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Dissertations / Theses on the topic 'Video game engine'

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1

Mortazavi, Ravari Seyed Siavash. "Before Eternity: An Adventure Game Inspired by Sufi Mysticism." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/832.

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Before Eternity is a short 3D adventure game that addresses the purpose of our earthly lives, inspired by the Sufi poet Rumi. To support its mystical theme, the design employs impressionistic elements and symbolic activities which deliberately defy many conventions of traditional adventure games. This report explains the design and implementation of the game, as well as its technical and production aspects.
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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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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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4

Mendel, Oskar, and Jesper Bergström. "SIMD Optimizations of Software Rendering in 2D Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88989.

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Optimizing rendering is one of the greatest challenges faced by game developers. Most game engines make use of hardware rendering which uses technology specifically built for rendering. Before such hardware existed, game developers had to rely on the CPU to render their games. This is known as software rendering. Software rendering is not commonly used nowadays but has been seen in cases such as a backup for when the end users machine does not support the hardware based renderer of the application. Since the CPU is not purposely built for rendering, unlike the GPU, the developer has to perform optimizations to make the renderer more efficient in terms of speed. In this thesis, we present an approach which is a subset of parallel programming called Single Instruction, Multiple Data. This technique operates on vector based registers which means operations can be performed on multiple pieces of data at once. This is applied to an already built game engine in order to optimize its rendering. The results show a speed-up of 90.5% and a framerate increase from 30 frames per second to 133 frames per second within the rendering routine.
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Wallin, Emil. "Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78968.

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This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the same sound samples being modulated in real-time. The participants did not know what they were auditioning, and in a form filled out after the play test they assessed the differences in the level parts’ responsiveness and their preference. From this form no significant benefit or drawback was found to the game’s responsiveness, and no significance was found to the participants’ preference toward either sound effect implementation. The study’s conclusions are that these physically inspired models could be used as a mean of implementation for melee weapon sound effects if the sounds used or the game setting would suit this approach, or if this would be the artistic wish of the game developers.
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Quarantini, Enrico. "Progettazione e sviluppo di video-giochi per Smart-Phone: un caso di Studio su iPhone." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3521/.

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Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

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Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent years to allow for this change in business strategy and examines how the industry can continue to evolve because of this. The result of a Delphi study based on interviews with game developers both inside and outside the industry point toward a future of increased intermingling and sharing of knowledge and resources, characterized by more producer-consumer collaborations and closer relationships between companies and their communities. By adopting free-to-use business models and sharing powerful, proprietary software with their consumers, companies are lowering the point of entry for aspiring developers and thereby dissolving the traditional narrative of “we and them” that has existed between independent developers and established studios in the past.
Oberoende utvecklare och storskaliga utvecklingsstudior - vanligtvis betraktade som tv-spelsindustrins David och Goliath - rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv-spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis-att-använda-principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella  “vi och dem”-relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior.
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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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Vigneau, Chloé. "Apprendre par la création de jeu vidéo : propositions pour la conception et la production de templates à visée pédagogique." Electronic Thesis or Diss., Paris, HESAM, 2024. http://www.theses.fr/2024HESAC013.

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Cette thèse porte sur l'apprentissage par la création de jeu vidéo ou Game Development Based Learning (GDBL) en classe de seconde en France. A travers la création d'un jeu vidéo, les élèves travaillent des compétences disciplinaires et transversales. Mais cette activité est relativement complexe à mettre en place et à évaluer. L'enseignant doit réussir à identifier les compétences mobilisées, à faire le lien avec sa discipline, tandis que les élèves s'initient à la conception de jeu et aux outils de production. L’enjeu de cette recherche est de proposer des méthodologies de conception et de production de templates de jeu à visée pédagogique afin de faciliter la prise en main technique et pédagogique de l’atelier de création de jeu vidéo par les enseignants et les élèves
This thesis focuses on learning through the creation of video games, or Game Development-Based Learning (GDBL), in second-grade classrooms in France. Through the creation of a video game, students develop disciplinary and cross-curricular skills. However, this activity is relatively complex to implement and evaluate. The teacher must successfully identify the skills involved, relate them to their discipline, while the students learn about game design and production tools. The aim of this research is to propose methodologies for designing and producing educational game templates to facilitate the technical and pedagogical implementation of video game creation workshops by teachers and students
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Af, Malmborg Harald. "Evaluation of Car Engine Sound Design Methods in Video Games." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84627.

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Realistic interactions with sound objects in video games are a contributing factor to the overall immersion. Car engine sound design is an area where the auditory feedback from driving would have an impact on that immersion. For this study, three methods for designing car engine sounds are evaluated. A traditional method in the game sound industry is to use several sampled audio recordings for the reproduction of engine sounds, which is in this study represented as a sample-based model. The sample-based model is evaluated together with a model using granular synthesis in an in-game scenario. A less common method is to use physical modeling, which is in this study evaluated together with the other two models in a listening test. Results show the granular synthesis model to be the most realistic, and the physical model to be the least preferred.
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O'Grady, Daniel [Verfasser]. "Bringing Database Management Systems and Video Game Engines Together / Daniel O'Grady." Tübingen : Universitätsbibliothek Tübingen, 2021. http://nbn-resolving.de/urn:nbn:de:bsz:21-dspace-1183929.

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12

Ruiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.

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In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting women working or wanting to work in it. Feminist technoscience studies explain this phenomenon by applying theories concerning the masculine domination of our society and the perception of women as “others.” Despite the numerous challenges and struggling for inclusion, women still create video games, many as independents, taking advantage of free game engines. Hence, my aim in this thesis was to understand the interconnections between technology, specifically in the video game industry, and its social impact. I focus on the balance of male and female participation in the video game creation, the role of game engines, and the enablers and inhibitors for female inclusion, as an important component of decision making for organizational change in this industry. I conducted an inductive qualitative research approach with eight semi-structured interviews with female video game creators from the Latin American region. My findings reveal that using free/affordable technology, such as game engines, is not enough to guarantee female inclusion in the video game industry. This industry is resistant to change and tends to reinforce male predominance by hiring only a specific type of worker that matches the perfect gamer, usually young males. The participation of women in the video game creation teams (which include developers, designers, artists, testers, among others) would bring balance, diversity, new voices and fresh/new ideas, as well as women empowerment to the table. In addition, eleven inhibitors and eight enablers were identified as factors for female inclusion in the video game industry.
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13

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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Nämerforslund, Tim. "Machine Learning Adversaries in Video Games : Using reinforcement learning in the Unity Engine to create compelling enemy characters." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42746.

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I och med att videospel blir mer avancerade, inte bara grafiskt utan också som konstform samt att dom erbjuder en mer inlevelsefull upplevelse, så kan det förväntas att spelen också ska erbjuda en större utmaning för att få spelaren bli ännu mer engagerad i spelet. Dagens spelare är vana vid fiender vars beteende styrs av tydliga mönster och regler, som beroende på situation agerar på ett förprogrammerat sätt och agerar utifrån förutsägbara mönster. Detta leder till en spelupplevelse där målet blir att klura ut det här mönstret och hitta ett sätt att överlista eller besegra det. Men tänk om det fanns en möjlighet att skapa en ny form av fiende svarar och anpassar sig beroende på hur spelaren beter sig? Som anpassar sig och kommer på egna strategier utifrån hur spelaren spelar, som aktivt försöker överlista spelaren? Genom maskininlärning i spel möjliggörs just detta. Med en maskininlärningsmodell som styr fienderna och tränas mot spelarna som möter den så lär sig fienderna att möta spelarna på ett dynamiskt sätt som anpassas allt eftersom spelaren spelar spelet. Den här studien ämnar att undersöka stegen som krävs för att implementera maskininlärning i Unity motorn samt undersöka ifall det finns någon upplevd skillnad i spelupplevelsen hos spelare som fått möta fiender styrda av en maskininlärningsmodell samt en mer traditionell typ av fiende. Data samlas in från testspelarnas spelsessioner samt deras svar i form av ett frågeformulär, där datan presenteras i grafform för att ge insikt kring ifall fienderna var likvärdigt svåra att spela mot. Svaren från frågeformulären används för att jämföra spelarnas spelupplevelser och utifrån detta se skillnaderna mellan dom. Skalan på spelet och dess enkelhet leder till att svaren inte bör påverkas av okända och ej kontrollerbara faktorer, vilket ger svar som ger oss insikt i skillnaderna mellan dom olika spelupplevelserna där en preferens för fiender styrda av maskininlärningsmodeller kan anas, då dom upplevs mer oförutsägbara och varierande.
As video games become more complex and more immersive, not just graphically or as an artform, but also technically, it can be expected that games behave on a deeper level to challenge and immerse the player further. Today’s gamers have gotten used to pattern based enemies, moving between preprogrammed states with predictable patterns, which lends itself to a certain kind of gameplay where the goal is to figure out how to beat said pattern. But what if there could be more in terms of challenging the player on an interactive level? What if the enemies could learn and adapt, trying to outsmart the player just as much as the player tries to outsmart the enemies. This is where the field of machine learning enters the stage and opens up for an entirely new type of non-player character in videogames. An enemy who uses a trained machine learning model to play against the player, who can adapt and become better as more people play the game. This study aims to look at early steps to implement machine learning in video games, in this case in the Unity engine, and look at the players perception of said enemies compared to normal state-driven enemies. Via testing voluntary players by letting them play against two kinds of enemies, data is gathered to compare the average performance of the players, after which players answer a questionnaire. These answers are analysed to give an indication of preference in type of enemy. Overall the small scale of the game and simplicity of the enemies gives clear answers but also limits the potential complexity of the enemies and thus the players enjoyment. Though this also enables us to discern a perceived difference in the players experience, where a preference for machine learning controlled enemies is noticeable, as they behave less predictable with more varied behaviour.
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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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Loup, Guillaume. "Conception et développement d’interactions immersives pour jeux sérieux." Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1041/document.

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Cette thèse s'inscrit dans le domaine de l'ingénierie des Environnements Virtuels pour l’Apprentissage Humain (EVAH). Les jeux épistémiques numériques (JEN) sont une catégorie des jeux sérieux dédiés à la résolution de problèmes complexes, pluridisciplinaires et non-déterministes afin de proposer des situations d'apprentissage plus authentiques.La première partie de la thèse est consacrée à l’exploration des dimensions spatiales, temporelles et sociales des interactions dans un JEN. Des expérimentations ont été menées en milieu écologique et ont montré un apport pédagogique par une augmentation de l'engagement des apprenants. La conception des prototypes expérimentés a mis en évidence que le développement informatique des interactions immersives d'un EVAH demeure actuellement réservé à des spécialistes en Réalité Mixte ou Virtuelle (RMV).Ainsi la seconde partie de la thèse a été dédiée à la proposition d'un environnement de développement (MIREDGE). Une interface de programmation visuelle permet aux développeurs de modéliser des interactions sans connaissance spécifique en RMV par réutilisation de blocs. Des expérimentations ont permis d'évaluer l'efficacité et l'efficience de MIREDGE pour le profil des développeurs RMV ainsi que celui des développeurs non-initiés à la RMV. Les développeurs RMV ayant une nécessité à poursuivre leur algorithme au-delà de la programmation visuelle, MIREDGE permet une génération automatique de code dans leur moteur de jeu. L'approche garantie une large compatibilité avec les environnements de développement et les périphériques, ouvrant ainsi des perspectives sur l'étude de logiques d'interactions universelles
This thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions
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Guo, Jing. "Serious Games pour la e-Santé : application à la formation des médecins généralistes." Phd thesis, Toulouse 3, 2016. http://oatao.univ-toulouse.fr/17813/1/the%CC%80se_GUO.pdf.

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Les Jeux Sérieux (Serious Games) sont des jeux vidéo qui sont conçus avec un objectif premier qui n’est pas le divertissement. Les jeux sérieux sont de plus en plus utilisés dans le domaine de la santé en tant qu’outil éducatif dans le cadre de la formation à la médecine, ou pour aider au rétablissement des patients. Dans cette thèse, nous nous intéressons à la conception d’un jeu sérieux pour la formation des médecins généralistes, en nous intéressant tout particulièrement à l’apprentissage des compétences communicationnelles et interpersonnelles qui jouent un rôle très important dans le métier de médecin, et qui sont assez peu présentes dans les programmes des cursus de formation. Nous nous intéressons en particulier aux méthodologies de conception d’un tel jeu qui doit délivrer un contenu utilitaire tout en équilibrant apprentissage et divertissement. Afin de mener ce travail, nous présentons dans la première partie de la thèse une analyse des méthodes existantes de conception de jeux sérieux en étudiant en particulier les mécanismes permettant de motiver le joueur ainsi que les principaux design patterns de conception. Nous expliquons en quoi les jeux sérieux nécessitent une architecture particulière dont la principale caractéristique est de séparer clairement les concepts nécessaires à l’apprentissage de ceux liés à l’aspect ludique. Nous proposons ensuite une modélisation de la consultation médicale qui en plus de rendre compte du processus métier auquel elle correspond, permet de représenter les différents éléments nécessaires à l’implémentation algorithmique d’un moteur de dialogue entre un joueur et un patient virtuel. Cette modélisation utilise les ontologies pour décrire les connaissances impliquées et nous montrons comment un scénario de consultation médicale peut se décrire en termes d’instances de ces ontologies. Ces ontologies incluent quatre niveaux qui décrivent le profil du patient, le résultat de consultation, le scénario et la phrase. Cette description est accessible aux experts formateurs qui disposent donc d’un outil leur permettant de définir les objectifs pédagogiques que le joueur-apprenant doit atteindre au cours de la simulation. Ces analyses sont enfin appliquées au cas de la consultation médicale et nous décrivons l’architecture d’un jeu que nous avons conçu appelé AgileDoctor. Ce jeu a pour objectif de permettre à un apprenant de jouer le rôle d’un médecin qui mène des consultations médicales en accueillant des patients aux profils divers.
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"Smooth Surfaces For Video Game Development." Doctoral diss., 2011. http://hdl.handle.net/2286/R.I.9040.

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abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
Dissertation/Thesis
Ph.D. Computer Science 2011
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Carvalho, Daniel Francisco Lopes de. "Porting e Melhoria do Videojogo Falcão vs Aliens." Master's thesis, 2015. http://hdl.handle.net/10316/35673.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra
O porting de software tem grande peso na área dos videojogos, isto porque o número de plataformas disponíveis é cada vez maior. De forma a que um videojogo execute no máximo de plataformas é necessário efetuar o p orting do mesmo ou, durante o processo de desenvolvimento original garantir a maior compatibilidade possível entre plataformas. Neste documento é retratado o projeto de p orting e melhoria do videojogo “Falcao vs Aliens , o qual foi desenvolvido pela empresa WingzStudio para dispositivos móveis. Devido à necessidade de captar mais jogadores e aumentar a taxa de retenção é importante tornálo compatível com mais plataformas, principalmente as nativas (W indows e M ac OS X ) e w eb (navegadores atuais e F acebook ), assim como melhorar e adicionar novas funcionalidades. Numa primeira fase foi elaborado um estudo sobre o p orting e uma análise de ferramentas que facilitam esse processo. Posteriormente realizouse uma análise ao videojogo de forma a descobrir oportunidades de melhoria e problemas da versão original. Seguidamente efetuouse o processo de desenvolvimento, assente na metodologia waterfall.
Software porting has a big role on video games scene, the reason behind is the high number of platforms available. To make a video game able to run on most plataforms it’s necessary to perform the porting or during the original development ensure the maximum compatibility between platforms. This document describes the project of porting and improvement of the video game “Falcao vs Aliens , created for mobile devices by WingzStudio. The need to attract more players and increase the retention rate, make it necessary to increase the compatibility with new plataforms like Windows, Mac OS X, browsers and Facebook, as well as developing new features and improvements. The first phase will include the study around porting and the analysis of several tools that simplifies that process. Afterwards the analysis of the video game with the intent of finding new improvement opportunities and issues. At last the development process inspired by waterfall model. KeyWords: P orting of Video Games, Porting Process, Video Game Development, Game Engine, Falcao vs Aliens, WingzStudio.
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20

Wang, Sili. "Indoor Navigation For The Blind And Visually Impaired: Validation And Training Methodology Using Virtual Reality." 2017. https://scholarworks.umass.edu/masters_theses_2/485.

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In this thesis we propose a navigation instruction validation tool and an user training tool for PERCEPT system. The validation tool evaluates the navigation instructions using a virtual reality environment by ensuring that each path in the virtual environment can be traversed by following the navigation instructions. This validation tool will serve as a first automatic validation of navigation instructions prior to testing them with blind and visually impaired users. The user-training tool enables the blind user to explore and get familiar with the real environment by using the virtual environment generated in the Unity3d based game. The user interacts with the game using PERCEPT Smartphone client just like the user would interact in the real environment. Motion in the game is emulated using the keyboard. Motion directions follow the navigation instructions obtained through the Smartphone. This user-training tool will improve the users experience in the real environment by enabling them to explore and learn the environment a-priori to their arrival in the physical space.
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Fernandes, Rui Miguel dos Santos. "SOCCER WARFARE." Master's thesis, 2021. http://hdl.handle.net/10400.8/6832.

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Atualmente, os videojogos são os maiores geradores de receitas de entretenimento, com dois grandes exemplos sendo o Fortnite (desenvolvido em Unreal Engine 4), e o Grand Theft Auto V. Ambos apresentam compras dentro do jogo, este modelo de rendimento é adotado muito frequentemente por jogos mobile. Este projeto consiste no desenvolvimento de um jogo utilizando o Unreal Engine 4 (UE4) e alcançar sincronização em rede. O jogo elaborado pode ser simplesmente descrito como um jogo de futebol com armas e habilidades, contendo multijogador local e multijogador em rede. O jogo implementado também apresenta inteligência artificial para as unidades não controladas pelo jogador. É programado em C++ e Blueprints que se trata da linguagem de Visual Scripting do UE4. Os elementos básicos desta são: nodes, events, functions, parameters, entre outros. Os maiores obstáculos durante o desenvolvimento deste projeto foram aprender UE4 e como sincronizar tudo corretamente na parte da rede. O projeto começou como uma pesquisa sobre o funcionamento interno do UE4, e seguido da adição de componentes simples e depois dos mais complicados. Adicionando primeiro os personagens, a bola, a câmara, animações, habilidades, a Inteligência Artificial (IA), as regras de jogo e finalmente multijogador em rede e multijogador local. A maioria dos objetos foram criados tendo como base uma classe C++, sendo posteriormente criada uma blueprint que herda da classe correspondente em C++, de forma a que haja uma estrutura base feita em C++ e seja só necessária a alteração do aspeto visual e os valores default no lado da Blueprint correspondente. Todos os objetivos definidos neste projeto foram concluídos. Em conclusão, muito foi aprendido durante o desenvolvimento deste projeto, no que diz respeito ao funcionamento do Unreal Engine 4, ao necessário para executar um jogo no Engine e conhecimento adicional na área do desenvolvimento dos videojogos.
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