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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.
61

O uso do esboço no design de jogos digitais

Klein, Gerson January 2014 (has links)
Esta pesquisa tem como objetivo, estabelecer um conjunto de diretrizes que facilitem a geração e a exploração de ideias, e a partir do conceito de esboço, traçar relações com o brinquedo, inserindo-as nas etapas de concepção do Design de Jogos. Para a elaboração dessas orientações, foram abordados cinco tópicos: o processo de desenvolvimento de jogos, a experiência do usuário nos jogos digitais, o processo criativo nos jogos, a resolução de problemas no Design, o brinquedo como atividade exploratória e precursora de jogos, bem como os tipos e formas encontrados nas atividades lúdicas. A pesquisa, então, relaciona as propriedades dos esboços e as propriedades dos brinquedos, para então estabelecer diretrizes para as fases conceituais do Design de Jogos bem como descreve uma série de orientações de projeto de jogos, baseadas nessas diretrizes. O relatório apresenta a aplicação das orientações na conceitualização de um jogo digital. O trabalho foi executado a partir de uma pesquisa bibliográfica, utilizando-se de documentação indireta, através de fontes secundárias e a aplicação das diretrizes desenvolvidas, na elaboração do conceito de um jogo. E como resultado dessa pesquisa, verificou-se que é possível agregar atividades geradoras de alternativas nas etapas preliminares do processo de desenvolvimento de jogos. / This research aims to establish a set of guidelines that facilitate the generation and exploration of ideas, and from the concept of the activity of sketch, establish parallels with the play, inserting them in the Design stages of game development. To elaborate the guidelines, were addressed five topics: the process of game development, user experience in digital games, the creative process in games, solving Design problems, the toy as exploratory activity and precursor to games as well as the types and forms found in recreational activities. The study then lists the properties of the sketches and the properties of the toys, and then show methodological guidelines for the conceptual stages of Game Design and describes a series of procedures for game Design, based on the guidelines. The report then presents the application of the guidelines in the conceptualization of a digital game. The methodology used in this study was the literature search, using indirect documentation, through secondary sources and application of guidelines developed in the elaboration of the concept of a game. And as a result of this research, it was found that it is possible to add alternative generating activities in the preliminary stages of the game development process.
62

O uso do esboço no design de jogos digitais

Klein, Gerson January 2014 (has links)
Esta pesquisa tem como objetivo, estabelecer um conjunto de diretrizes que facilitem a geração e a exploração de ideias, e a partir do conceito de esboço, traçar relações com o brinquedo, inserindo-as nas etapas de concepção do Design de Jogos. Para a elaboração dessas orientações, foram abordados cinco tópicos: o processo de desenvolvimento de jogos, a experiência do usuário nos jogos digitais, o processo criativo nos jogos, a resolução de problemas no Design, o brinquedo como atividade exploratória e precursora de jogos, bem como os tipos e formas encontrados nas atividades lúdicas. A pesquisa, então, relaciona as propriedades dos esboços e as propriedades dos brinquedos, para então estabelecer diretrizes para as fases conceituais do Design de Jogos bem como descreve uma série de orientações de projeto de jogos, baseadas nessas diretrizes. O relatório apresenta a aplicação das orientações na conceitualização de um jogo digital. O trabalho foi executado a partir de uma pesquisa bibliográfica, utilizando-se de documentação indireta, através de fontes secundárias e a aplicação das diretrizes desenvolvidas, na elaboração do conceito de um jogo. E como resultado dessa pesquisa, verificou-se que é possível agregar atividades geradoras de alternativas nas etapas preliminares do processo de desenvolvimento de jogos. / This research aims to establish a set of guidelines that facilitate the generation and exploration of ideas, and from the concept of the activity of sketch, establish parallels with the play, inserting them in the Design stages of game development. To elaborate the guidelines, were addressed five topics: the process of game development, user experience in digital games, the creative process in games, solving Design problems, the toy as exploratory activity and precursor to games as well as the types and forms found in recreational activities. The study then lists the properties of the sketches and the properties of the toys, and then show methodological guidelines for the conceptual stages of Game Design and describes a series of procedures for game Design, based on the guidelines. The report then presents the application of the guidelines in the conceptualization of a digital game. The methodology used in this study was the literature search, using indirect documentation, through secondary sources and application of guidelines developed in the elaboration of the concept of a game. And as a result of this research, it was found that it is possible to add alternative generating activities in the preliminary stages of the game development process.
63

Outils de dessin informatique pour les débutants, les passionnés et les professionnels / Computer drawing tools for assisting learners, hobbyists, and professionals

Iarussi, Emmanuel 29 September 2015 (has links)
Le but de cette thèse est de faciliter et d'accélérer le dessin pour les amateurs ainsi que pour les dessinateurs experts en utilisant des techniques de traitement d'image et d'interaction. Nous identifions trois problèmes spécifiques liés au dessin, et proposons des outils pour aider les utilisateurs à surmonter les principaux défis sur chaque domaine. Dans le chapitre 2, nous présentons un outil de dessin interactif pour aider des débutants à pratiquer les techniques traditionnelles de dessin par observation. Nous construisons cet outil autour de techniques traditionnelle. Nous extrayons automatiquement des guides visuels à partir d'une photographie. L'interface de l'outil affiche ces informations et offre un retour pour guider l'utilisateur dans la reproduction du dessin. Dans le chapitre 3, nous proposons un outil qui permet aux utilisateurs de créer des bijoux par pliage de fils de fer. Cette forme de bijoux faits à la main peut être considérée comme une forme de dessin à base de fil de fer. La méthode présentée aide l'utilisateur dans les principaux défis de la création de bijoux à partir d'un dessin: la décomposition de l'entrée dans un ensemble de fils, et le pliage des fils pour leur donner forme. Dans le chapitre 4, nous proposons une méthode pour aider les designers à enrichir leurs dessins avec de la couleur et de l'ombrage. Les designers tracent souvent des lignes de courbure pour représenter la forme des surfaces lisses dans des esquisses. Nous exploitons cette information et extrapolons les lignes de courbure dans le design. Cette extrapolation nous permet d'estimer la courbure 3D du dessin, pour créer des ombres et des textures sur l'esquisse. / The goal of this thesis is to facilitate and accelerate drawing for amateurs as well as for expert designers and illustrators, employing computer graphics, image processing and interaction techniques. As this is a broad spectrum to tackle, we identify three specific problems related to drawing and propose computer tools to help users overcome the main challenges on each domain. In Chapter 2 we present an interactive drawing tool to help beginners practice drawing-by-observation techniques. We build on a number of traditional techniques to help people gain consciousness of the shapes in a scene. We automatically extract visual guides from a model photograph and offer corrective feedback to guide their reproduction in the drawing. In Chapter 3 we propose a tool that helps users create wire wrapped jewelry. This technique of handmade jewelry can be seen as a form of line drawing with metal wires. The presented method assist the user in the main challenges of creating 2D wire-wrapped jewelry from a drawing: decomposing the input into a set of wires, and bending the wires to give them shape. In Chapter 4 we propose a method to help designers enrich their drawings with color and shading. Professionals frequently draw curvature lines to convey bending of smooth surfaces in concept sketches. We exploit this information and extrapolate curvature lines in a rough concept sketch. This extrapolation allows us to recover the intended 3D curvature and surface normal at each pixel, which we use to compute shading and texturing over the sketch.
64

Semi-automatic fitting of deformable 3D models to 2D sketches

Chang, Xianglong 11 1900 (has links)
We present a novel method for building 3D models from a user sketch. Given a 2D sketch as input, the approach aligns and deforms a chosen 3D template model to match the sketch. This is guided by a set of user-specified correspondences and an algorithm that deforms the 3D model to match the sketched profile. Our primary contribution is related to fitting the 3D deformable geometry to the 2D user sketch. We demonstrate our technique on several examples. / Science, Faculty of / Computer Science, Department of / Graduate
65

Beethoven's compositional approach to multi-movement structures in his instrumental works

Buurman, Erica January 2014 (has links)
The multi-movement structures of Beethoven’s instrumental works include some of the most obvious manifestations of his originality as a composer. His very first Viennese publications—the Piano Trios op. 1 and the Piano Sonatas op. 2—adopt the four-movement cycle that had previously been associated primarily with the symphony. And in his last five string quartets he transformed the conventional multi-movement cycles almost beyond recognition, particularly in the seven-movement Quartet op. 131, in which each movement runs directly into the next. This study investigates Beethoven’s compositional approach to multi-movement structure, with the aim of gaining a better understanding of the underlying principles that influenced his musical decisions. Particular attention is given to an aspect of his sketching process that has received relatively little scholarly attention: multi-movement plans. These plans were generally sketched at an early stage in the compositional process, and outline preliminary ideas for the different movements of a work as a whole. Although Lewis Lockwood hypothesised that such plans were particularly frequent amongst Beethoven’s sketches from 1800 to 1804, until now there has never been a detailed study of their role within Beethoven’s sketching process throughout his career. This study reveals that multi-movement plans were a regular feature in sketches for instrumental works from 1800 onwards, and that they served a variety of purposes within the compositional process. Multi-movement plans from all stages of Beethoven’s compositional career are transcribed and examined for what they can reveal about his conception of multi-movement structures.
66

Lícování skici objektu s jeho snímkem / Objects outline and image matching

Kvasnička, Petr January 2018 (has links)
The aim of the diploma thesis is to get acquainted with problem of detecting the object with sketch, diagram or contour, which should represent the object to be compared. The thesis deals with how to solve this problem. Part of the thesis contains theoretical methods that manage to evaluate the degree of similarity between the unknown object and less accurate sketch. Each of these methods includes customized edits from the viewpoint of image pre-processing. The thesis deals with some methods in more detail. Selected methods are implemented and tested on the created database. In the last step of the thesis these realized methods are compared to each other.
67

Computational Support for Creative Design

Liu, Han 09 December 2015 (has links)
Supporting user designs of 3D contents remains a challenge in geometric modeling. Various modeling tools have been developed in recent years to facilitate architectural designs and artistic creations. However, these tools require both modeling skills and raw creativity. Instead of creating models from scratch, one of the most popular choices is to extract intrinsic patterns from exemplar inputs (e.g., shape collections and sketches), to produce creative models while preserving the patterns. The mod- eling process contains two main stages, analysis and synthesis. The analysis of input models is usually performed at component level, especially for man-made objects that can be decomposed into several semantic parts, for example, the seat and handles of a bicycle. The synthesis stage recombines parts of shapes to generate new models that usually have topological or geometric variations. In this thesis, we propose three design tools aimed at easing the modeling process. We focus on man-made objects and scenes such as buildings and furniture, as the functionality of such shapes can be analyzed at the component level. A relation graph, which is commonly used in shape analysis, can then be built to represent the input shapes. In our work, the graph nodes denote the elements of a model (i.e., rooms, shape parts, and strokes respectively), while the edges capture the intrinsic relations between connected elements. With the use of graph representations, we extract and present controllable components to users for supporting their designs. The emphasis of our work is on three aspects. Firstly, we propose a framework for supporting interior layout design, which allows users to manipulate the produced floor plans, i.e., changing the scales of rooms and their positions as well. When the user modifies the topology of a layout, the corresponding layout graph is updated and the room geometries are optimized under certain constraints, e.g., user specified scales, the adjacency of rooms, and fabrication considerations (i.e., economic construction cost). Secondly, we introduce replaceable substructures as arrangements of shape components that can be interchanged while ensuring boundary consistency. Based on the shape graphs that encode the structures of input models, we propose new automatic operations to discover replaceable substructures across models or within a model. We enforce a pair of subgraphs matching along their boundaries so that switching two subgraphs results in topological variations. Thirdly, we develop an interactive system that supports a freeform design by interpreting user sketches. 3D contents can be extracted from input strokes with or without user annotations. Our system accepts user strokes, analyzes their contacts and vanishing directions with respect to an anchored image, and projects 2D strokes to 3D space via a multi- stage optimization on spatial canvas selection. We demonstrate the computational approaches on a range of example models and design studies.
68

Mobilní aplikace pro portál Mojilidi.cz

Lerch, Aleš January 2020 (has links)
The aim of this work is to design and develop mobile iOS application for portal Mojilidi - platform iPhone. Design and control of this app must be similar to android application. During application's development was used tool called Sketch to create design for the application. Swift version 4.2 was used to program application. For communication was used URLSession library to communicate with server. Application also is using technoglogies such as MapKit for location entry, MessageKit for chat or CoreData for local storage.
69

Transformation of sketchy UML Class Diagrams into formalPlantUML models

Axt, Monique January 2023 (has links)
Sketching software design models is a common and intuitive practice amongsoftware engineers. These informal sketches are transient in nature unlesstransformed into a formal model that can be reused and shared. Manualtransformation, however, is time-consuming and redundant, and a method toautomatically transform these sketches into a permanent and formal softwaremodel is lacking. This study addresses this gap by creating and testingSketchToPlantUML, a sketchrecognition and transformation tool that reduces theeffort of manually transforming static, sketched UML Class Diagrams (CDs) intoformal models. The artefact uses the OpenCV library to preprocess images,segment UML elements, identify geometric features, classify relationships andtransform the output into the equivalent, formal PlantUML model. Tested againsta dataset of 70 sketched CDs, the artefact achieved overall Precision and Recallvalues of 88% and 86% respectively, scoring highest on classes (0.92 / 0.96) andlowest on association relationships (0.76 / 0.76). While the approach providesinsight into image processing and object recognition using OpenCV, a morerobust and generalised solution for automating the transformation of UMLsketches into formal models is needed.
70

An Analytical Comparison of the Variation Movement from Ludwig van Beethoven's Piano Sonata in E Major, Op. 109 to Johann Sebastian Bach's Aria mit verschiedenen Veranderungen, BWV 988 ("Goldberg Variations")

Murphy, Eliana Maria 25 October 2013 (has links)
No description available.

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