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Games 3D: aspectos de desenvolvimento / Games 3D: aspectos de desenvolvimentoCuzziol, Marcos Fernandez 30 March 2007 (has links)
Esta dissertação documenta a exploração do desenvolvimento de games 3D com base em minha experiência pessoal nessa atividade, entre 1994 e 2006, estabelecendo um diálogo com os trabalhos teóricos de autores de áreas correlatas. São descrições sistematizadas de técnicas e conceitos em grande parte ignorados em publicações atuais que tratam desse tema, e que decorrem de experimentação e de descobertas efetuadas durante o processo de criação e desenvolvimento de games em meio digital. / This dissertation documents the 3D game development exploration based on my personal experience in this activity, between 1994 and 2006, establishing a dialog with works of authors from correlated areas. It comprises systemized descriptions on techniques and concepts mainly overlooked in current publications devoted to the theme, and built on experimentation and discoveries achieved during the process of creation and development of games in the digital medium.
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Games 3D: aspectos de desenvolvimento / Games 3D: aspectos de desenvolvimentoMarcos Fernandez Cuzziol 30 March 2007 (has links)
Esta dissertação documenta a exploração do desenvolvimento de games 3D com base em minha experiência pessoal nessa atividade, entre 1994 e 2006, estabelecendo um diálogo com os trabalhos teóricos de autores de áreas correlatas. São descrições sistematizadas de técnicas e conceitos em grande parte ignorados em publicações atuais que tratam desse tema, e que decorrem de experimentação e de descobertas efetuadas durante o processo de criação e desenvolvimento de games em meio digital. / This dissertation documents the 3D game development exploration based on my personal experience in this activity, between 1994 and 2006, establishing a dialog with works of authors from correlated areas. It comprises systemized descriptions on techniques and concepts mainly overlooked in current publications devoted to the theme, and built on experimentation and discoveries achieved during the process of creation and development of games in the digital medium.
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Facilitating Development in Software Engineering by Incorporating Version Control Systems into Immersive, Collaborative Virtual EnvironmentsSchendel, Joshua M. 27 April 2009 (has links)
No description available.
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Avaliando o impacto da utiliza??o de renderiza??es panor?micas para a navega??o em ambientes virtuaisBrand?o, Daniel Soares 25 February 2014 (has links)
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Previous issue date: 2014-02-25 / Panoramic rendering is the visualization of three-dimensional objects in a virtual environment
through a wide viewing angle. This work investigated if the use of panoramas
is able to promote faster searches in a virtual environment. Panoramas allow the presentation
of space through less need to change the orientation of the camera, especially for
the case of projections spanning 360? surrounding the user, which can benefit searching.
However, the larger the angle, more distorted is the visualization of the environment,
causing confusion in navigation. The distortion is even bigger when the user changes
the pitch of the camera, by looking up or down. In this work we developed a technique
to eliminate specifically the distortions caused by changes in pitch, which was called
hemispheric projection. Experiments were done to evaluate the performance of search
navigation through perspective, cylindrical and hemispherical projections. The results
indicate that navigating with perspective projection is superior than navigating with panoramic
projections, possibly due to factors such as (i) lack of experience of the participants
in understanding the scenes displayed as panoramas, (ii) the inherent presence of distortion
in panoramic projections and (iii) a lower display resolution because the objects are
presented in smaller sizes in panoramic projections, making the perception of details more
difficult. However, the hemispherical projection was better than the cylindrical, indicating
that the developed technique provides benefits for navigation compared to current techniques
of panoramic projection. The hemispheric projection also provided the least amount
of changes of camera orientation, which is an indication that the hemispheric projections
may be particularly useful in situations where there are restrictions on the ease to change
the orientation. Future research will investigate the performance of cameras interactions
on slower devices, such as using only keyboard, or brain-machine interfaces / Renderiza??o panor?mica ? a visualiza??o de objetos tridimensionais em um ambiente
virtual atrav?s de um largo ?ngulo de vis?o. Este trabalho procurou investigar se a
utiliza??o de panoramas ? capaz de agilizar buscas em um ambiente virtual. Panoramas
permitem a apresenta??o do espa?o atrav?s de uma menor necessidade de modificar a orienta??o
da c?mera, principalmente para o caso de proje??es que englobam os 360 que
cercam o usu?rio, o que pode beneficiar as buscas. Contudo, quanto maior o ?ngulo, mais
a visualiza??o do ambiente ? distorcida, provocando certa confus?o na navega??o. A distor??o
? ainda maior quando o usu?rio modifica a inclina??o da c?mera, ou seja, ao olhar
para cima ou para baixo. Neste trabalho foi desenvolvida uma t?cnica para eliminar especificamente
as distor??es provocadas pela mudan?a de inclina??o, a qual foi denominada
proje??o hemisf?rica. Foram realizados experimentos buscando avaliar o desempenho na
navega??o de busca atrav?s das proje??es em perspectiva, cil?ndrica e hemisf?rica. Os
resultados indicam que a navega??o por proje??o em perspectiva ? superior a navega??o
por proje??es panor?micas, possivelmente devido a fatores como (i) pouca experi?ncia
dos participantes em compreender cenas exibidas de forma panor?mica, (ii) a inerente
presen?a de distor??o nas proje??es panor?micas e (iii) a menor resolu??o de visualiza??o,
pois os objetos s?o apresentados em tamanhos menores nas proje??es panor?micas,
dificultando a percep??o de detalhes. Contudo, a proje??o hemisf?rica se demonstrou melhor
do que a cil?ndrica, indicando que a t?cnica desenvolvida proporciona benef?cios para
navega??o em compara??o com as t?cnicas de proje??o panor?mica atuais. A proje??o
hemisf?rica tamb?m proporcionou a menor quantidade de modifica??es da orienta??o da
c?mera, o que ? um ind?cio de que as proje??es hemisf?ricas podem ser particularmente
?teis em situa??es onde existem restri??es na facilidade de alterar a orienta??o. Pesquisas
futuras investigar?o o desempenho das c?meras sobre dispositivos de intera??es mais
lentos, como o uso apenas de teclado, ou interfaces c?rebro-m?quina.
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Vývoj biofyzikální interpretace dat kvantitativního fázového zobrazování / Development of Biophysical Interpretation of Quantitative Phase Image DataKřížová, Aneta January 2019 (has links)
This doctoral thesis deals with biophysical interpretation of quantitative phase imaging (QPI) gained with coherence-controlled holographic microscope (CCHM). In the first part methods evaluating information from QPI such as analysis of shape and dynamical characteristics of segmented objects as well as evaluation of the phase information itself are described. In addition, a method of dynamic phase differences (DPD) is designed to allow more detailed monitoring of cell mass translocations. All of these methods are used in biological applications. In an extensive study of various types of cell death, QPI information is compared with flow cytometry data, and preferably a combination of QPI and fluorescence microscopy is used. The DPD method is used to study mass translocations inside the cell during osmotic events. The simplified DPD method is applied to investigate the mechanism of tumor cell movement in collagen gels.
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