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Dissertations / Theses on the topic 'Video game graphics'

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1

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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4

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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Ek, Anton, and Alexander Sperring. "En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26307.

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In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move ar
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Olsson, Anna. "Evaluating Immersion in Video Games Through Graphical User Interfaces." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13309.

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Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed. Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype mu
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Olsson, Mica. "Visual composition in video games : Visual analyzation using eye-tracking." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64489.

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This thesis studies how classical fine art theory and visual structure can be applied to predict the viewers attention and use eye-tracking as a tool to gather results. Also if eye-tracking is applicable for testing game environments and how the artist can affect the player’s choices and actions. First it will go through classic art theory and visual structure principles such as image composition, working with color, line and shapes and contrasts between them. Based on the theory an experiment is made using several pictures and predict where the viewer would look and find interesting and gave
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Hsu, Carolyn P. "Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /." Online version of thesis, 2007. http://hdl.handle.net/1850/4843.

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15

Karlsson, Julia. "Using graphical attributes to influence the perception of safety in a 3D environment." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12901.

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Context. Most games make use of graphics to create an environment that fits the mood they wish to convey. To use a game's graphical attributes such as colour, shape and texture to their utmost ability, knowing how these are perceived could help. Objective. This paper tries to determine how graphical attributes such as colour, texture, and shapes affect the perceived safety of a path inside a 3d environment. Method. To reach the objective, an experiment was conducted with 20 participants. The experiment was a two-alternative forced-choice (2AFC) test of 38 pairs of images, where each pair conta
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Luz, Alan Richard da. "Linguagens gráficas em videogame: Nascimento, desenvolvimento e consolidação do videogame como expressão gráfica." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-26032010-112606/.

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O objetivo deste trabalho é investigar o desenvolvimento e a consolidação da linguagem gráfica dos videogames do ponto de vista de seu design gráfico, separando seus vetores de influência em três grandes eixos: história, tecnologia e linguagem. Enquanto o desenvolvimento da indústria do videogame traz as influências de economia e crescimento de mercado, a evolução da tecnologia mostra a ascendência desta sobre a mídia do videogame determinando e dando forma à sua expressividade do ponto de vista da sintaxe. O amadurecimento da linguagem gráfica dos videogames acontece dentro da lógica da remed
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17

Mayer, Katherine. "Fulfillment & Amazon Invazion: Explorations of the Company Amazon Through Play." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1332.

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This project is composed of two video games that look at multiple facets of the company Amazon through a critical lens. Fulfillment explores the working conditions of Amazon Fulfillment Centers through play. Amazon Invazion provides a critical look at the company from a consumer perspective, showcasing some of the many acquisitions made by Amazon from 1994-2018. Both games prompt the player to consider their own participation in the company’s growth.
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Soriano, Delphine. "Outils d'évaluation du design de l'avatar dans l'engagement du joueur." Thesis, Paris, CNAM, 2016. http://www.theses.fr/2016CNAM1104/document.

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Dans ce travail de thèse, nous réalisons des outils de mesure pour caractériser l’avatar et évaluer l’engagement du joueur. Ces deux axes sont des points critiques dans la conception de jeux vidéo et de serious games. L’engagement est une sensation très étudiée dans différents domaines de recherches et encore mal définie. Elle peut être caractérisée par la sensation de présence et le désir de poursuivre la partie. Théoriquement, le sentiment de responsabilité est une composante de l’engagement du joueur. L’engagement est central à l’expérience du joueur. Le joueur et jeu constituent un système
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Frojd-Wasberg, Daniel. "The interrelations between audio compression and graphical texture detail in video games : How they affect players perception of quality." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-76630.

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For this study three questions are being studied. Question one: “How does the audio compressionaffect the perceived video quality?” Question two is somewhat reversed: “How does the texturedetail affect the perceived audio quality?” The final question follows: “How do the audiocompression and texture detail affect the perceived overall quality?” The experiment was done on 36different untrained listeners, whereof 2 didn’t give complete answers and were therefore notincluded in the results. In total the result was based on 34 test subjects. Subjects participating in theexperiment had to play thro
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Jarrah, Amin. "Development of Parallel Architectures for Radar/Video Signal Processing Applications." University of Toledo / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1415806786.

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Tokunaga, Daniel Makoto. "Técnicas de reconstrução e renderização de vídeo-avatares para educação e jogos eletrônicos." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-20082010-161313/.

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Propiciar uma boa experiência de imersão ao usuário, quando este interage com conteúdos ou ambientes virtuais, é um dos principais desafios dos desenvolvedores e pesquisadores de tecnologias interativas, com destaque para realidade virtual e aumentada. Em especial nas áreas de educação e entretenimento, nas quais o engajamento do usuário e a significância dos conteúdos são cruciais para o sucesso da aplicação, é comum a busca por uma experiência que se aproxime de uma imersão total do participante. Quando as atividades envolvem interações a distância, um possível meio de se obter maior imersão
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Lucich, Rodriguez Diego Alonso. "El papel de los escenarios en el proceso de inmersión de los jugadores explorers dentro del género de aventura en los videojuegos." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/657149.

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La presente investigación tuvo como objetivo determinar el rol de los elementos gráficos de los escenarios de los videojuegos del género de aventura en el proceso de inmersión de los jugadores explorers. Por ello, se propuso realizar un análisis de la construcción y el diseño de escenarios en videojuegos para poder así reconocer qué elementos gráficos están presentes en su desarrollo y, de esta manera, poder determinar si contribuyen a que se dé la inmersión. Se llevó a cabo un estudio cualitativo transversal en el que se analizaron dos videojuegos pertenecientes a este género: Uncharted (
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Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of t
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Blomqvist, Ankarberg Victor, and Rasmus Hillberg. "Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26427.

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This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player’s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identi
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Uzuegbunam, Nkiruka M. A. "SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING." UKnowledge, 2018. https://uknowledge.uky.edu/ece_etds/124.

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This dissertation investigates the development and use of self-images in augmented reality systems for learning and learning-based activities. This work focuses on self- modeling, a particular form of learning, actively employed in various settings for therapy or teaching. In particular, this work aims to develop novel multimedia systems to support the display and rendering of augmented self-images. It aims to use interactivity (via games) as a means of obtaining imagery for use in creating augmented self-images. Two multimedia systems are developed, discussed and analyzed. The proposed system
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Scalco, Roberto 1979. "Controle do cursor tridimensional via Wii Remote em ambiente de realidade virtual para o ensino de Física." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/260023.

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Orientador: Wu Shin-Ting<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação<br>Made available in DSpace on 2018-08-26T21:35:45Z (GMT). No. of bitstreams: 1 Scalco_Roberto_M.pdf: 7707814 bytes, checksum: a463ebd37fc0af878080cf31478cf54c (MD5) Previous issue date: 2015<br>Resumo: Como complemento aos laboratórios de Física do curso de graduação de Engenharia, este trabalho propôs-se ao desenvolvimento de um ambiente contextualizado que simula um laboratório virtual de Mecânica Clássica com uma interface tridimensional interativa simi
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Macedo, Raquel Duarte. "Paralympic VR Game Immersive Game using Virtual Reality Technology." Master's thesis, 2018. http://hdl.handle.net/10362/62914.

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Throughout the years virtual reality has been used for a wide range of applications, and several types of research have been made in order to improve its techniques and technology. In the last few years, the interest in virtual reality has been increasing partially due to the emergence of cheaper and more accessible hardware, and the increase in content available. One of the possible applications for virtual reality is to lead people into seeing situations from a different perspective, which can help change opinions. This thesis uses virtual reality to help people better understand paral
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(6632252), Jordyn L. Lukomski. "CREATING AND ANALYZING VALUES, ETHICS, AND INCLUSIVE DESIGN IN ENVIRONMENTAL STORYTELLING FOR VIDEO GAMES." Thesis, 2019.

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<p> Video game studies pertaining to representations of gender, race, culture, and sexuality are commonly discussed in relation to the characters, narrative, or gameplay mechanics. Video game environments are often left out of these discussions as most publications focus on how the environment was created and environmental storytelling. In this pilot study the researcher had participants analyze and discuss three futuristic, dystopian environments that contained alternative ways of representing gender, race, culture, and sexuality. The environments did not have gameplay or character interactio
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29

Martin, Jennifer. "Avatar interaction : online identity and the effects of visual technologies /." 2005. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR19676.

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Thesis (M.A.)--York University, 2005. Graduate Programme in Communication and Culture.<br>Typescript. Includes bibliographical references (leaves 125-130). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR19676
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Herbison, N., S. Cobb, R. Gregson, et al. "Interactive binocular treatment (I-BiT) for amblyopia: results of a pilot study of 3D shutter glasses system." 2013. http://hdl.handle.net/10454/9578.

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No<br>PURPOSE: A computer-based interactive binocular treatment system (I-BiT) for amblyopia has been developed, which utilises commercially available 3D 'shutter glasses'. The purpose of this pilot study was to report the effect of treatment on visual acuity (VA) in children with amblyopia. METHODS: Thirty minutes of I-BiT treatment was given once weekly for 6 weeks. Treatment sessions consisted of playing a computer game and watching a DVD through the I-BiT system. VA was assessed at baseline, mid-treatment, at the end of treatment, and at 4 weeks post treatment. Standard summary statistics
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