Academic literature on the topic 'Video game graphics'

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Dissertations / Theses on the topic "Video game graphics"

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Ståhl, Fanny, and Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.

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Animation in video game graphics is in some cases a necessity for the game’s mechanics to beproperly communicated to the player. In other cases, it is purely an addition to the game’s expression.In the cases where gameplay is not dependant on animation, how exactly does the animationaffect the gameplay experience? This study examines whether or not there are differencesin user experience when static and animated graphic are compared to one another. To do this,30 test participants played two versions of the same game - one with almost exclusively staticgraphic, and one including more animated g
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Karlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.

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The following study investigates how recent games (2014 - 2018) visualize health and health changes, with a focus on the player character’s health, the player character taking damage and the graphical user interface (GUI). 50 games were coded via gameplay videos on YouTube and then analysed. The codes were then grouped together based on patterns and theoretical grounding. These groups were then examined with other studies and game design practices.<br>Följande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelark
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Wilander, Hjalmar. "Player experience from 3D game components : A theoretical and empirical look at computer graphics in practice." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160094.

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There is currently little research about how the aesthetics of a game affects the perceived PX. Especially, the aesthetics of the individual 3D game components, such as characters, enemies and environmental objects. This thesis project studies different design principles and approaches to create 3D game components. These are used in practice to create 3D game components for a video game. The 3D game components are evaluated with qualitative and quantitative methods, with the intention to find a method for creating 3D game components that evoke a certain PX. The results show that it is possible
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Meeder, Ian Harris. "Intelligent Cinematic Camera Control for Real-Time Graphics Applications." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2120.

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E-sports is currently estimated to be a billion dollar industry which is only growing in size from year to year. However the cinematography of spectated games leaves much to be desired. In most cases, the spectator either gets to control their own freely-moving camera or they get to see the view that a specific player sees. This thesis presents a system for the generation of cinematically-pleasing views for spectating real-time graphics applications. A custom real-time engine has been built to demonstrate the effect of this system on several different game modes with varying visual cinematic c
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Hultkrantz, Måns, and Paul O'Brien. "Curiosity and Wayfinding." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26468.

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Navigation and exploration of virtual environments is often referred to as an important feature of video games. As such it is worthwhile to create navigable environments that also immerse players in an imaginative world, without cluttering the visuals with forceful aids. With this study we aim to find out if certain graphical elements or arrangements of space can affect the wayfinding choices of players, and thereby contribute with knowledge of how to create well-crafted environments. We created a 3D-environment with crossroads containing paths with opposing graphical elements or arrangements
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Stanko, John. "Playing to Learn." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1512.

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This creative project explores some major issues about visual communication in digital games. The project will continue to address new questions and invite questions from my visual and communication design colleagues. My hope is that, through this document, designers will see digital games like photography was seen around the turn of the century, and movies in the 1950's and 60's. In other words, as a rich new medium that offers creative people a virtually unexplored environment in which to work and create.&#0;
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Rodriguez, Chininin Carlo Andre. "Análisis de los motion graphics como elemento metaficcional en la construcción de la narrativa de los videojuegos en primera persona: Prey y Observer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/655664.

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Esta investigación tiene como objetivo explicar la relación de los motions graphics como elemento metaficcional en la construcción de la narrativa de los videojuegos en primera persona: Prey y Observer. Es así que se planteó como supuesto de investigación que los motion graphics aportan en la inmersión del jugador y en la narrativa de los videojuegos Prey y Observer. La metodología usada en la investigación es un estudio de tipo cualitativo descriptivo de los videojuegos: Prey y Observer. En total se analizaron 40 elementos gráficos usando una ficha de análisis visual y contenido. Ade
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Nylin, Tobias. "Z Excursion : Spel-bidrag till Swedish Game Awards." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23414.

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This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards.  In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvem
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Johansson, Anneli, and Tove Dahlström. "Diffraktion i spelgrafik;En metod för analogt och digitalt konstskapande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19946.

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Konstnärens roll som forskare är svår att placera då det är svårt att hålla sig objektiv när ens forskning går ut på att undersöka ens kreativa handlingssätt som en individ.. Detta kandidatarbete har tagit ståndpunkten av en posthumanistiskt synvinkel på världen och hur vi agerar med den, speciellt genom ögonen på konstnären och ens material. Med detta i åtanke så utvecklade vi vår frågeställning kring fenomenet av diffraktion. Diffraktion är ett naturlig fenomen där vågor av ljus kolliderar och formar ett mönster där vi kan studera effekten av de skillnader som uppstår. Vår förståelse och syn
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García, Ling Carlos. "Graphical Glitch Detection in Video Games Using CNNs." Thesis, KTH, Matematisk statistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273574.

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This work addresses the following research question: Can we detect videogame glitches using Convolutional Neural Networks? Focusing on the most common types of glitches, texture glitches (Stretched, Lower Resolution, Missing, and Placeholder). We first systematically generate a dataset with both images with texture glitches and normal samples.  To detect the faulty images we try both Classification and Semantic Segmentation approaches, with a clear focus on the former. The best setting in classification uses a ShuffleNetV2 architecture and obtains precisions of 80.0%, 64.3%, 99.2%, and 97.0% i
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