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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Generating terrain features using software agents

Sköld, Marcus January 2023 (has links)
Terrain is a key aspect of a game to help immerse the player in the virtual environment. Producing such content can however be quite challenging for a designer since landscapes need to satisfy the game’s visual and playable needs. This paper presents a way to generate different terrain features through the control of software agents to help aid the design process. An artifact was developed which enabled the terrain features to be evaluated in combination with each other. While the features themselves performed well in isolation there would be a few issues depending on how these were integrated.
32

A Comparison Between Evolutionary and Rule-based Level Generation

Nyholm, Oliver, Nilsson, Peter January 2017 (has links)
Att skapa digitala spel och anställa utvecklare är en kostsam process. Genom att använda procedurell generering av spelinnehåll kan spelföretag skära ner på produktionstid och kostnad. Denna uppsats utvärderar och jämför de olika styrkor och svagheter som finns när man genererar spelbanor för ett 2D pussel- och plattformsspel med en evolutionär generator och en regelbaserad generator. Den evolutionära generatorn använder sig av grammatisk evolution, medan den regelbaserade generatorn är ett strikt kontrollerat system som använder sig av generativ grammatik. Banorna som skapas av de båda metoderna utvärderas genom användarstudier, kombinerat med en analys av tiden och komplexiteten för att utveckla generatorerna. Datan från utvärderingarna visar att den regelbaserade metoden var något mer uppskattad av användare, samtidigt som den var mindre komplex att implementera. Den evolutionära generatorn är dock bättre lämpad för att expandera tillsammans med spelet, och har potentialen att prestera bättre på lång sikt. / Creating digital games and hiring developers is a costlyprocess. By utilizing procedural content generation, game companiescan reduce the time and cost of production. This thesis evaluates andcompares the different strengths and weaknesses of generating levelsfor a 2D puzzle platformer game using an evolutionary and a rule-basedgenerator. The evolutionary approach adopts the use of grammaticalevolution, whereas the rule-based generator is a strictly controlledsystem using generative grammars. The levels produced by eachmethod are evaluated by user studies and combined with an analysis ofthe time and complexity of developing each generator. The datapresented by the evaluations shows that the rule-based approach wasslightly more appreciated by users, and was also less complex toimplement. However, the evolutionary generator would scale better ifthe game would expand, and has the potential of performing better inthe long term
33

A designer-driven approach to procedural generation tools for level design

Truedsson, Max January 2023 (has links)
Game development is a multifaceted field that involves both traditional software practices and creative work. It is characterized by its iterative and time-consuming process where prototypes are created and then evaluated. This is especially true for creating 3D environments, where it is difficult to evaluate the quality before it is completed. This means that time-consuming and repetitive tasks often have to be redone during the design process of a game. This is an experimental study to analyze the process of creating procedural generation tools for level artists by identifying key problems in their workflow and defining guidelines for how to work with or around them. This was done by interviewing designers to identify common problems in their workflow. This information was then used to create a prototype which was designed to solve some of the problems identified. A user study was then performed involving developers, mainly level artists. The user study assessed the usability of the tool, and whether or not it had the potential to solve any of the stated problems. The user study and the construction process were used to further analyze the key problems when creating PCG tools for designers and artists. In the end, four main problems were identified. The first is the importance of iteration and how any artist-oriented tool has to work with the iteration workflow. The second is that artists do not necessarily have the technical knowledge to intuitively understand a highly algorithmic tool. The third is that all PCG doesn’t have to create finished products, instead creating something almost right that can be manually adjusted can be enough to improve the workflow. The final key problem is that artist value control over their tools highly so it doesn’t impact their artistic vision negatively, so it is important to give them many options in how they can customize and control the tool. / Spelutveckling är ett mångfacetterat område som involverar både traditionell mjukvarupraxis och kreativt arbete. Det kännetecknas av sin iterativa och tidskrävande process där prototyper skapas och sedan utvärderas. Detta gäller särskilt för att skapa 3D-miljöer, där det är svårt att utvärdera kvalitén innan den är fullskapad. Detta innebär att tidskrävande och repetitiva uppgifter ofta måste göras om under designprocessen av ett spel. Detta är en experimentell studie med syftet att analysera processen att skapa procedurgenereringsverktyg för nivåkonstnärer genom att identifiera nyckelproblem i deras arbetsflöde och definiera riktlinjer för hur man arbetar med eller runt dem. Detta gjordes genom att intervjua designers för att identifiera vanliga problem i deras arbetsflöde. Denna information användes sedan för att skapa en prototyp som utformades för att lösa några av de identifierade problemen. En användarstudie genomfördes sedan med utvecklare, främst nivåkonstnärer. Användarstudien bedömde verktygets användbarhet och om det hade potential att lösa något av de angivna problemen eller inte. Användarstudien och byggprocessen användes för att ytterligare analysera nyckelproblemen när man skapade PCG-verktyg för designers och konstnärer. Till slut identifierades fyra huvudproblem. Den första är vikten av iteration och hur alla konstnärsorienterade verktyg måste fungera med iterationsarbetsflödet. Det andra är att konstnärer inte nödvändigtvis har den tekniska kunskapen för att intuitivt förstå ett mycket algoritmiskt verktyg. Det tredje är att alla PCG inte behöver skapa färdiga produkter, i stället kan det räcka att skapa något som är nästan rätt som kan justeras manuellt för att förbättra arbetsflödet. Det sista nyckelproblemet är att konstnärer värderar kontroll över sina verktyg högt så det inte påverkar deras konstnärliga vision negativt, så det är viktigt att ge dem många alternativ för hur de kan anpassa och kontrollera verktyget.
34

Nonlinear phonocardiographic Signal Processing

Ahlström, Christer January 2008 (has links)
The aim of this thesis work has been to develop signal analysis methods for a computerized cardiac auscultation system, the intelligent stethoscope. In particular, the work focuses on classification and interpretation of features derived from the phonocardiographic (PCG) signal by using advanced signal processing techniques. The PCG signal is traditionally analyzed and characterized by morphological properties in the time domain, by spectral properties in the frequency domain or by nonstationary properties in a joint time-frequency domain. The main contribution of this thesis has been to introduce nonlinear analysis techniques based on dynamical systems theory to extract more information from the PCG signal. Especially, Takens' delay embedding theorem has been used to reconstruct the underlying system's state space based on the measured PCG signal. This processing step provides a geometrical interpretation of the dynamics of the signal, whose structure can be utilized for both system characterization and classification as well as for signal processing tasks such as detection and prediction. In this thesis, the PCG signal's structure in state space has been exploited in several applications. Change detection based on recurrence time statistics was used in combination with nonlinear prediction to remove obscuring heart sounds from lung sound recordings in healthy test subjects. Sample entropy and mutual information were used to assess the severity of aortic stenosis (AS) as well as mitral insufficiency (MI) in dogs. A large number of, partly nonlinear, features was extracted and used for distinguishing innocent murmurs from murmurs caused by AS or MI in patients with probable valve disease. Finally, novel work related to very accurate localization of the first heart sound by means of ECG-gated ensemble averaging was conducted. In general, the presented nonlinear processing techniques have shown considerably improved results in comparison with other PCG based techniques. In modern health care, auscultation has found its main role in primary or in home health care, when deciding if special care and more extensive examinations are required. Making a decision based on auscultation is however difficult, why a simple tool able to screen and assess murmurs would be both time- and cost-saving while relieving many patients from needless anxiety. In the emerging field of telemedicine and home care, an intelligent stethoscope with decision support abilities would be of great value.
35

Ανάπτυξη καρδιογραφικού συστήματος βασισμένο στον MSP430F169

Σαμαράς, Κωνσταντίνος 11 January 2011 (has links)
Αρχικά εξετάζεται η φυσιολογία της καρδιάς και η λειτουργία της ως αντλίας, οι διάφορες φάσεις του καρδιακού κύκλου και τα αίτια των φαινομένων που παρατηρούνται σε αυτόν. Στη συνέχεια μελετώνται οι καρδιακοί ήχοι, η προέλευσή τους και μέθοδοι παρατήρησής τους, το ηλεκτροκαρδιογράφημα, τα χαρακτηριστικά του και οι εφαρμογές του. Ακολούθως εξετάζεται η δειγματοληψία, επεξεργασία και ανάλυση βιολογικών σημάτων. Πιο συγκεκριμένα, μελετώνται οι μέθοδοι και οι αλγόριθμοι με τους οποίους λαμβάνονται τα ηλεκτροκαρδιογραφικά και φωνοκαρδιογραφικά σήματα, απομακρύνεται ο θόρυβος που προστίθεται από διάφορες πηγές και ανιχνεύονται συγκεκριμένα χαρακτηριστικά των κυματομορφών των σημάτων και ιδιότητές τους, για να αναλυθούν και να γίνει διάγνωση δυσλειτουργιών και παθολογιών της καρδιάς. Τέλος, αναπτύσσεται κώδικας συνεχούς δειγματοληψίας τεσσάρων καναλιών και καταγραφής των δεδομένων δειγματοληψίας σε μια κάρτα μνήμης πολυμέσων, προγραμματίζοντας τον μικροεπεξεργαστή MSP430F169 της Texas Instruments. / In the first part, the physiology of the heart and its functionality as a pump are studied, considering the different phases of a heart cycle and the phenomena observed within. Furthermore, heart sounds, their origin and methods of detection are examined, alongwith the electrocardiogram, its characteristics and applications. Secondly, sampling, processing and analysing methods of biosignals are described. In particular,techniques for ECG and PCG signal acquisition, noise reduction and detection of unique properties and characteristics are studied for analysis and diagnosis of heart disorders and pathologies. Finally, a code for continuous sampling of four channels and storing the sampled data into a multimedia memory card is developed, programming the MSP430F169 microcontroller, by Texas Instruments.
36

Možnosti změn modelu kompenzace struktury rizika pojistného kmene s cílem posílení konkurence zdravotních pojišťoven na Slovensku / Improvement of Risk Adjustment Model to Strengthen the Competition among Health Insurance Companies in Slovakia

Chochláčová, Barbora January 2018 (has links)
As it is in many other sectors also in case of health insurance companies it is crucial to ensure sufficient competition what at the same reduces undesired adverse selection of enrollees. Therefore, the key is to have risk adjustment model that accurately captures future health care costs of individuals. PCG model currently used in Slovakia works apart from the simple demographic characteristics of the population as predictors also with chronic conditions. The main aim of the thesis is to compare this model in the form applied today with its modifications classifying more potentially chronic patients into the group, focusing on Hypercholesterolemia. We find a potential for improvement of the model in its adjusted versions bringing better results as from the profit/loss point of view so from R2 increase. While the implementation of the suggested models into the system is not practically limited by the availability of the necessary information nor the time or financial demand.
37

Molekulární analýza mitochondriálního genomu \kur{Diuraphis noxia} (Aphididae) / Molecular analysis of the mitochondrial genom of \kur{Diuraphis noxia} (Aphididae)

CHUNDELOVÁ, Daniela January 2012 (has links)
The complete sequence of mitochondrial DNA from Diuraphis noxia was obtained and characterized. The mitogenome contains a standard set of 13 protein-coding genes, 19 tRNA genes, 2 ribosomal RNA genes. A+T-rich and ?repets? regions in the same order as those of the other analyzed aphids. Comparison to mtDNAs from other Sternorrhyncha species obtained from GenBank revealed possible markers for studies on population differentiation. Phylogenetic analysis using parsimony and maximum likelihood confirmed the classification of Diuraphis noxia into the Aphididae.
38

Procedural generation of game bits and its effect on game user experience

Le Gal [Beneroso], Mikael January 2020 (has links)
Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it.
39

Expression et fonction des gènes du groupe Polycomb (PcG) dans l'hématopoïèse normale et leucémique

Lessard, Julie January 2003 (has links)
Thèse numérisée par la Direction des bibliothèques de l'Université de Montréal.
40

Exploring procedural generation of planets : Developing a tool to create spherical worlds

Tripkovic, Filip January 2023 (has links)
If you want procedurally generated content in your games, you often have to rely on your own ability to develop the desired tools. This can be limiting for newer game developers, leading to certain types of gameplay not being considered when designing games. One instance of this problem regards procedurally generated planets, a rather uncommon type of game world, with a lack of tools online to create your own. To improve upon the issue, this paper sets out to explore how a tool can be developed to supply game developers with worlds in the form of planets. This resulted in Planet Designer, a Unity tool for quickly generating diverse planets with the potential to be used in a variety of game concepts. The tool utilizes layers of manipulated noise to generate wide ranges of terrain, which can be populated with trees, bushes, stones, etc. using a brush. By playing around with the terrain and ocean shaders, the user can give each planet a unique aesthetic through different colors, textures, and thresholds. The paper features an extensive description of how the tool’s features were implemented, and how the tool was evaluated, as well as a discussion about why the tool is considered a valid solution to the problem.

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