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ChessCraft nätverk / ChessCraft NetworkBodén, Mattias, Rakovic, Nandin January 2015 (has links)
Denna rapport beskriver processen för utvecklingen av nätverksdelen för spelet ChessCraft. Spelet har skickats in till nordens största spelutvecklartävling vid namnet Swedish Game Award. / This report is describing the process for the development of the networking part of the game called ChessCraft. This game is submitted to the largest game developing contest in Scandinavia that goes under the name of Swedish Game Awards.
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Battle of Life : Spelprojekt till Swedish Game Awards / Battle of Life : Game Entry for Swedish Game AwardsEkdahl, Styrbjörn, Jansson, Robin January 2013 (has links)
Vi beskriver i denna rapport hur vi, som två studenter vidÖrebro universitet, utvecklade ett nätverksbaserat action-spel för datorer i Windows-miljösomsedanvarmed ochtävladei nordens största spelutvecklar-tävling, Swedish Game Awards. I spelet,som vi döpt till Battle of Life, tar sig spelaren an en farlig och oförlåtande värld och måste slåss mot andra spelareför att överleva. Vi förklarar i denna rapport hur vi, under tio veckors tid,utvecklar ett spel från grundenoch vilka verktyg och metoder vi använde oss av för att genomföra uppgiften. Vi beskriver projektets mot-och framgångar samt hur vi löste de problem vi komi kontakt med under utveklingens gång.Vi går in djupare på varför vi gjordevissa designbeslut och hur de påverkade vårt slutliga resultat.Avslutningsvis diskuterarviom utveklingsprocessen och spelets eventuella framtid, både från vårt eget perspektivsom utvecklaremen även från ett samhällsenligt perspektiv. / In this report we describe how we, as two students at ÖrebroUniversity, developed a network based action-game for computers in windows-environment that later competed in Scandinavia’slargestgame developer competition, Swedish Game Awards. In the game, that we named Battle of Life, the player take on a dangerous and unforgiving world and have to fight against other players to survive. We explain in this report how we, during ten weeks, develop a game from the beginning and what tools and methods we used to complete the task. We describe the projectssetbacks and successes and how we solved the problems we encountered during the development. We describe deeper why we made some of ourdesign decisions and how it affected the end result. Finally we discuss the development process and the games potential future, both from our own perspective as developers but also from the society’s point of view.
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Implementation and Analysis of Co-Located Virtual Reality for Scientific Data VisualizationJordan M McGraw (8803076) 07 May 2020 (has links)
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>
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