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1

Yasufuku, Kensuke, Ginga Katou, and Sota Shoman. "Game Engine (Unity, Unreal Engine)." Journal of The Institute of Image Information and Television Engineers 71, no. 5 (2017): 353–57. http://dx.doi.org/10.3169/itej.71.353.

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Afif, Rizka Lukmana, Kodrat Iman Satoto, and Kurniawan Teguh Martono. "Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit." Jurnal Teknologi dan Sistem Komputer 2, no. 2 (April 30, 2014): 149–56. http://dx.doi.org/10.14710/jtsiskom.2.2.2014.149-156.

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The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.
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3

Ma, Shu Guang. "The Research of Next-Gen Game Engine Virtual Reality in Actual Project." Applied Mechanics and Materials 443 (October 2013): 39–43. http://dx.doi.org/10.4028/www.scientific.net/amm.443.39.

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The progeny of the paper includes firstly the thought of realizing the system based on the 3D game engine and illustrates the feasibility by realizing the system, secondly the paper mainly focus on little team application next-gen game platform UNREAL engine game project development process. We make detailed research on project planning, operation management, product testing, model technology, map technology, UNREAL engine program technology research and to do detailed study on small team processes parallel work management and arrangement of probing.
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Price, Colin B. "Learning physics with the Unreal Tournament engine." Physics Education 43, no. 3 (April 15, 2008): 291–96. http://dx.doi.org/10.1088/0031-9120/43/3/006.

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Hu, Ji Wen, Chao Feng, Yi Liu, and Ri Yi Zhu. "UTSE: A Game Engine-Based Simulation Environemnt for Agent." Applied Mechanics and Materials 496-500 (January 2014): 2142–45. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2142.

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The development of realistic simulation environments is an expensive and time-consuming enterprise. Game Engine is the core component of modern computer games and it provides fundamental functions for games. In this paper, in order to save time and money, game engine is used as platform to develop simulation environment for agents. An Unreal Tournament-Based Simulation Environment (UTSE) for agent simulation is proposed. The reasons for selecting Unreal Engine as the start point of developing our simulation environment are presented. The implementation details of UTSE are also expatiated. And finally, a simple case is given to demonstrate the effectiveness of UTSE to rapidly produce game engine-based high fidelity simulations.
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Bojović, Bogdana. "INTERAKTIVNA VIZUALIZACIJA PAMETNOG STANA KORIŠĆENJEM UNREAL ENGINE-A." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 35, no. 04 (March 29, 2020): 736–39. http://dx.doi.org/10.24867/07fa06bojovic.

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U radu je analiziran problem inter­aktivne arhitektonske vizualizacije pomoću koje je prika­zan primer pametnog stana sa određenim funkcijama. Kako pametni stanovi podrazumevaju prilagođavanje ambijenta željama korisnika, obično postoji problem kako to predočiti korisniku, a da bude efikasno, uverljivo i eko­nomično. Ono što je najznačajnija funkcija sistema kućne automatike u pametnim stanovima su programski scena­riji, te su kroz ovaj rad, koji podrazumeva tri takva scena­rija, u programu Unreal Engine, prikazane funkcije adekvatne za svaki od njih. Cilj rada jeste istražiti moguć­nosti što realističnijeg simuliranja funkcija koje ovakvi stanovi poseduju.
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Marsden, Christopher, and Francesco Shankar. "Using Unreal Engine to Visualize a Cosmological Volume." Universe 6, no. 10 (October 6, 2020): 168. http://dx.doi.org/10.3390/universe6100168.

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In this work we present “Astera’’, a cosmological visualization tool that renders a mock universe in real time using Unreal Engine 4. The large scale structure of the cosmic web is hard to visualize in two dimensions, and a 3D real time projection of this distribution allows for an unprecedented view of the large scale universe, with visually accurate galaxies placed in a dynamic 3D world. The underlying data are based on empirical relations assigned using results from N-Body dark matter simulations, and are matched to galaxies with similar morphologies and sizes, images of which are extracted from the Sloan Digital Sky Survey. Within Unreal Engine 4, galaxy images are transformed into textures and dynamic materials (with appropriate transparency) that are applied to static mesh objects with appropriate sizes and locations. To ensure excellent performance, these static meshes are “instanced’’ to utilize the full capabilities of a graphics processing unit. Additional components include a dynamic system for representing accelerated-time active galactic nuclei. The end result is a visually realistic large scale universe that can be explored by a user in real time, with accurate large scale structure. Astera is not yet ready for public release, but we are exploring options to make different versions of the code available for both research and outreach applications.
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YOSHIDA, Tomoaki, Kiyoshi IRIE, Yoshitaka HARA, and Takeshi NISHIMURA. "Tsukuba challenge simulator based on Unreal Engine 4." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2019 (2019): 1P1—S09. http://dx.doi.org/10.1299/jsmermd.2019.1p1-s09.

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Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (March 31, 2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.
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Matej, Jaroslav. "VIRTUAL REALITY AND VEHICLE DYNAMICS IN UNREAL ENGINE ENVIRONMENT." MM Science Journal 2016, no. 04 (September 27, 2016): 1141–44. http://dx.doi.org/10.17973/mmsj.2016_10_201688.

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Roque López, Miguel Ángel. "Entendiendo la programación visual en el desarrollo de videojuegos." Con A de animación, no. 9 (March 14, 2019): 92. http://dx.doi.org/10.4995/caa.2019.11336.

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<p>Este artículo sintetiza la experiencia en programación visual adquirida durante los últimos años por el grupo de investigación IDECA (investigación y desarrollo de contenidos audiovisuales) en el desarrollo de proyectos audiovisuales y videojuegos. Para ello, nos sumergimos en el proceso de creación de un videojuego a través del análisis de dos de los principales entornos de desarrollo basados en programación visual Blender y Unreal Engine. Por medio del estudio del funcionamiento de los Bloques de lógica utilizados en Blender, y del sistema nodular de Blueprints empleado por Unreal Engine, observaremos cómo la programación visual se ha convertido en el referente dentro del desarrollo de videojuegos. Analizaremos y compararemos las similitudes y diferencias entre ambos entornos, con el fin de comprender ante qué proyectos utilizar cada uno de ellos con más garantías de éxito.</p>
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Valente de Macedo, Daniel, Maria Andréia Formico Rodrigues, and Yvens Rebouças Serpa. "Desenvolvimento de Aplicações Gráficas Interativas com a Unreal Engine 4." Revista de Informática Teórica e Aplicada 22, no. 2 (November 25, 2015): 181. http://dx.doi.org/10.22456/2175-2745.56371.

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13

Hanold, Gregg T., and Mikel D. Petty. "Enhancing a Commercial Game Engine to Support Research on Route Realism for Synthetic Human Characters." International Journal of Computer Games Technology 2011 (2011): 1–15. http://dx.doi.org/10.1155/2011/819746.

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Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A*algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.
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Skop, Paweł. "Comparison of performance of game engines across various platforms." Journal of Computer Sciences Institute 7 (September 30, 2018): 116–19. http://dx.doi.org/10.35784/jcsi.657.

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The article presents the results of performance study of two selected game development engines, Unreal Engine and Unity. The comparative analysis of engines was performed based on measuring selected criteria for two identical, in terms of functionality and assets, games made in selected engines.
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Ekströmer, Philip, Renee Wever, Patrik Andersson, and Johan Jönsson. "Shedding Light on Game Engines and Virtual Reality for Design Ideation." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 2003–10. http://dx.doi.org/10.1017/dsi.2019.206.

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AbstractWhile pen-and-paper sketches is generally considered the best tool for design ideation, there are certain areas of design where the ideas being generated do not easily lend themselves to sketching. This study reports on two cases that explores the use of game engines in combination with Virtual Reality (VR) to visualize lighting in the automotive industry. In the first case, the exterior lights of a car were visualized using Unreal Engine 4 and evaluated using research through design and expert interviews. In the second case, Unreal Engine VR Editor was used to explore ideation and concept development of interior lighting in long haulage trucks. The insights from the cases suggest that game engines and VR can be used to quickly develop and display ideas, concepts and scenarios in the early phases of the lighting design process. These strengths suggest that game engines and VR also have the potential to support design ideation for other types of design.
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Dolgochub, Eugene A., Alexey S. Radkevich, and Peter Yu Bugakov. "DEVELOPMENT OF AN AUGMENTED REALITY APPLICATION BASED ON UNREAL ENGINE 4." Interexpo GEO-Siberia 7, no. 1 (July 8, 2020): 77–83. http://dx.doi.org/10.33764/2618-981x-2020-7-1-77-83.

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The aim of the work is to develop an augmented reality application for solving navigation problems in an urban environment. The software was created in the Unreal Engine platform, the program modules of the system are implemented in C ++. The use of these tools allows porting the application to various mobile platforms, including Android and iOS. The application is designed to display places of interest and routes, historical information about architectural objects of the city. The application can be useful for both tourists and residents of the city of Novosibirsk.
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Zhang, Juan. "Implementation and Optimization of Particle Effects based on Unreal Engine 4." Journal of Physics: Conference Series 1575 (June 2020): 012187. http://dx.doi.org/10.1088/1742-6596/1575/1/012187.

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Huo, Yuhao, Anran Yang, Qingren Jia, Yebin Chen, Biao He, and Jun Li. "Efficient Visualization of Large-Scale Oblique Photogrammetry Models in Unreal Engine." ISPRS International Journal of Geo-Information 10, no. 10 (September 25, 2021): 643. http://dx.doi.org/10.3390/ijgi10100643.

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Oblique photogrammetry models are indispensable for implementing digital twins of cities. Geographic information system researchers have proposed plenty of methods to load and visualize these city-scaled scenes. However, when the area viewed changes quickly in real-time rendering, current methods still require excessive GPU calculation and memory occupation. In this study, we propose a data organization method in which we merged all quadtrees and used a binary encoding method to encode nodes in a merged tree so that the parent–child relationship between the tree nodes could be calculated using rapid binary operations. After that, we developed a strategy to cancel the loading of redundant nodes based on the parent–child relationship, which helped to reduce the hard disk loading time and the amount of memory occupied in visualization. Moreover, we introduced a parameter to measure the area of the triangle mesh per pixel to achieve unified data scheduling under different production standards. We implemented our method based on Unreal Engine (UE), and three experiments were designed to illustrate the advantages of our methods in index acceleration, frame time, and memory reduction. The results show that our methods can significantly improve visualization fluency and reduce memory usage.
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Salama, Ramiz, and Mohamed ElSayed. "Basic elements and characteristics of game engine." Global Journal of Computer Sciences: Theory and Research 8, no. 3 (December 29, 2018): 126–31. http://dx.doi.org/10.18844/gjcs.v8i3.4023.

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Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.
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Puławski, Eryk, and Marcin Tokarski. "Wykorzystanie postprocesingu i jego wpływu na wydajnoĞć renderowania w silniku Unreal Engine 4." Journal of Computer Sciences Institute 10 (March 30, 2019): 54–61. http://dx.doi.org/10.35784/jcsi.206.

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Dzisiejszą grafikę 3D ciężko wyobrazić sobie bez efektów znanych nam z filmowych produkcji czy wysokobudżetowych gier wideo. Jednak użycie takich upiększeń wiąże się ze zwiększonym zapotrzebowaniem na moc obliczeniową. ĩeby sprostać oczekiwaniom deweloperów i konsumentów na rynku aplikacji 3D powstały narzędzia do ich tworzenia w postaci kompleksowych silników. Jednym z tych rozwiązań jest silnik Unreal Engine. W poniższym artykule badano wpływ na wydajność wspomnianych efektów - postprocesów. W tym celu przygotowano testową scenę i dwa scenariusze testów.
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Zhang, Xiaoting, Jihong Liu, Qing Chen, Hao Song, Qianyi Zhan, and Jing Lu. "A 3D virtual Weft-knitting Engineering learning system based on Unreal Engine 4." Computer Applications in Engineering Education 26, no. 6 (July 20, 2018): 2223–36. http://dx.doi.org/10.1002/cae.22030.

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Price, Colin B. "Unreal PowerPoint™: Immersing PowerPoint presentations in a virtual computer game engine world." Computers in Human Behavior 24, no. 6 (September 2008): 2486–95. http://dx.doi.org/10.1016/j.chb.2008.03.009.

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Pybus, C. "NEW TOOLS FOR CULTURAL HERITAGE TOURISM: ACCESSIBLE VIRTUAL REALITY FOR MILAN’S BASILICA SANT’AMBROGIO." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W11 (May 5, 2019): 1003–10. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w11-1003-2019.

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<p><strong>Abstract.</strong> Although virtual reality provides much new unexplored territory for presenting and disseminating cultural heritage, operating VR headsets and controllers remains challenging for new users. By taking advantage of the tools available within the Unreal Engine game engine, the ergonomics of the Oculus Rift motion controllers, and certain principles of storytelling; one can develop a set of strategies for making the use of virtual reality more accessible and intuitive, allowing for new possibilities in the dissemination of built cultural heritage to a general audience. Therefore his paper aims to provide concrete examples of how to produce more effective VR tools for cultural heritage dissemination.</p>
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Plesnetsov, Sergey Yurievich, Nina Nikolaevna Yudanova, and Alina Serhiivna Kovalenko. "IMPLEMENTATION OF ACOUSTIC PROCESSES SIMULATION ON THE BASIS OF UNREAL ENGINE 4 SOFTWARE PLATFORM." Bulletin of the National Technical University "KhPI". Series: Elektroenergetika i preobrazovatelnaya tehnika, no. 8 (August 22, 2018): 45–50. http://dx.doi.org/10.20998/2079-4525.2018.18.08.

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Lee, HanSeong, SeungTaek Ryoo, and SangHyun Seo. "A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4." Journal of the Korea Computer Graphics Society 25, no. 4 (September 2019): 17–24. http://dx.doi.org/10.15701/kcgs.2019.25.4.17.

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Kuang, Ping, Dingli Luo, Haoshuang Wang, and Lixue Zhang. "An improved calculation system for phase-functioned neural network and implementation in unreal engine." Cluster Computing 22, S6 (March 31, 2018): 15505–16. http://dx.doi.org/10.1007/s10586-018-2671-4.

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Wiesing, Michael, Gereon R. Fink, and Ralph Weidner. "Accuracy and precision of stimulus timing and reaction times with Unreal Engine and SteamVR." PLOS ONE 15, no. 4 (April 8, 2020): e0231152. http://dx.doi.org/10.1371/journal.pone.0231152.

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Доброскок, Ірина, Наталія Ржевська, Хамді Айїлдиз, Дарина Заімова, and Георгій Желязков. "GAME DEVELOPMENT SOFTWARE TOOLS IN HIGHER EDUCATIONAL INSTITUTIONS: EXPERIENCE OF UKRAINE, TURKEY AND BULGARIA." Information Technologies and Learning Tools 78, no. 4 (September 11, 2020): 90–104. http://dx.doi.org/10.33407/itlt.v78i4.3370.

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The article features the analysis of game development software tools in higher educational institutions of Ukraine (Pereiaslav-Khmelnytskyi Hryhorii Skovoroda State Pedagogical University), Turkey (Kahramanmaras Sutcu Imam University) and Bulgaria (Trakia University). The article highlights the results of the research conducted by teachers and students of these universities. In this research, teachers with no previous experience in this field or specialized IT skills created educational games. Free software tools that can be used to create educational games were selected for this research (Construct 3, GameMaker Studio 2, Unity, Godot Engine, Unreal Engine 4). The study included two data arrays: the first was the opinion expressed by teachers who developed educational games, and the second – that of students who tested the final game product. We analyzed free tools for creating educational games according to such criteria: the need for programming language knowledge, availability of support forums and reference materials, ability to export data to multiple platforms and in many formats, add in-app purchases or various components to each object, whether both 2D and 3D games are supported, development speed. In the Ukrainian teachers’ opinion, GameMaker Studio 2 was the most effective, while teachers in Turkey and Bulgaria preferred the Unreal Engine 4. According to research results, it is worth noting a high interest of both teachers and students in the creation and use of educational computer games. It should also be noted that these results are relevant only for specific groups under study since they are based on the individual experience of a limited number of students. However, they are significant for shaping ideas about pedagogical strategies and allow teachers to learn new information, try new types of activities and interaction.
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Tomecki, Michał. "Comparison of methods and tools for generating levels of details of 3D models for popular game engines." Journal of Computer Sciences Institute 17 (December 30, 2020): 412–16. http://dx.doi.org/10.35784/jcsi.2282.

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Computer games have come a long way since their inception using increasingly advanced graphics. With so many models present on the screen at the same time, simplified models are needed that will be replaced when they are further away from the camera in the game. The aim of the study was to compare the tool for automatic generation of model detail levels in Unity and Unreal Engine. The article presents the results of the equipment load test and the time needed for generation, as well as a survey checking the opinion of people.
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Kontos, D., and A. Georgopoulos. "PERFORMING 3D MEASUREMENTS IN A VR ENVIRONMENT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 863–70. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-863-2020.

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Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.
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Armanda, Ade Fahmi, and Maulana Rizqi. "Game 3d Perjuangan Rakyat Surabaya Dalam Pertempuran 10 November 1945 Dengan Belanda Menggunakan Unreal Engine." Journal of Animation and Games Studies 6, no. 2 (October 15, 2020): 87–96. http://dx.doi.org/10.24821/jags.v6i2.4072.

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Sejarah tidak menjanjikan dan tidak akan memberikan keuntungan material, tapi tidak berarti kesadaran sejarah jauh dari nilai guna. Sejarah bisa memberi semangat bagi kehidupan berbangsa di masa sekarang dan masa datang. Nilai guna tidak harus berwujud dalam bentuk materi, dalam banyak hal, manfaat sesuatu tidak selamanya berbentuk materi. Untuk tetap membuat tiap warga negara memiliki rasa cinta tanah air di era globalisasi yang membuat semua budaya dan perkembangan teknologi informasi komunikasi termasuk game dapat tersebar luas yang mempengaruhi kehidupan. Untuk itu diperlukan pengingat akan sejarah perjuangan para pahlawan, agar tidak melupakan sejarah perjuangan pahlawan-pahlawan memperjuangkan kemerdekaan Indonesia.
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Foxman, Maxwell. "United We Stand: Platforms, Tools and Innovation With the Unity Game Engine." Social Media + Society 5, no. 4 (October 2019): 205630511988017. http://dx.doi.org/10.1177/2056305119880177.

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The skirmish between game engines Unity and Unreal presents a new front in the platformization of cultural production. This article argues that such programs are “platform tools.” They enable amateurs and professionals to not only build content for platforms but also “lock-in” industry ideologies in the ideation, production, implementation, and distribution of digital creative work, resulting in a homogeneity of developers, practices, and products. The Unity engine’s history, features, and place in the game production pipeline makes it a paradigmatic “platform tool.” Findings from 90 interviews with VR enthusiasts show that Unity set the boundaries or “rules” for developers’ everyday activities and, despite enthusiasm about the medium’s potential, compelled them to create content which conformed to popular gaming genres and standards.
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Harisman, Hendra, Phillip Stothard, and Nurul Aflah. "Developing a Computer Simulation Game as a Training Tool for Mine Self-Escape in Underground Coal Mine." Aceh International Journal of Science and Technology 10, no. 1 (April 30, 2021): 18–22. http://dx.doi.org/10.13170/aijst.10.1.18752.

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– Gaming technology has been growing these years rapidly. The game engines have the capability of creating a very realistic virtual environment model. This technology can also be used for mining purposes. In this research, the game engine is specifically used to develop a mine self-escape simulation game for training purposes. The game engine which is used to develop the simulation game is Unreal Engine 3. The main advantage of using such a simulation game as a training tool is because it allows the trainee to experience a dangerous situation while not being put in danger. This kind of training is considered better than conventional briefing, normally conducted by showing a video or pamphlet. Studies have shown that people retain more information when they are involved interactively in the learning process. In this research, a computer simulation game as a training tool for underground coal mine self-escaped has been successfully created using fire scenarios. The player/trainee should follow some procedures to get to the safety zone
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34

Jacobson, Jeffrey. "Configuring Multiscreen Displays with Existing Computer Equipment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 7 (September 2002): 761–65. http://dx.doi.org/10.1177/154193120204600703.

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An immersive multiscreen display (a UT-Cave) may be assembled from common home/office equipment which can be borrowed in most research settings. The simplest design requires two LCD projectors, three personal computers, the corner of a room, a network hub and cables. The required software is an inexpensive but graphically powerful computer game, Unreal Tournament (UT), and a freeware patch called “CaveUT.” Unreal Tournament is partially open source and supports rapid authoring of visually rich virtual worlds, complex animations, and software modifications such as alternative physics or artificial intelligence. PC-based game hardware and game engines such as the one for UT deliver superior real-time graphics at a tiny fraction of the cost for traditional immersive multiscreen displays, such as the CAVE™. While currently having fewer features, the UT-Cave, like the traditional CAVE-like displays, is useful for research in vehicle simulation, human balance, architectural simulation, novel human-computer interfaces and much more. Except for UT's game engine, which is very inexpensive, everything about the UT-Cave is free and open-source at “ www.planetjeff.net/ut ”. UT-Caves with more screens have been assembled using the same basic design principles illustrated here. A sample experiment is presented which uses a four-screen UT-Cave controlled from the control program, “LabView.”
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35

Riccardo Maria, Bianchi, Claire Adam Bourdarios, Michael Hovdesven, and Ilija Vukotic. "Virtual Reality and game engines for interactive data visualization and event displays in HEP, an example from the ATLAS experiment." EPJ Web of Conferences 214 (2019): 02013. http://dx.doi.org/10.1051/epjconf/201921402013.

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Interactive 3D data visualization plays a key role in HEP experiments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so-called “game engines”, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualization, discussing the needs, the challenges and the issues of using such technologies. We will also make use of ATLASrift, a VR application developed by the ATLAS experiment, to discuss the lessons learned while developing it using the game engine Unreal Engine, and the feedback on the use of Virtual Reality we got from users while using it at many demonstrations and public events.
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36

Barczak, Andrzej, and Hubert Woźniak. "Comparative Study on Game Engines." Studia Informatica, no. 23 (December 22, 2020): 5–24. http://dx.doi.org/10.34739/si.2019.23.01.

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Game engines are platforms that make it easier to create computer games. They allow you to integrate and combine into single unit individual game elements such as animations, interaction with the user, or detection of collisions between objects. Game engine is a software that facilitates the production of games for platforms such as desktops, consoles, and mobile devices [1]. In addition to specialized editors, game engines provide ready-made functionalities that can be used by users. A great advantage of using the game engine is the possibility of their reuse. Game engines are an example of software isolating rigid logic and game rules, from easily modifiable and expandable components, which can be used repeatedly in a way that does not require great modifications. This article is an attempt to perform a comparative analysis of three engines to create games: CryEngine, Unreal Engine, and Unity. The criteria for comparison will be technical capabilities and factors influencing the popularity and acceptance of engines by users. The aim of this article is to show the strengths and weaknesses of engines and to present the differences between these tools.
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37

Xu, Feng. "Applied-Information Technology in Reconstruction of Crime Scene Based on Virtual Reality." Advanced Materials Research 1046 (October 2014): 465–68. http://dx.doi.org/10.4028/www.scientific.net/amr.1046.465.

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With the development of virtual reality system, it provides powerful methods support to the research of forensic science. In this paper we first research the mainstream virtual engine and choose the UDK (Unreal Development Kit) for simulation, which is fully functional and easy to be used. Then, the prototype system of three-dimensional reconstruction for crime scene was established. The flow of virtual reality simulation, scene management, texture and the motion simulation of virtual human were discussed. Finally, we find a solution for the problem of scene investigation and reconstruction, which can promote the development of criminal technology, observe the crime scene from Multi-angle and improve the efficiency and the accuracy of judgment.
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38

Michalík, David, Miroslav Jirgl, Jakub Arm, and Petr Fiedler. "Developing an Unreal Engine 4-Based Vehicle Driving Simulator Applicable in Driver Behavior Analysis—A Technical Perspective." Safety 7, no. 2 (April 1, 2021): 25. http://dx.doi.org/10.3390/safety7020025.

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Vehicle safety remains a topic of major interest, and diverse assistance systems are implemented that focus primarily on analyzing the immediate vicinity of the car and the driver’s control inputs. In this paper, by contrast, we emphasize understanding the driver’s control performance via obtaining valuable data and relevant characteristics. To acquire the data, we employed an in-house-designed, laboratory-built vehicle driving simulator. This simulator exploits the Unreal Engine 4 framework to deliver a high level of realism. The fact that the actual designing and associated processes were materialized through our own efforts has brought advantages such as simplified data acquisition, possibility of creating custom scenarios, and modification of the virtual elements according to our specific needs. We also developed an application to analyze the measured data from the perspective of control theory, establishing a set of parameters that provided the basis for an early version of a driver performance index indicator.
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39

Vishnyakov, B., Y. Blokhinov, I. Sgibnev, V. Sheverdin, A. Sorokin, A. Nikanorov, P. Masalov, et al. "SEMANTIC SCENE UNDERSTANDING FOR THE AUTONOMOUS PLATFORM." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 637–44. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-637-2020.

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Abstract. In this paper we describe a new multi-sensor platform for data collection and algorithm testing. We propose a couple of methods for solution of semantic scene understanding problem for land autonomous vehicles. We describe our approaches for automatic camera and LiDAR calibration; three-dimensional scene reconstruction and odometry calculation; semantic segmentation that provides obstacle recognition and underlying surface classification; object detection; point cloud segmentation. Also, we describe our virtual simulation complex based on Unreal Engine, that can be used for both data collection and algorithm testing. We collected a large database of field and virtual data: more than 1,000,000 real images with corresponding LiDAR data and more than 3,500,000 simulated images with corresponding LiDAR data. All proposed methods were implemented and tested on our autonomous platform; accuracy estimates were obtained on the collected database.
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40

Lee, Jae Seung, and Dong Ho Kim. "Development of Radiation Safety Education Contents for the Radiographic Test (RT) using Unreal Engine base on the 3D-Simulator." JOURNAL OF THE KOREAN SOCIETY FOR NONDESTRUCTIVE TESTING 40, no. 1 (February 29, 2020): 33–41. http://dx.doi.org/10.7779/jksnt.2020.40.1.33.

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41

Edler, Dennis, Julian Keil, Timo Wiedenlübbert, Melvin Sossna, Olaf Kühne, and Frank Dickmann. "Immersive VR Experience of Redeveloped Post-industrial Sites: The Example of “Zeche Holland” in Bochum-Wattenscheid." KN - Journal of Cartography and Geographic Information 69, no. 4 (October 15, 2019): 267–84. http://dx.doi.org/10.1007/s42489-019-00030-2.

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Abstract Modern hardware and software innovations in the field of virtual reality (VR), such as VR headsets and accessible game engines, allow cartographers to create 3D environments which can be experienced from the ego perspective in real time and with a simulated illusion of physical presence (immersion) in the virtual representation. The new immersive experience of these virtual environments requires new ideas on how to present and orchestrate geographical information for the benefit of planning applications. This paper intends to present examples how VR-based 3D environments use can be enriched (based on the game engine Unreal Engine 4) to support the district development of a restructured post-industrial area. A VR model of a representative former industrial area in the German Ruhr district which was revitalized and part of a large urban transformation programme (IBA Emscher Park), serves an example. Today, the area of “Zeche Holland” in Bochum-Wattenscheid is characterized by a mix of residential and commercial uses. The area is used as a leisure route for locals and tourists, with an old winding tower as an important urban landmark in its centre. VR techniques allow to transport additional spatial information which cannot be experienced when visiting the real physical area. This paper addresses the potential of immersive VR environments representing a multifaceted and redeveloped area for planning and related usage scenarios. It shows how peculiarities of game engine-based VR can help to extend the immersive (3D) experience of geographic information.
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42

Ivina, Oksana, Anastasia Belova, Andrey Klimchuk, and Tlek Akhmetgalym. "Dynamic Construction of Underground Mining Operations with Visualization in Virtual Reality." E3S Web of Conferences 174 (2020): 01055. http://dx.doi.org/10.1051/e3sconf/202017401055.

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Mining is one of the fastest growing solid mining industries worldwide. The intensification of production processes and increased economic efficiency by reducing costs and increasing production volumes, enhanced the intensive development in the use of modern, innovative technologies. Mixed reality technologies with the emphasis on creating the most natural interface, which could not be realized for a long time, are successfully being introduced into the production processes of the mining industry.The company SoftCATEN has developed a software package for the dynamic construction of underground mine workings with visualization in virtual reality. The principles of project implementation based on Unreal Engine 4 are developed. The proposed technology for constructing a coal mine model provides the conditions for a high-quality change in approaches to training processes and provides mining enterprises with tools for a full analysis of possible options for the development of mining operations.
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43

Grundgeiger, Tobias, Katharina Beckh, and Oliver Happel. "The Effect of Effort on the Allocation of Visual Attention During the Induction of General Anesthesia: A SEEV Model Analysis." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 359–63. http://dx.doi.org/10.1177/1071181320641081.

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Anesthesiologists work in complex work environments where optimal scanning of information is critical for patient safety. The Salience, Effort, Expectancy, Value (SEEV) model can be used to model attention distributions of individuals. We used an existing data set of eye tracking data of anesthesiologists inducing general anesthesia to (1) develop a method for considering the effort parameter in the model in such an environment and (2) investigate the explanatory power of an EEV model compared to an EV model. To operationalize effort, we created a 3D model using Unreal Engine 4. We used Markov Chain Monte Carlo simulations to obtain EV and EEV model predictions. The inclusion of effort did not yield an advantage over the model which did not include effort. We discuss methodological considerations for future research and suggest to simultaneously consider salience and effort to be able to assess the role of effort more accurately.
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44

Ganoni, Ori, Ramakrishnan Mukundan, and Richard Green. "A Generalized Simulation Framework for Tethered Remotely Operated Vehicles in Realistic Underwater Environments." Drones 3, no. 1 (December 21, 2018): 1. http://dx.doi.org/10.3390/drones3010001.

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This paper presents a framework for simulating visually realistic motion of underwater Remotely Operated Vehicles (ROVs) in highly complex models of aquatic environments. The models include a wide range of objects such as rocks, fish and marine plankton in addition to an ROV tether. A modified cable simulation for the underwater physical conditions has been developed for a tethered ROV. The simulation framework also incorporates models for low visibility conditions and intrinsic camera effects unique to the underwater environment. The visual models were implemented using the Unreal Engine 4 realistic game engine to be part of the presented framework. We developed a generalized method for implementing an ROV dynamics model and this method serves as a highly configurable component inside our framework. In this paper, we explore the unique characteristics of underwater simulation and the specialized models we developed for that environment. We use computer vision algorithms for feature extraction and feature tracking as a probe for comparing experiments done in our simulated environment against real underwater experiments. The experimental results presented in this paper successfully demonstrate the contribution of this realistic simulation framework to the understanding, analysis and development of computer vision and control algorithms to be used in today’s ROVs.
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45

Tang, Ming, and Dihua Yang. "Real-Time Visualization in the Design Context." Open House International 32, no. 2 (June 1, 2007): 7–16. http://dx.doi.org/10.1108/ohi-02-2007-b0002.

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Having been a promising visualization tool since 1950s, ironically, virtual reality is not widely used in the architectural design and evaluation process due to several constrains, such as the high cost of equipments and advanced programming skills required. This paper described the collaboration between design computing courses and architecture design studios that have been taught at Savannah College of Art and Design (SCAD) in 2004 and 2005. These courses explored several practical methods to integrate Low Cost Virtual Reality Aided Design (LC-VRAD) in the architectural design process. As a summary of the collaboration, this paper refers to three main aspects: (1) How to use game engine to design an affordable VR system in the ordinary studio environment. (2) How to integrate VR, into the design process, not only as a visualization tool, but also as a design instrument. (3) How to evaluate different methods of representing architectural models based on the efficiency of workflow, rendering quality and users' feedback. Support by the Game and Interactive Design Department at SCAD, students in the School of Building Arts implemented two Low Cost VRAD methods in various design phases, starting from site analysis, schematic design, design development to the final presentation. Two popular game engines, Epic Game's Unreal engine and Director MX's Shockwave engine, were introduced to students to visualize their project in real-time. We discussed computer-aided design theories including the application of VR, as well as digital computing and human computer interaction. At the end of each quarter, feedbacks from students and faculties were collected and analyzed. These methods were revised and improved consistently across 2004 and 2005 academic year.
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Scorpio, Michelangelo, Roberta Laffi, Massimiliano Masullo, Giovanni Ciampi, Antonio Rosato, Luigi Maffei, and Sergio Sibilio. "Virtual Reality for Smart Urban Lighting Design: Review, Applications and Opportunities." Energies 13, no. 15 (July 24, 2020): 3809. http://dx.doi.org/10.3390/en13153809.

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More and more cities are evolving into smart cities, increasing their attractiveness, energy efficiency, and users’ satisfaction. Lighting systems play an important role in the evolution process, thanks to their ability to affect city life at night along with people’s mood and behaviour. In this scenario, advanced lighting design methods such as virtual reality (VR) became essential to assess lighting systems from different points of view, especially those linked with the city users’ expectations. Initially, the review highlights a list of objective and subjective parameters to be considered for the lighting design of three main city areas/applications: roads, green areas and buildings. Besides, the state-of-art in using VR for outdoor lighting design is established. Finally, the Unreal game engine is used to analyse the ability of VR to take into account the lighting parameters, not yet investigated in current literature and to highlight the VR potential for augmenting lighting design. The results confirm the benefit of using VR in lighting design, even if further investigations are needed to establish its reliability, especially from the photometrical point of view.
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47

Boettcher, Konrad, and Alexander Behr. "Usage of A Virtual Environment to Improve the Teaching of Fluid Mechanics." International Journal of Online and Biomedical Engineering (iJOE) 16, no. 14 (November 30, 2020): 54. http://dx.doi.org/10.3991/ijoe.v16i14.16997.

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<p class="0abstract">In many fields of study, physical sub-areas are treated mathematically in order to teach students the tools for optimization in their professional lives. This often means that the understanding of the physical interrelationships is left out in the cold. Practical experiments are often unsuitable for clarification, since important quantities in the mathematical formulation cannot be made visible in experiments (or only with extreme effort). Numerical calculations may show these quantities, but students cannot carry them out for themselves. For this purpose, the software Unreal engine 4 is used to create a virtual environment for fluid mechanics and compared with other methods to improve the teaching of the fundamentals of fluid mechanics. The virtual environment enables the students to influence the flow in order to experience and examine the basic physical effects. The results were used and evaluated in exercises and tutorials associated to the fluid mechanics course. Benefits for the use of virtual reality (VR) in teaching were ascertained.</p>
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48

Li, Chunxu, Ashraf Fahmy, and Johann Sienz. "An Augmented Reality Based Human-Robot Interaction Interface Using Kalman Filter Sensor Fusion." Sensors 19, no. 20 (October 22, 2019): 4586. http://dx.doi.org/10.3390/s19204586.

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In this paper, the application of Augmented Reality (AR) for the control and adjustment of robots has been developed, with the aim of making interaction and adjustment of robots easier and more accurate from a remote location. A LeapMotion sensor based controller has been investigated to track the movement of the operator hands. The data from the controller allows gestures and the position of the hand palm’s central point to be detected and tracked. A Kinect V2 camera is able to measure the corresponding motion velocities in x, y, z directions after our investigated post-processing algorithm is fulfilled. Unreal Engine 4 is used to create an AR environment for the user to monitor the control process immersively. Kalman filtering (KF) algorithm is employed to fuse the position signals from the LeapMotion sensor with the velocity signals from the Kinect camera sensor, respectively. The fused/optimal data are sent to teleoperate a Baxter robot in real-time by User Datagram Protocol (UDP). Several experiments have been conducted to test the validation of the proposed method.
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49

Gounaridou, Apostolia, Eleni Siamtanidou, and Charalampos Dimoulas. "A Serious Game for Mediated Education on Traffic Behavior and Safety Awareness." Education Sciences 11, no. 3 (March 17, 2021): 127. http://dx.doi.org/10.3390/educsci11030127.

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Computer games are considered a useful tool for educational purposes. Alternative media applications such as serious games combine edification with challenge and entertainment. Thus, learning becomes enjoyable, more comfortable, and more efficient. The paper presents the implementation of an educational computer game regarding traffic behavior awareness through the main stages of analysis, design, development, and evaluation, aiming at investigating the contribution of gamification in traffic safety. The game was developed as an advanced media education approach in Unreal Engine, encompassing various adventures. The game hero’s tasks are to move into the virtual city to complete a mission, follow road safety rules, and experience the adventures either as a pedestrian or as a vehicle driver. Research hypotheses/questions are tested concerning the gaming impact and the audience engagement through first-person storytelling to communicate and perceive traffic regulations. The results reveal that a properly developed educational game could become more engaging, amusing, and efficient. It could also enhance traffic awareness through experiential and mediated learning, also fostering social responsibility.
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50

Kozlenko, T. A., and S. V. Pridvizhkin. "Bim and vr: development of a software module for the integration of building information modelling and virtual reality." Russian Automobile and Highway Industry Journal 18, no. 4 (September 17, 2021): 440–49. http://dx.doi.org/10.26518/2071-7296-2021-18-4-440-449.

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Introduction. Based on the trends, the growing interest in VR technology in construction can be traced. This relatively new technology is rapidly replacing traditional visualization methods, providing users with an enhanced digital experience. The aim of the work is to analyze the application of virtual reality technology in construction, based on the analysis, determine how to improve integration and find new ideas for the application of technologies.Methods and materials. As a result of the analysis of previous studies, it was revealed that there are no methods for transferring data from the VR system to the BIM software. In connection with the identified problem, the goal of this scientific work is to improve the integration of VR and BIM technologies by automatically transferring data from a virtual reality program to the original information model.Results. In the course of the work, a project was created based on a BIM model made in the Autodesk Revit software package and imported into the Unreal Engine 4 game engine to create an interactive virtual environment. A new approach to the creation and presentation of a project sketch using virtual reality technology is considered - a method of intuitive design in a virtual environment.Discussion and conclusion. The software module is at the stage of early development; nevertheless, it has prospects for development into a full-fledged application available to any user. The paper provides the main directions for the continuation of the application development.
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