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Using Symmetry for Realistic Virtual Living Room Generation : Generating virtual layouts / Användande av symmetri för realistisk generation av virtuella vardagsrum : Generering av virtuella vardagsumMerkel, Nils January 2022 (has links)
Procedurell generering är en teknik som används inom dataspel och annan programvara för att generera innehåll algoritmiskt snarare än manuellt. I detta projekt utökas metoden av Kán och Kaufmann (2018) för att procedurellt generera trovärdiga, virtuella scenlayouter till att använda reflekterande symmetri för syntes [14]. Den ändrade metoden utvärderas av dess uttrycksfulla räckvidd, beräkningsprestanda och förmåga att generera realistiska layouter. Metoden är en girig sökalgoritm som styrs av en kostnadsfunktion av matematiskt uttryckta riktlinjer för inredning baserad på etablerad litteratur i ämnet. Det uttrycksfulla utbudet av en generativ metod är mängden av stilar och varianter i utdatan som den kan skapa. Att undersöka det uttrycksfulla omfånget för en metod görs genom att visualisera en metods utdata som relaterar till en uppsättning utvärderingsmått [30]. Denna avhandling använder sig av uttrycksomfång för att utvärdera den förändrade metoden, bättre förstå fördelarna med reflekterande symmetri och nackdelar med hjälp av de föreslagna designriktlinjerna av Kán et al. som mått. Mätningar av antalet millisekunder som krävs för att generera en layout samlas också in för den utökade metoden för att bestämma beräkningskostnaden. Detta ger en indikation på vilket sammanhang metoden är möjlig att köra i. Slutligen genomfördes en tvåalternativs användarstudie med liknande metodik som i Yu et al. 2011 för att undersöka om den ytterligare användningen av reflekterande symmetri förbättrar metodens förmåga att generera realistiska layouter [37]. Resultaten från utvärderingen visade att den ytterligare användningen av reflekterande symmetri hade en marginell effekt på uttrycksomfånget, beräkningskostnaden och förmågan att generera realistiska layouter. Denna slutsats har dock en viss osäkerhet då användarstudien hade vissa brister. Vidare har ett fel i implementeringen av metoden inneburit att TV:n i scenen ibland blev placerad på ett konstigt sätt, användarna i studien märkte tydligt detta vilket tyder på att TV-placeringen har stor betydelse för den upplevda realismen. / Procedural generation is a technique used in video games and other software to generate content algorithmically rather than manually. In this thesis, the method by Kán and Kaufmann (2018) for procedurally generating plausible and virtual scene layouts is extended to use reflective symmetry for synthesis [14]. The altered method is evaluated by its expressive range, computational performance and ability to generate realistic layouts. The method is a greedy search method guided by a cost function of mathematically expressed guidelines for interior design based on established literature on the subject. The expressive range of a generator is the range of styles and varieties of output that it can create. Examining the expressive range of a level generator is done by visualizing a generator’s output as it relates to a set of evaluation metrics [30]. This thesis makes use of expressive range to evaluate the altered method, better understanding benefits of reflective symmetry and drawbacks using the proposed design guidelines by Kán et al. as metrics. Measurements of the number of milliseconds required to generate a layout is also collected for the extended method in order to determine the computational cost. This gives an indication of which context the method is possible to run in. Finally, a two-alternative forced user study was performed using similar methodology as in Yu et al. 2011 in order to examine if the additional use of reflective symmetry improves the method capabilities to generate realistic layouts [37]. The results from the evaluation showed that the additional use of reflective symmetry had a marginal effect on the expressive range, computational cost and ability to generate realistic layouts. However, this conclusion has some uncertainty as the user study had some shortcomings. Furthermore, an error in the implementation of the method had the implication that sometimes the TV in the scene got placed in a strange way, users in the study clearly noticed this which indicates that the TV placement has a high importance for the perceived realism.
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Are we ready to talk about feminist game mechanics?Blomgren, Caterina January 2023 (has links)
While character design and representation have been extensively discussed within feminist discourse, the attention given to game mechanics has been limited. This study aims to challenge the assumption that feminist ideals in video games can only be conveyed through narrative elements and investigate the potential of integrating feminist principles into game design, with a specific focus on game mechanics. Drawing on Bogost's (2007) Procedural Rhetorics theory, which asserts that digital systems can enable the creation of interactive arguments surpassing traditional rhetoric, the thesis examines how mechanics can prioritize inclusivity and diversity. Through critical analysis of existing discourses and semi-structured interviews with game design students who are pursuing a career as industry professionals, the study evaluates the current state of the industry and identifies areas for improvement. Nine interviews were conducted, and thematic analysis using a deductive approach was employed. The study highlights the significance of representation, with participants expressing a preference for strong female protagonists, while also recognizing divergent perspectives on whether the mere inclusion of a female character equates to a feminist game. Player agency during gameplay was not frequently mentioned in the interviews, a topic commonly discussed in scholarly literature. The study calls for clearer guidelines and definitions in the field and proposes two categories: Empowerment and Equality, derived from participant responses. Participants suggested examples of feminist game mechanics related to empowerment (addressing real-life issues and encouraging collaboration) and equality (ensuring equal chances regardless of gender).
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Generating terrain features using software agentsSköld, 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.
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Procedurellt genererade eldbollar är framtiden av magi : Utveckling av metoder för procedurell generering av förmågor till MOBA-spelJohansson, Martin January 2023 (has links)
Procedurell generering är ofta använt av spelutvecklare i dagens moderna samhälle. Generellt så används procedurell generering mestadels till att generera terräng och texturer, vilket är ett välutforskat område, men det är bara början till vad det kan användas till. Därför är den här artikeln istället fokuserad på användandet av procedurell generering för att generera förmågor som kan användas till ett spel i MOBA genren, i ett försök att sprida kunskap och utveckla andra användningsområden för procedurell generering. För att utforska den möjliga metodiken till användandet av procedurell generering för att generera förmågor så dokumenterar artikeln först redan existerande metoder, sedan föreslås en ny metod för att göra upp för bristerna i den existerande metoden och slutligen så implementeras den nya metoden i en spelprototyp för att undersöka dess funktionalitet. För att validera resultaten av den nya metoden för procedurell generering av förmågor så jämförs den direkt med de redan existerande metoderna för att klargöra vad för- och nackdelarna är med den nya metoden. Resultatet av undersökningen visar att den nya metoden är långt ifrån felfri, men den är duglig nog för att vara ett alternativ till de existerande metoderna. I slutet av artikeln så tas möjligheten av att kombinera den nya och den existerande metoden för procedurell generering av förmågor upp i syfte att göra upp för varandras brister. / Procedural generation is commonly used by game developers in today's modern world. Generally procedural generation gets mostly used for generating terrain and textures, which is a well explored area, but that is merely scratching the surface of possible use cases. This article therefore instead focuses on the usage of procedural generation to generate abilities to be used in a MOBA game, in an attempt to spread knowledge and develop other use cases for procedural generation. To explore possible methodologies of using procedural generation to generate abilities this article first documents already existing methods, then proposes a new method to make up for the shortcomings in the already existing methods and finally implements the new method in a game prototype to test its viability. To validate the results of the new method for procedural generation of abilities implemented in the game prototype it is directly compared to the already existing methods to ascertain what the pros and cons are of using the new method. The results of the research show that the new method for procedural generation of abilities is not the end all solution, but it is a viable alternative to the already existing methods. To tie things up this article brings up the possibility of combining both the existing methods for procedural generation of abilities and the newly designed one in the future in an attempt to mitigate the methods shortcomings.
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Asperger's syndrome and metamemory:how well can one child predict his knowledge of the world around him?Bell, Jacqueline Brooks 11 August 2007 (has links)
We investigated whether a child with Asperger?s Syndrome would demonstrate deficits in awareness of cognitive processing similar to those demonstrated for awareness of social interactions. The cognitive processes examined were memory and metamemory, or knowing about knowing. With regard to procedural metamemory, the child was unable to accurately predict his own memory, particularly which items he would not be able to recall. Declarative metamemory also was impaired. Tasks requiring imitation of the researcher or that were largely nonverbal resulted in particularly poor performance. The findings indicate that the child?s social deficits related to Asperger?s Syndrome extended to the cognitive domain. Overall, a deficit in cognitive awareness was observed.
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An Investigation of Lab-Based Research Procedural Fidelity: The Relationship between Experimenter Infant-Directed Speech, Temperament and Language ProficiencySimpson, Tess A 01 December 2022 (has links)
The purpose of the present study was to investigate whether developmental researchers were influenced in the laboratory by the characteristics of children who participate in their research. I hypothesized that experimenters, as social partners, would adapt their speaking and other behaviors to the child’s perceived temperamental profile and language proficiency. I specifically focused on whether experimenters would adhere to the experimental laboratory procedure of two elicited imitation tasks, Feed Bear and Make a Rattle, in an archival dataset. Participants included 61 primarily white 15-month-olds. Coders transcribed infant directed speech (IDS) and analyzed transcriptions for total words, words per sentence, and percentage of words with six or more letters. The present study revealed differential correlational findings across temperamental dimensions, experimenter IDS, and elicited imitation tasks. An investigation of this kind provides new information concerning procedural fidelity and how experimenters may be influenced by their child research participants.
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A Systematic Replication of the Effectiveness of Group Discrete Trial Teaching with Students with AutismSweeney, Jennifer Jean 11 May 2010 (has links)
No description available.
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Procedural Terrain Generation Based on Constraint PathsAndereck, Michael 02 June 2014 (has links)
No description available.
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Scripted Narratives as Architectural ProcessSheeks, Andrew V. 27 October 2014 (has links)
No description available.
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Improving Game Design through Responsive Configuration and Procedural GenerationLanders, Stephen P. 24 September 2014 (has links)
No description available.
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