Spelling suggestions: "subject:"procedural"" "subject:"procedurale""
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Animation of humanoid characters using reinforcement learningLindström, Erik January 2019 (has links)
Procedural animations are still in its infancy, and one of the techniques to create such is using Reinforcement Learning. In this project, swimming animations are created using UnityML version 0.6 with their Reinforcement Learning training agents, using the policy PPO, created by OpenAI. A humanoid character is placed in a simulated water environment and propels itself forward by rotating its joints. The force created depends on the joints mass and the scale of the rotation. The animation is then compared to a swimming animation created using movement capture data. It is concluded that the movement capture data animation is significantly more realistic than the one created in this project. The procedurally created animations displays many of the typical issues with reinforcement learning such as jittering and non-smooth motions. While the model is relatively simple, it is not possible to avoid these issues completely with more computational power in the form of a more complex model with more Degrees of Freedom. It is however possible to finetune the animations with the improvements listed at the end of the discussion. / Procedurellt skapade animationer är ett relativt nytt område som ständigt utvecklas och en av teknikerna för att skapa dessa är genom att använda sig av Reinforcement Learning. I detta projekt är animationer av simningsbeteenden skapade med hjälp av Unity’s plugin UnityML version 0.6, med hjälp av deras Reinforment Learning agenter och policyn PPO, skapad av OpenAI. En mänsklig karaktär är instantierad i en simulerad vattenmiljö och får sin rörelseförmåga genom att rotera sina lemmar, så som armar och ben, ihopkopplade med Unity’s jointkomponenter. Kraften skapad är baserad på lemmens massa och storleken av rotationen från en observation till den nästa. Större massa och rotation ger en större kraft. Ett animationsbeteende skapas av ett stort antal observationer och utförda krafter. Animationen jämförs sedan med en simningsanimation skapad med hjälp av referensdata från en människa. Den procedurellt skapade animationen visar sig vara betydligt mindre realistic än den skapad med hjälp av referensdata. Projektets skapade animation visar flera av de vanliga svagheterna hos animationer skapade med Reinforcement Learning så som överdrivna och hastiga rörelser. Även om modellen är relativt simpel skulle inte kvalitén på animationen förbättras betydelsefullt med en mer komplex modell med en högre Degree of Freedom. Det är däremot möjligt att förbättra animationen och eliminera många av felen i efterhand, något som beskrivs i diskussionen.
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How can unguided instruction in a puzzle game affect the player's perception of the game? : A case studyWu, Jiaqu January 2022 (has links)
Game instructions play an important role in all games, as players always need them to help them understand the rules of the game. Constructivist learning theory and procedural rhetoric theory provide the theoretical basis for exploring unguided game instruction. This thesis aims to investigate two aspects of unguided game instruction, how it affects players' perceptions of the rules of the game, and how it affects players' perceptions of the message the game is trying to convey. An experiment was conducted with a control group and the results were analysed both quantitatively and qualitatively, based on objective data of the participants' performance during the game and their subjective answers in the post-game questionnaire. The main conclusion is that, unguided game instruction helps some players to construct an understanding of the rules, but it has no clear advantage in helping the player to understand the message the game is trying to convey.
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Recapture: A Virtual Reality Interactive Narrative Experience Concerning Perspectives and Self-ReflectionAvendano, Indira 01 January 2021 (has links) (PDF)
This project presents a virtual reality (VR) Interactive Narrative aiming to leave users reflecting on the perspectives one chooses to view life through. The narrative is driven by interactions designed using the concept of procedural rhetoric, which explores how rules and mechanics in games can persuade people about an idea, and Shin's cognitive model, which presents a dynamic view of immersion in VR. The persuasive nature of procedural rhetoric in combination with immersion techniques such as tangible interfaces and first-person elements of VR can effectively work together to immerse users into a compelling narrative experience with an intended emotional response output. The narrative is experienced through a young woman in a state between life and death, who wakes up as her subconscious-self in a limbo-like world consisting of core memories from her life, where the user is tasked with taking photos of the protagonist's memories for her to come back to life. Users primarily interact with and are integrated into the narrative through a photography mechanic, as they have the agency to select "perspective" filters to apply to the protagonist's camera from which to view a core memory through, ultimately choosing which perspectives of her memories become permanent when she comes back to life. This project hopes to provide an example of effectively applying procedural rhetoric to a VR interactive narrative so that future interactive narrative designers can further apply and explore how procedural rhetoric can work with immersion techniques to create compelling and immersive VR experiences.
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A comparative performance analysis of Fast Fourier Transformation and Gerstner wavesWesterberg, Morgan, Olguin Jönsson, Oliver January 2023 (has links)
Background: As time moves on hardware is able to tackle heavier and more complex computations in real-time systems. This means that more realistic and stylistic environments can be computed. One of these environments is the ocean. To simulate ocean water in real-time, procedural methods such Gerstner waves and Fast Fourier Transformation (FFT) have been developed. Objectives: The primary objective of this thesis is to compare two procedural methods that are designed to simulate realistic ocean water waves. Meanwhile, the goal of this thesis is for developers to gain an insight into these two methods used in order to simulate realistic ocean water waves. Additionally, it will also discuss advantages as well as disadvantages with both, which gives developers a thorough understanding of the most appropriate method for implementation. Methods: FFT and Gerstner waves will be implemented in order to perform comparisons of resources, computation time and Video Random Access Memory (VRAM). The procedural methods will be calculated on the GPU and measured using DirectX 11 query interface. Lastly, the final step is to gather data from the CPU side, and store the metrics for time it took to render a frame and scalability of the displacement maps. \noindent\textbf{Results}.The profiling and experiments showed that FFT is more computationally intensive and requires more VRAM. For scalability, FFT also scales worse in terms of both computation time and VRAM usage. Conclusions: From the results we can conclude that FFT is more computationally heavy and requires more VRAM usage than Gerstner waves. In none of the tests did the computation time of Gerstner waves take longer than FFT. Depending on grid resolution, FFT took 4-16 times longer to compute than Gerstner. Even though Gerstner waves takes less time to compute, for smaller grids, less than 512x512, the difference is less than 0.2ms.
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New Territories of Equality: Conceptualizations of Climate Justice in International Environmental Non-Governmental OrganizationsCampbell, Katharine M. 12 June 2013 (has links)
No description available.
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Exploring WaveFunctionCollapse as a Design ToolPhan, Hang T. 29 September 2021 (has links)
No description available.
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The Indirect Threat of Misinformation to DemocracyMortenson, Chloe R. 04 October 2021 (has links)
No description available.
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Omvårdnadsåtgärder vid procedursmärta hos barn : en litteraturöversikt / Nursing care of procedural pain in children : a literature reviewJohansson, Therese, Wallin, Emma January 2023 (has links)
Bakgrund Barns smärta utgörs av många olika dimensioner, och har länge varit ett eftersatt område som har präglats av myter och missuppfattningar. Barn som uppsöker sjukvården och som genomgår smärtsamma procedurer är särskilt utsatta då kommunikationen med ett barn måste anpassas i samband med vårdbesöket. Sjuksköterskan bör förstå komplexiteten kring att behandla smärta hos ett barn och vilka faktorer som utgör en smärtupplevelse samt vad smärta innebär. Barn är inte små vuxna och detta är av stor vikt för en sjuksköterska att förstå i samband med omvårdnaden när ett barn behöver uppsöka sjukvården. Syfte Syftet var att undersöka icke-farmakologiska omvårdnadsåtgärder vid procedursmärta hos barn. Metod Detta arbete redovisas med hjälp av en icke-systematiska litteraturöversikt där resultatet baserats utifrån 16 originalartiklar med kvantitativ ansats. Artiklarna som inkluderades inhämtades från databaserna CINAHL och PubMed med hjälp av sökord i olika kombinationer som var relevanta för att besvara syftet. Artiklarnas kvalitet granskades sedan med hjälp av en kvalitétsgranskningsmall. En integrerad dataanalys användes för att sammanställa resultatet. Resultat I resultatsammanställningen identifierades två huvudkategorier samt fem underkategorier för att strukturera upp samt för att kunna besvara syftet. Att barns smärta är komplex och flerdimensionell tyder på att ett personcentrerat förhållningssätt är av stor vikt och att anpassningar bör göras utifrån ålder och barnets mognadsgrad när det kommer till vilka icke-farmakologiska åtgärder som bör användas under procedurer. Att ta hjälp av rätt verktyg leder till en minskad smärtupplevelse samt minskar även oro och ångest som barn upplever när de genomgår en smärtsam procedur. Slutsats Denna litteraturöversikt visar på värdefulla metoder och distraktionstekniker som sjuksköterskor kan och bör använda sig av för att minska procedursmärta, ångest och oro hos barn. Att barn får möjlighet att bli distraherade under procedurer, oavsett vilken teknik som används, är värdefullt för helhetsupplevelsen och framtida vårdmöten. / Background Children's pain consists of many different dimensions and has long been a neglected area that has been characterized by myths. Children seeking medical care and undergoing painful procedures are particularly vulnerable as communication with a child must be adapted. The nurse should understand the complexity of treating pain in a child and what factors make up a pain experience and what pain means. Children are not small adults, and this is of great importance for a nurse to understand in connection with the care when a child needs to seek medical care. Aim The aim was to investigate non-pharmacological nursing interventions for procedural pain in children. Method This work is presented using a non-systematic literature review where the results are based on 16 original articles with quantitative approach. The articles used were retrieved from the databases CINAHL and PubMed using keywords in various combinations. The quality of the articles was then reviewed using a quality review template. An integrated data analysis was used to compile the results. Results In the summary of results, two main categories were identified and five subcategories to give the result a structure to answer the purpose of the study. Children's pain is complex and multidimensional suggests that a person-centered approach is of great importance and that adjustments should be made based on the age and maturity of the child when it comes to which non-pharmacological measures should be used during procedures. Conclusions This literature review demonstrates valuable methods and distraction techniques that nurses can and should use to reduce procedural pain, anxiety and worry in children. That children could be distracted during procedures, regardless of the technology used, is valuable for the overall experience and future care encounters.
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Servant Leadership and Team Cohesion: Procedural Justice and Service Culture as Potential MediatorsNorris, Tyler Edward 15 August 2022 (has links)
No description available.
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Evaluating the Usability of an Interactive Bridge Generator : Procedural Content Generation in Unreal Engine 4Westerlund, Fredrik January 2022 (has links)
Background. Development time and costs of video games are constantly rising andtools using Procedural Content Generation exist with the purpose of making thedevelopment process smoother.Objectives. This thesis’ aim is to evaluate the usability of an interactive bridgegenerator that uses Procedural Content Generation. Additionally the tool evaluatedhas two different methods that are also being evaluated.Methods. In order to answer complete the objectives, a tool has been created inUnreal Engine 4, and then evaluated through a user study on Blekinge Institute of Technology’s campus. Each participant of the user study got to test both themethods of the tool and answer questions regarding usability. The questionnaire used is the System Usability Scale. Results. The results of this study showed that the tool received an excellent usabilitygrade, and one of the methods received a higher grade than the other. Conclusions. The main conclusion is that the tool is usable but also that the studycould be done again using a different method while conducting the study. The toolas a whole could use some work to increase the usability further
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