.  The main case study about the virtual space and impossible space is based on video games. After analysing the mechanism of building such 'impossible spaces' in various video games, this project conducted an experiment on designing several virtual spaces in the game engine, Unreal Engine 4, to investigate the differences between architecture in the real space and in the virtual space. In addition, another architecture experiment was conducted in an impossible space: a space where gravity is modified to be vertical to the surface of a triangle swept Mobius Strip. Walking in such a space offers an exclusive 'impossible' experience. Such an experience is possible to be presented by the manifestation of Unreal Engine 4.
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Vallo, Laura Elizabeth. "Stress recovery by exposure to nature in virtual reality." Kansas State University, 2017. http://hdl.handle.net/2097/35527.

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Master of Landscape Architecture
Department of Landscape Architecture/Regional & Community Planning
Brent Chamberlain
The purpose of this research is to identify if virtual reality environments with varying degrees of exposure to nature influence stress recovery at different rates. In 1991, environmental psychologist and architect, Rodger Ulrich, conducted a study on how varying degrees of exposure to nature influences stress recovery by showing participants videos with different levels of nature. His research concluded that participants who viewed the tapes containing scenes with higher degrees of nature recovered from stress quicker than those shown the tapes with higher degrees of human intervention. To expand on this research, it is important to understand how different mediums influence stress recovery. In particular, analyzing how fully immersive virtual reality environments influence the amount of time it takes to recover from a stressor. Virtual reality is particularly beneficial for testing as it enables variable isolation and complete environmental control. A test similar to Ulrich’s was conducted in three parts, a baseline, a stressor, and a stress recovery period. Two environments with varying degrees of human intervention were tested. The virtual reality environments were strategically designed along a same path to minimize the addition of extraneous variables. During this test, biometric data was taken in addition to stated stress levels and stated affective response. The study concluded that regardless of the environment type, participants lowered their baseline stress level. This study represents one of the firsts of its type and can serve as a valuable learning mechanism for testing in virtual reality. Results show promise for mitigating stress levels. However, it is recommended that a similar study be replicated in a more refined manor. Lessons learned from this study could be used to inform future studies investigating the effect of VR environments on stress and mental health.
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Upadhyayula, Sesha Sai Kaushik. "Investigation of battery consumption by using Accelerometer sensor in Android: A comparative study between Unity and Unreal Engine 4." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20228.

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Stamat, Liviu. "Simulation and Visualisation Software for an Elastic Aircraft for High Altitudes based on Game Engine Technology." Thesis, Luleå tekniska universitet, Rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71485.

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Phan, Hang T. "Exploring WaveFunctionCollapse as a Design Tool." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1617108751538576.

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Michalík, David. "Simulátor řízení vozidla." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400556.

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This master’s thesis is mainly focused on creating our own car driving simulator and basic data gathering from the driver’s input. To achieve this goal, the thesis includes introduction to man-machine systems and basic information about functions and runtime game engine employs. Research about commonly used open source game engines is also presented with a detailed focus on the engine we chose - Unreal Engine. In conclusion ofthis thesis, a full version of a car driving simulator is created with gathered data analysis.
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Melcer, Pavel. "3D Autoškola." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-412569.

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This work deals with driving skills training problematics using a driving school 3D simulator, which monitors the observance of road traffic rules. Existing simulators are categorized by characteristics and described. The text contains a list of implemented rules and a summary of suitable tools. The resultant application is based on the Unreal engine and the text describes the various stages of development.
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Larsson-Ståhl, Jennifer. "A Study on the Perceived Realism Of Strand-based Hair Simulated By Style : Evaluating Real-time Hair-simulation in Unreal Engine 4." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20172.

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Background. In order to increase the visual fidelity of characters in video games, strand-based hair rendering within Unreal Engine 4 is explored in this thesis. Because of the complex nature of hair, explicit hair models can be very costly to render and simulate. It is theorized that utilizing customized hair and simulation settings, tailored to specific types of hairstyles could alleviate this issue while preserving visual fidelity. Objectives. The aim of this thesis is to provide an insight into what can be done to increase visual appeal and computer performance of physical simulation for different types of hairstyles and determine if customized settings may cause a significant impact on the perceived level of realism. The objectives of this thesis are to acquire a set of different strand-based hairstyles, determine a set of customized hair and simulation settings which can be applied to them, create a test scene inside of Unreal Engine 4 and render out a set of images and videos to be used in a user experiment, measure the performance of each customized setting and finally synthesize the acquired data. Methods. In order to achieve the aims and objectives of this thesis, a user experiment that utilizes the 2AFC method to let participants compare image- and video-pairs is performed as well as a performance experiment using the built-in profiling tools in Unreal Engine 4. In addition, a pilot experiment was performed in order to ascertain that the experiments would be feasible on the available hardware. Results. The results show that there was a significant difference in the perceived level of realism when different simulation settings was applied to the hairstyles, with customized settings being preferred to the default setting. The voting results on the image-pairs showed a preference for fine hair strands while the strand count did not have as much of an impact. It was shown that participants could easier distinguish between the different simulation- and hair-settings in long hair compared to short hair. The performance experiment showed that the amount of hair strands had the biggest impact on computer performance. Conclusions. Customizing hair and simulation settings to different types of hairstyles could provide a heightened perceived level of realism and a limited performance boost, from what could be derived from these experiments. Lowering the hair strand count was determined to be the most effective method of increasing performance. The performance of strand-based hair is currently not quite reaching a consistent 60 frames per second on the tested hardware, but with further optimizations it is believed that this could be acquired, especially on more powerful graphics cards. Future work should keep focus on increasing the stability of real-time strand-based hair simulation.
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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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Eldstål, Emil. "Generating Procedural Environments using Masks : Layered Image Document to Real-time environment." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74667.

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This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets. In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it works. I start off with a Photoshop file, make tools in Houdini and then utilize those in Unreal for the end result. I also argument about the time-saving possibilities with these tools. From the work, I draw the conclusion that these kinds of tools save a lot of time for repeating tasks and the creation of similar environments.
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Kihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.

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This report presents the problem of designers working on new productions for fulldomes. The back and forth process of moving between a work station and the fulldome is time consuming, a faster alternative would be useful. This thesis presents an option, a virtual reality application where a user can sketch the new environment directly on a virtual representation of a fulldome. The result would then be exported directly to the real fulldome to be displayed. The application is developed using Unreal Engine 4. The virtual dome is constructed using a procedurally generated mesh, with a paintable material assigned to it. All painting functionality is implemented manually, as is all other tools. The final product is fully useable, but requires additional work if it is to be used commercially. Additional features can be added, including certain features discussed that were cut due to time constraints, as well as improvements to existing features. Application stability is currently a concern that needs to be addressed, as well as optimizations to the software.
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Xiaoxi, Zhao. "Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial Neglect." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1440394724.

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Widman, Ludvig. "Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85512.

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Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used binaural sound, and the other stereo sound. The levels consisted of a dark space that the player could navigate freely with the objective to find objects that make sound, called “crystals”, as fast as they could. An experiment was conducted with 14 test sub- jects that played the game, qualitative and quantitative data was collected, including the time the players took to complete the game levels, respectively, and answers about how they experienced the levels. A majority of test subjects reported that they per- ceived a difference between the levels. No significant difference was found between the levels in terms of efficacy of finding the objects that made sound. Some test subjects stated that they found localization was better in the binaural level of the game, others found the stereo level to be better in this respect. The study shows that there can exist possibilities for binaural audio to change the perception of audio in computer games.
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Hökfors, Elias. "Simulation Model for Forestry Ground and Vegetation Damage." Thesis, Umeå universitet, Institutionen för fysik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185712.

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Training simulators are valuable tools in education of forest machine operators. One important part of the education is to learn about damages occurring due to the forest machines and how they can be avoided. Two types of damages are especially severe, soil compaction and formation of wheel ruts. Compaction reduces the amount of water and nutrients in the soil, and impedes root growth. Furthermore, water is gathered in wheel ruts, leading to transport of organic materia and heavy metals into water courses. These damages can be avoided through planning of the harvesting activities with respect to season, weather, and the conditions on the site. The main focus point is to avoid driving on wet soil, since wetness makes it more susceptible to damage.  The aim of this thesis is to investigate how this should be incorporated in a simulator. Implementations are made in Unreal Engine with AGX Dynamics for Unreal, which already has a deformable terrain called AGX Terrain. This terrain was investigated by creating two terrain materials, representing dry and wet Swedish forest soil, and driving a forwarder on them.  AGX Terrain was found to be simple to use and gave fair results, the rut depths were comparable in size with empirical results. However, it was limited in the sense that shearing was not taken into account and there was no possibility of having different material properties across the terrain. A potential solution to these problems is suggested, in which a more extensive way of computing stress propagation and the resulting damages is used. Further investigations has to be made in order to find out if this approach is of good use.
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Kamlund, Robin. "Can white noise be processed in order to affect the perceived scariness of a game level." Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-65106.

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In this research, a horror game level was created using ”Unreal Engine 4” (Epic games, 2017) where white noise and processed noises was used as ambiences in order to see how it affects the perceived emotions amongst the participants. A pre-study was conducted in order to choose the stimuli for the main experiment and to test attributes. A pilot test was conducted to test the game level to find out any flaws. In the main experiment twenty participants took part in playing the finalized game level and answering a questionnaire. The results showed a change in the emotional quality depending on the noise being present, but it’s unclear if this is caused by the filtering of the noises alone or the filtering of the noises combined with other factors. A post hoc test was also conducted where a valence and arousal chart was created by letting the participants pin point the emotional attributes used in the experiments.
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Fransson, Axel, and Christoffer Börjesson. "Virtuell verklighet för kommunikation och interaktion : Interaktiva rum som kommunikationsverktyg." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14832.

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Kandidatarbetet undersöker virtuell verklighet som ett spatialt och interaktivt realtids-medium för den arkitekturella domänen. Media används vanligtvis inom mäklar-, visualiserings-, och designindustrin för att representera föremål på ett förståeligt och övertygande vis genom bilder eller animerade filmer. Utgångsproblemet har varit användbarheten av högdetaljerad arkitekturell visualisering som representeras i 2D. Studier visar att 2D passar för viss abstrakt information som kronologisk sekvens eller data trender, men för komplicerad information som lokalisering och spatiala relationer är 2D för abstrakt. Målet är att skapa en prototyp i form av ett virtuellt rum vars syfte tjänar kommunikationsverktyg mot intressenter eller inom organisationen för tydligare beslutsförmåga. Fokus låg på användbarhet för att evaluera prototypens design-aspekter navigation, selektion/manipulation och indirekta kontroller. Utgångspunkten var en pragmatisk filosofi med användningen av mixade metoder för att nå djupare insikter i prototypen. Med hjälp av texturerings-  och 3D modelleringsprogram samt spelmotorn Unreal Engine 4 har en virtuell nybyggnation skapats. Därefter har tre användbarhetstester formats som evalueras med hjälp av system usability scale. Detta expanderas på med en kvalitativ intervju där resonemang om användbarhet, kostnadseffektivitet och lämplighet framkommer. Utvärderingen indikerar att användarna är nöjda, men riktad evaluering av interaktions-teknikerna var för sig hade skapat insikter i specifika fallgropar av systemets designområden.
The bachelor thesis investigates virtual reality as a spatial and interactive real-time medium for the architectural domain. Media is usually used in the brokerage, visualization and design industry to represent objects in an understandable and compelling manner through images or animated films. The starting problem has been the usability of high-detailed architectural visualization represented in 2D. Studies show that 2D fits for some abstract information like chronological sequence or data trends, but for complex information such as location and spatial relationships, 2D is too abstract. The goal is to create a prototype in the form of a virtual space whose purpose serves as communication tools with stakeholders or within the organization for patent decision-making. The focus was on usability to evaluate the prototypes design aspects navigation, selection / manipulation, and indirect controls. A pragmatic philosophy was employed with the use of mixed methods to reach deeper insights into the prototype. With the help of texturing and 3D modeling programs and the Unreal Engine 4 game engine, a virtual room has been constructed. Thereafter, three usability tests were formatted and evaluated using system usability scale. This is expanded with a qualitative interview where reasoning about usability, cost-effectiveness and appropriateness emerges. The evaluation indicates that the users are satisfied, but targeted evaluation of the interaction techniques had created insights into specific pitfalls of the system's design areas.
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Ekström, Marcus. "Communication tool in virtual reality – A telepresence alternative : An alternative to telepresence – bringing the shared space to a virtual environment in virtual reality." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31450.

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Videoconferencing is one of the most common telepresence methods today and educational videos is rising in popularity among distance learners. Traditional videoconferencing is unable to convey gestures and mutual eye contact between participants. This study aim to propose a Virtual Reality telepresence solution using game engines. A literature study confirmed the effectiveness achieved in VR is comparable to the effectiveness in face-to-face meetings. The suggested solution implements whiteboard functionality from a real-life perspective, confirming it is possible to include new functionality and directly transfer old functionality to the VR system from the communication systems today. The system was evaluated based on the response time, packet loss, bandwidth, frame rate and through user tests. The evaluation shows it is possible to design a telepresence system with VR capable of passing the Turing Test for Telepresence. The participants of the user tests did not experience discomfort and they were positively inclined to the telepresence system. Though, discomfort may emerge if the VR character is used with a common office workstation. Future studies in this topic would involve modifications of the third person camera, making the head's rotation follow the direction of the camera view and implementing movable eye pupils on the VR character using the upcoming eye-tracking accessory.
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Andersson, Olliver. "Exploring new interaction possibilities for video game music scores using sample-based granular synthesis." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79572.

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For a long time, the function of the musical score has been to support activity in video games, largely by reinforcing the drama and excitement. Rather than leave the score in the background, this project explores the interaction possibilities of an adaptive video game score using real-time modulation of granular synthesis. This study evaluates a vertically re-orchestrated musical score with elements of the score being played back with granular synthesis. A game level was created where parts of the musical score utilized one granular synthesis stem, the parameters of which were controlled by the player. A user experience study was conducted to evaluate the granular synthesis interaction. The results show a wide array of user responses, opinions, impression and recommendations about how the granular synthesis interaction was musically experienced. Some results show that the granular synthesis stem is regarded as an interactive feature and have a direct relationship to the background music. Other results show that interaction went unnoticed. In most cases, the granular synthesis score was experienced as comparable to a more conventional game score and so, granular synthesis can be seen a new interactive tool for the sounddesigner. The study shows that there is more to be explored regarding musical interactions within games.

For contact with the author or request of videoclips, audio or other resources

Mail: olliver.andersson@gmail.com

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Eriksson, Gustav, and Anton Engberg. "Automating the CAD to Virtual Reality Pipeline for Assembly Simulation." Thesis, Linköpings universitet, Maskinkonstruktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166894.

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Virtual reality is emerging as a valuable tool in the manufacturing industry, as it allows engineers to place themselves in a virtual environment in which they can inspect and evaluate their 3D designs, providing a sense of scale not available through a 2D screen. Siemens Industrial Turbomachinery AB currently uses physical prototypes to assess whether their designs work from an assembly perspective, which can be expensive and time consuming to make and are often downscaled. Therefore, an interest in exploring the possibility of using virtual reality as a tool for simulating and evaluating assembly sequences has emerged, as well as training operators on said sequences, which lays the foundation for this thesis work. The thesis explores the possibility of using virtual reality to simulate assembly sequences using imported CAD models. Emphasis is put on automating the CAD to virtual reality pipeline, as well as how arbitrary CAD models can be presented in virtual reality and how assembly evaluation and training of said CAD models can be simulated in VR. An application is developed in Unreal Engine to explore the possibilities of using the program for virtual reality assembly simulation, as well as identifying potential problem areas. A solution to each of the problems are proposed, and these solutions together make up the application. The application is evaluated with end users to identify areas of improvement. The general conclusions that can be drawn from the results are that there are differences in how CAD programs and Unreal Engine handle and make use of 3D geometry which can cause issues, and that the number of parts and the size of these parts are the two most prominent parameters that can cause problems when importing, handling and using arbitrary CAD models in Unreal Engine.
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Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.

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This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
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Wennerberg, Daniel. "Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?" Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73985.

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Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. In these levels, subjects auditioned two versions of avatar-related foley sounds. One version was mono, the other stereo. The test prompted the subjects to complete two tasks for each level, whereupon the foley version changed upon completion of the first task. The subjects then answered questions in between each level, regarding the foley version. They were asked to rate believability and choose a preference, as well as provide motivations for their choices. The quantitative data showed next no evidence that either mono or stereo was generally perceived as more believable or preferred. However, the qualitative data indicates that the majority of players tend to prefer and rate stereo foley as more believable in certain game environments. Furthermore, the data indicates that some subjects prefer a sensory replication of reality in foley. It is also shown that preference for stereo width vary between subjects and therefore argued that there cannot be a perfect standardized setting for stereo foley.
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Silva, Gabriel Quaresma Moreira da. "Jumping AI for Unreal Engine." Master's thesis, 2019. http://hdl.handle.net/10400.8/4545.

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Pathfinding plays a vital role in video games, whether in terms of gameplay mechanics or player immersion. Commonly used methods only allow the simplest types of movements like walking and running. Although seldom, other types of movement, like swimming and flying, are also considered. Even rarer are mechanisms that natively contemplate jumps without the need of extra intervention of game developers. Most games overlook these movements on Non Player Characters, decreasing the realism of the experience. This dissertation discusses the limitations of Navigation Meshes when it comes to take jumps into consideration, while offering solutions to some of its problems. However, found solutions lack in automaticity, requiring high implementation times. In the interest of improving upon this problem, a new solution using grid-based any-angle pathfinding is proposed. In this approach, each cell of this navigation grid constitutes a voxel that delimits a small 3D space and is expressed in a shape of a cube. Voxels discretize the game world and are explored by a search algorithm to achieve pathfinding with jumps. In this context, performance is critical and the paths should be optimal and efficient. Results show that the voxel based solution can be successfully applied in game development and that it has relevant characteristics that could justify choosing this method over the navigation meshes alternatives for jumping.
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Santos, Bruno Miguel Vicente dos. "Integração de modelos CAD no motor de jogo Unreal Engine." Master's thesis, 2019. https://hdl.handle.net/10216/121304.

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Wang, Han-Kuo, and 王瀚國. "Study of Element-Oriented Game Design : Using Unreal Engine as a Tool." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/47219000662018152837.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
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Digital games have flourished in recent years. Contrary to the game industry’s prosperity, the teaching methods and teaching material of the game design and development relatively appears especially deficient. Therefore, to develop a set of non-skill-oriented game design system is extremely important. The purpose of this study is to design a program to simplify the learning process of game design and development. Thus, to combine game design elements and game types together as a basis of game design, and to use the UDK3 (Unreal Development Kit 3) game engine as a game development support tool software to design an element-oriented of digital game design and development teaching materials. Also, 50 university students were used as experimental subjects to carry on the experiment curriculum to verify the learning outcomes of this teaching material. If we use scale of five as a standard with five being the highest, the results of this research show that subject satisfaction with the materials showed an average of 3.80. Learning outcomes of the subjects showed an average of 3.71, showing that the teaching materials for learners with good game design and production skills benefits, but the results further showed that for learners with no programming experience or art specialized background, the teaching material’s benefit is particularly evident.
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Lin, Shih-yun, and 林詩芸. "Design of Realistic Virtual Forest with Immersive Atmosphere by《Unreal Development Kit》Game Engine." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/73796222593913556374.

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碩士
世新大學
資訊傳播學研究所(含碩專班)
99
A great atmosphere established by real-time rendering could enhance entire game esthetics and is beneficial for the development of game plot. As players follow game plot with intensify visualization in diverse color, lighting, objects, and sound techniques, they would simultaneously show emotions of nervous, sadness, joy, excitement, etc. The sort of reality in virtual world is not necessarily the same as the reality we recognize today. A great atmosphere, reality, and appropriate exaggeration might support building for world outlook as well. One of the difficulties in 3D engine technique is the real-time rendering of wide-scale outdoor scenes, whose research and realization are essential for game development. The main objective of this research would be concentrated on “the atmosphere of forest”. Through Unreal Development Kit (UDK) game engine, this thesis could easily create a high level visualization of natural scene and more vivid than in the past in order to improve our game appearance by taking advantage of multi-core game engine rendering system. The technique of terrain rendering and realistic rendering has carried out complex calculation and dynamic plant simulation research.
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Esteves, Diogo Manuel Pinto Ganilho. "A Utilização do Software Unreal Engine na Pré-Visualização de Cenas de Cinema e Televisão." Dissertação, 2021. https://hdl.handle.net/10216/135690.

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A curiosidade e o interesse na aplicação de tecnologias de visualização em tempo real no contexto da produção audiovisual têm vindo a aumentar exponencialmente. Este estudo procura analisar a aplicabilidade do motor de jogo Unreal Engine® (Epic Games, Inc, North Carolina, EUA) na fase inicial da produção audiovisual como uma ferramenta facilitadora dos processos artísticos e técnicos por parte dos criadores. O estudo compreende: i) revisão histórica contextual sobre métodos e tecnologias de Pré-visualização; ii) desenvolvimento de um exercício prático de Pré-visualização com base nos métodos tradicional e virtual, para análise comparativa das diferentes etapas do desenvolvimento da Pré-visualização recorrendo à exploração das capacidades do motor de jogo Unreal Engine vs. metodologia tradional; iii) análise das vantagens e desvantagens do recurso ao Unreal Engine na Pré-visualização. Fruto da análise à informação recolhida e compilada sobre o motor de jogo Unreal Engine e da aplicação do mesmo no exercício proposto para desenvolver uma Pré-visualização, conclui-se que a forma como a Pré-produção e Visualização são abordadas está a mudar rapidamente. As tecnologias de tempo real são um novo paradigma na produção audiovisual e o motor de jogo Unreal Engine passou a ser um dos elementos indispensáveis ao seu desenvolvimento.
The interest and curiosity in real time visualization technologies applied to audiovisual projects has been growing exponentially. This study aims to analyze the application of Unreal Engine® (Epic Games, Inc, North Carolina, EUA), a real time game engine, in the first steps of an audiovisual project and to address its applicability as an artistic and technical tool to facilitate the production methods used by creatives. This study comprises: i) revision of historical context on methods and Previsualization technologies; ii) development of Previsualization exercise approaching both traditional and virtual methodologies, using Unreal Engine, aiming to analyse and compare both practices during the different stages of a Previsualization process; iii) assessment of the potential advantages and disadvantages of of Unreal Engine application in Previsualization. From the analysis of the retrieved information and experience gained through the process of the proposed project´s development, it is concluded that the way Preproduction and Visualization are being approached is in fact rapidly changing. Real time technology is driving a new paradigm in audiovisual productions and Unreal Engine has become one of the most important elements in its development and implementation.
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Esteves, Diogo Manuel Pinto Ganilho. "A Utilização do Software Unreal Engine na Pré-Visualização de Cenas de Cinema e Televisão." Master's thesis, 2021. https://hdl.handle.net/10216/135690.

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A curiosidade e o interesse na aplicação de tecnologias de visualização em tempo real no contexto da produção audiovisual têm vindo a aumentar exponencialmente. Este estudo procura analisar a aplicabilidade do motor de jogo Unreal Engine® (Epic Games, Inc, North Carolina, EUA) na fase inicial da produção audiovisual como uma ferramenta facilitadora dos processos artísticos e técnicos por parte dos criadores. O estudo compreende: i) revisão histórica contextual sobre métodos e tecnologias de Pré-visualização; ii) desenvolvimento de um exercício prático de Pré-visualização com base nos métodos tradicional e virtual, para análise comparativa das diferentes etapas do desenvolvimento da Pré-visualização recorrendo à exploração das capacidades do motor de jogo Unreal Engine vs. metodologia tradional; iii) análise das vantagens e desvantagens do recurso ao Unreal Engine na Pré-visualização. Fruto da análise à informação recolhida e compilada sobre o motor de jogo Unreal Engine e da aplicação do mesmo no exercício proposto para desenvolver uma Pré-visualização, conclui-se que a forma como a Pré-produção e Visualização são abordadas está a mudar rapidamente. As tecnologias de tempo real são um novo paradigma na produção audiovisual e o motor de jogo Unreal Engine passou a ser um dos elementos indispensáveis ao seu desenvolvimento.
The interest and curiosity in real time visualization technologies applied to audiovisual projects has been growing exponentially. This study aims to analyze the application of Unreal Engine® (Epic Games, Inc, North Carolina, EUA), a real time game engine, in the first steps of an audiovisual project and to address its applicability as an artistic and technical tool to facilitate the production methods used by creatives. This study comprises: i) revision of historical context on methods and Previsualization technologies; ii) development of Previsualization exercise approaching both traditional and virtual methodologies, using Unreal Engine, aiming to analyse and compare both practices during the different stages of a Previsualization process; iii) assessment of the potential advantages and disadvantages of of Unreal Engine application in Previsualization. From the analysis of the retrieved information and experience gained through the process of the proposed project´s development, it is concluded that the way Preproduction and Visualization are being approached is in fact rapidly changing. Real time technology is driving a new paradigm in audiovisual productions and Unreal Engine has become one of the most important elements in its development and implementation.
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40

Ferreira, Francisco Miguel Moutinho. "Utilização de Jogos Digitais para auxílio do Desenvolvimento infantil - Treino da velocidade leitora." Master's thesis, 2019. http://hdl.handle.net/10362/87173.

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Atualmente, com a sociedade sempre a transmitir-nos grandes quantidades de informação, é necessário que a capacidade de ter uma velocidade de leitura adequada esteja bem desenvolvida. Contudo existem pessoas que sofrem de pro-blemas durante a leitura devido às dificuldades que tiveram durante a sua época escolar. Existe, portanto, uma necessidade de ajudar estas crianças para que con-sigam atingir as metas de leitura propostas de modo a contribuir para um melhor sucesso profissional. Os métodos atuais, denominados de métodos tradicionais, são bem-suce-didos, mas é importante utilizar os avanços tecnológicos que existem para me-lhorar os métodos atuais para novos métodos mais divertidos e eficientes para o treino da velocidade de leitura das crianças. De modo, a atualizar os métodos atuais surgem os jogos sérios com o obje-tivo de juntar a componente educativa que é necessária transmitir às crianças com a componente lúdica para aumentar o interesse das crianças durante as suas sessões de jogo. Surge então o "Reino dos Livros" que tem como objetivo ajudar as crianças, dos 6 aos 10, no seu treino de velocidade de leitura.
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41

"Simulation Framework for Driving Data Collection and Object Detection Algorithms to Aid Autonomous Vehicle Emulation of Human Driving Styles." Master's thesis, 2020. http://hdl.handle.net/2286/R.I.63033.

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abstract: Autonomous Vehicles (AVs), or self-driving cars, are poised to have an enormous impact on the automotive industry and road transportation. While advances have been made towards the development of safe, competent autonomous vehicles, there has been inadequate attention to the control of autonomous vehicles in unanticipated situations, such as imminent crashes. Even if autonomous vehicles follow all safety measures, accidents are inevitable, and humans must trust autonomous vehicles to respond appropriately in such scenarios. It is not plausible to program autonomous vehicles with a set of rules to tackle every possible crash scenario. Instead, a possible approach is to align their decision-making capabilities with the moral priorities, values, and social motivations of trustworthy human drivers.Toward this end, this thesis contributes a simulation framework for collecting, analyzing, and replicating human driving behaviors in a variety of scenarios, including imminent crashes. Four driving scenarios in an urban traffic environment were designed in the CARLA driving simulator platform, in which simulated cars can either drive autonomously or be driven by a user via a steering wheel and pedals. These included three unavoidable crash scenarios, representing classic trolley-problem ethical dilemmas, and a scenario in which a car must be driven through a school zone, in order to examine driver prioritization of reaching a destination versus ensuring safety. Sample human driving data in CARLA was logged from the simulated car’s sensors, including the LiDAR, IMU and camera. In order to reproduce human driving behaviors in a simulated vehicle, it is necessary for the AV to be able to identify objects in the environment and evaluate the volume of their bounding boxes for prediction and planning. An object detection method was used that processes LiDAR point cloud data using the PointNet neural network architecture, analyzes RGB images via transfer learning using the Xception convolutional neural network architecture, and fuses the outputs of these two networks. This method was trained and tested on both the KITTI Vision Benchmark Suite dataset and a virtual dataset exclusively generated from CARLA. When applied to the KITTI dataset, the object detection method achieved an average classification accuracy of 96.72% and an average Intersection over Union (IoU) of 0.72, where the IoU metric compares predicted bounding boxes to those used for training.
Dissertation/Thesis
Masters Thesis Mechanical Engineering 2020
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42

Negrão, Patrícia Monteiro. "Automated Playtesting In Videogames." Master's thesis, 2020. http://hdl.handle.net/10362/109737.

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Game industry has recently emerged as a major software development industry. The number of games being developed has increased exponentially over the last few years [20]. And as these numbers grow there is also a need to test these games. Related to the game development workflow in diverse areas (AI, networking, graphics, engines, etc.) a unit testing and play testing component should be associated, which nowadays is rare or even nonexistent. Right now a common approach to testing games is hiring Testers to manually play a large number of potential scenarios that end users may exercise. Current game testing practices are labor intensive and become tedious and monotonous with the passage of time[3]. Furthermore, it gets quite expensive to pay someone to test these sort of games over and over again. Automated testing simplifies and makes these repetitive tasks efficient and automatic. This dissertation consists in the implementation and definition of a framework for a system that simplifies the creation of unit tests and automatic playtesting. The playtests test the integrity of the level and are able to determine whether it is possible to exploit the game in some way. This dissertation has a partnership with the ZPX company that provided a level to use and experiment the framework and manual playtesting in order to get results. The results obtained from the use of this framework are compared with the results of the manual testing performed by testers. These results consist of the time each testing approach takes, how many bugs were found in total and the quality of the report for the game level designer. These results uncover the advantages and disadvantages of the framework and the manual playtesting. One advantage to creating this framework in a highly general and modular way is that this framework can be applied to different games and the tedious work from the developer can be taken away since there is not a need to implement the more general playtests for each new game in development.
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43

Moreira, Ricardo dos Santos. "Quadrotor Simulator for Control De-velopment – Application to Autono-mous Landing." Master's thesis, 2017. http://hdl.handle.net/10362/42607.

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In this thesis is studied the landing problem of a VTOL UAV and a 3D sim-ulation environment is built to safely develop control for a quadrotor, resorting to 3D modelling and simulation software. In a time where the development of unmanned vehicles is a trend and it is technologically in growth, the emergent difficulties are challenging when it comes to aviation. In this field, it is useful a tool for researchers to have at their disposal to conduct experiments without putting their real systems to real threat. Also, the landing of UAV’s is currently one of the most serious cases of study with a lot of investigation going on to solve the problems associated with it. In this sense, some problematics are contemplated. Based on a quadrotor in a X8 configuration – 4 frames and 8 propellers –, are applied linear and nonlinear control design techniques with the intent to sta-bilize and control the quadrotor and a 3D simulator is developed.
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44

Carapito, Nuno Filipe Alexandre. "Desenvolvimento de Jogos Multi Jogador: Um Caso de Estudo." Master's thesis, 2016. http://hdl.handle.net/10400.6/5825.

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O desenvolvimento de jogos digitais tem vindo a aumentar em todo o mundo. Nesta área, não são só empresas que desenvolvem jogos, existem também pessoas individuais ou pessoas organizadas em pequenas equipas que competem no mercado. Estes últimos, normalmente, contam com o apoio de motores de jogo (software desenvolvidos por outras empresas), que têm como principal objetivo acelerar o desenvolvimento de jogos. Os dois motores de jogos mais usados a nível mundial são o Unity e o Unreal Engine, sendo usados por centenas de milhares, se não milhões, de pessoas. Estes motores de jogo apresentam diversas limitações, no entanto, estas não são impeditivas de criar e lançar um jogo para o mercado. Nos jogos digitais, a componente multi jogador tem vindo a ganhar uma importância enorme. Nos dias que correm, é raro um jogo sair para o mercado sem ter esta componente multi jogador. Embora o modo local seja cada vez menos usado (mas que ainda existe), o modo como estes jogos são jogados é normalmente online, visto que quase todas as casas dos países desenvolvidos têm acesso à Internet. Os jogos multi jogador tanto podem ser jogador contra jogador, como em modo cooperativo, em que vários jogadores se ajudam entre si de forma a completar desafios maiores. A programação da componente multi jogador pode ser um grande desafio para os programadores, visto ser preciso ter em consideração várias componentes, que, caso não sejam verificadas, podem introduzir falhas no jogo e dar vantagens aos jogadores que as descubram. Para além disso, dependendo do tipo de arquitetura de rede usada no seu desenvolvimento, acrescem alguns problemas adicionais, a que é preciso dar a devida atenção. Assim, este relatório apresenta o resultado da comparação entre dois tipos de arquiteturas usadas no desenvolvimento de um jogo multi jogador: a arquitetura peer-to-peer e cliente/servidor. Para este teste foi desenvolvido um jogo usando um motor de jogo e verificado qual das duas arquiteturas de rede é melhor para o desenvolvimento de um jogo de estratégia multi jogador. Serão descritos todos os passos tomados no seu desenvolvimento, os principais problemas encontrados, bem como as estratégias utilizadas para os ultrapassar.
The development of digital games has been rising all over the world. In this area, not only companies develop games, but there are also some individual people or people organized in small teams that are competing in the market. The last ones are usually helped by game engines, softwares developed by other companies, which main objective is to speed up the development of games. The two most used worldwide game engines are Unity and Unreal Engine, being both used by hundred of thousand, if not millions of people. This game engines have several limitations, but those don’t stop people from creating and launching the game in the market. In the digital games, the importance of the multi-player component has been increasing. Nowadays, it’s rare that a game goes to the market without a multi-player component. Even though the local mode is barely used (but still exists), the online mode is the mode that is normally used, since almost all houses of the developed countries has access to the Internet. The multi-player games can be player versus player, or in collaborative mode in which several players help each other to complete bigger challenges. Programming the multi-player component can be a challenge to the programmers, because it’s necessary to give some attention to several details, which in case they are not checked, they can introduce several flaws to the game and give advantage to the players that find them. Beside that, depending the type of network architecture used on the development of the game, there may appear some adittional problems, which require proper attention. This report lists the result of the comparison between two types of network architectures used in the development of a multi-player game, the peer-to-peer architecture and client/server architecture. For this test, it was developed a game with the help of a game engine, and checked which of the two architectures is better to the development of a multi-player strategy game. There will be also a description of the steps taken, what were the main problems encountered and how they were overcome.
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