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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.
11

Parametric Generation of Polygonal Tree Models for Rendering on Tessellation-Enabled Hardware

Nystad, Jørgen January 2010 (has links)
The main contribution of this thesis is a parametric method for generation of single-mesh polygonal tree models that follow natural rules as indicated by da Vinci in his notebooks. Following these rules allow for a relatively simple scheme of connecting branches to parent branches. Proper branch connection is a requirement for gaining the benefits of subdivision. Techniques for proper texture coordinate generation and subdivision are also explored.The result is a tree model generation scheme resulting in single polygonal meshes susceptible to various subdivision methods, with a Catmull-Clark approximation method as the evaluated example.As realistic visualization of tree models is the overall objective, foliage appearance and the impression of a dense branching structure is considered. A shader-based method for accurately faking high branch density at a distance is explored.
12

Simulation of Small-Scale Autonomous Helicopters : Testing autopilot performance by realistic models and constraints in a virtual world

Larsen, Andreas January 2010 (has links)
Helicopter flight simulator software designed to develop stable methods of autopilot control logic and benchmark the performance with different sensor configurations and navigation scenarios.
13

Environment re-creation methods for virtual heritage using a game engine with discernment of visual learning cues

Svånå, David January 2010 (has links)
This thesis presents an analysis of visual cues and environmental hints gathered from computer games and cinematic theory. These cues can help users of interactive virtual worlds to navigate and understand them in a comprehensive context, in an integrated manner. This can be applied to most interactive virtual environments. It is also viewed in a perspective of virtual heritage; reconstructions of historical locations.There is currently not much research documenting such cues. Here, the sampled cues are split into visual, environmental and interface categories. The techniques are analyzed both from a general standpoint and for potential use in virtual heritage. Most of the cues' analyses indicate that they could be very useful in virtual heritage or similar applications.One such application, a high-fidelity re-creation of the medieval city of Nidaros, is made using the Unreal Engine 3 graphics- and game-engine. Construction of the environment mimics the needs of a comprehensive virtual heritage project, and provides an easily extensible test case. Many technical aspects of the construction are described in detail.Selected cues and design techniques are successfully applied to the re-created interactive environment. Users of the program are able to walk freely in the city. A discussion of the results is provided, and many ideas for further expansion are suggested.The results suggest that the presented combination of techniques constitute a new and promising perspective to any type of virtual environment. The use of a game engine could also help cut production costs and provide a fully interactive, high quality learning experience.
14

Particle-based Powder-snow Avalanche Simulation Using GPU

Yndestad, Leif Kåre Hornnes January 2011 (has links)
The main focus of this thesis was the simulation of a powder-snow avalanche flow. The simulation were implemented using the particle-based simulation solution SPH, from a mathematical model describing powder-snow flow dynamics. The simulation was accelerated by applying the computational power of the GPU, in order to provide a faster simulation time than would have been achieved on the CPU.
15

Distributed Hosting of Systems using donated Computer Resources

Hansen, André Skoglund January 2013 (has links)
To host a value-added internet service, like a web page with a large user base, an organization either has to rely on cash donations or it has to monetize the service. The monetization of the service often means degrading the quality of the service or making it less appealing. This is why this project introduces a new business model where services can be run by the users themselves by letting them donate computer resources. This again should lower the operating cost of the service. The new business model is introduced by developing a framework that allows developers to implement their services in a way that let dedicated users participate in hosting the service. First the framework was developed, and then the framework was used to develop an example implementation of a distributed web page. For it to be realistic that users would be able to partake in an operation like this, a project goal was to make sure that the technical demand from users are low. The framework is written with this in mind and the reached simplicity is presented at the end of the report.
16

Evolutionary Game Prototyping using the Unreal Development Kit

Guldbrandsen, Kjetil, Storstein, Kjell Ivar Bekkerhus January 2010 (has links)
The goal of this thesis was to evaluate the Unreal Development Kit (UDK)as an evolutionary game prototyping tool. To conduct this evaluation in arealistic setting, a prototype of a game concept was to be implemented usingthis tool.To aid the prototyping process, extensive research was done into existing theoryon game prototyping, as well as how traditional prototyping techniques can beutilized in a game prototyping environment.The project team created their own prototyping process tailored for evolutionarygame prototyping, based on the theoretical insight gained through theresearch on general prototyping processes. Due to time constraints, the teamwas unable to test this process extensively. This is work that remains beforethe process can be fully recommended for further use.During the evaluation process, the team identified key criteria for evaluatinga game prototyping tool and compiled this into an evaluation framework. Thekey points identified in the evaluation was that the UDK offers low-risk licensingterms for a game engine suite with an outstanding track-record of successfulgame titles. To properly utilize the speed gains that can be achieved throughthe UDK, a deep understanding is needed of its feature set.The main challenge in this project was the balancing act of two somewhatconflicting goals: Acquiring knowledge of the UDK, thus covering the breadthof its features, while at the same time following narrowly focused prototypingtechniques.From this work, the project team has gained deep insight into one of the gameindustry’s most widely used engines and how it can be used as an evolutionaryprototyping tool. The team is particularly satisfied with the evaluationframework and the evaluation itself, as these will provide useful informationfor anyone considering using the UDK, both professionally and academically.Engine developers will also benefit from a novice user’s point of view.
17

[Lecture Games] Python programming game

Johnsen, Andreas Lyngstad, Ushakov, Georgy January 2011 (has links)
Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. The game was rendered using a simple hardware accelerationlibrary. A simple story was invented and there was some research on learning andprogramming in games.A set of levels was made, matching the story and introducing puzzles related tosimple programming. These levels were used in testing to collect data on usability,entertainment, and learning. There were also tests of the performance of the gameon several systems, and an evaluation was made on creating content for the game.The game has potential for being used to teach programming to first yearstudents, as testers found it to be both fun and educational. We do not know if itwould be possible to use it, as it does not currently run on thin clients. If studentscan run it, we feel that it should be possible for teachers to create puzzles thatemulate the teaching goal.
18

Lecture Quiz 3.0 : A Gaming Platform for Lectures

Døvik, Kristian, Hestad, John Andre January 2011 (has links)
This thesis is the continuation of our specialization project, Lecture Quiz 2.5.This platform is a game-like system where lecturers can hold quizzes in lectures to increase student participation and interactivity.The current version is a finished lecture quiz system that can be used in lecture environments.Lecture Quiz 3.0 has moved away from earlier implementations, by centralizing and minimizing the effort to start and run quizzes.One focus was multi-platform and we developed the system to support Microsoft Windows, Mac OS X and Linux.This system can be used in lecture environments to promote more student participation, and enable variation in teaching methods.To run quiz games, the lecturer can use a PC, connect it to the projector, and run the Presentation Client.Students access the Player Client via a mobile device such as a smart phone or notebook, the address to the Player Client web page is presented on the Presentation Client.Once connected, they choose a username, and answer multiple choice questions, which are presented on the projector screen.To keep things interesting for the students, we focused on the visual expression of the Presentation Client and Player Client.This is to give the players the experience of playing a game, rather than answering a questionnaire.We developed the system with usability in mind.This is to ensure that the system feel easy to use, for both students and lecturers.One of the main goals is to make lecturers see the system as an alternative to a regular presentation, and not as extra work.A lecturer might be interested in collecting statistics about the students' overall progress in the course.This way they might be able to give a larger focus to the parts of the syllabus where the students lack performance.Another factor is that creating quizzes is time consuming, and needs to be done in advance of a lecture.We developed a separate quiz manager and statistics tool that can be used by lecturers, named Quiz Server.It is a Web based application, utilizing Java EE to enable multi-platform support.We performed an experiment in a lecture to get feedback from students on how they perceived the Lecture Quiz game.This experiment was performed by running a quiz in the lecture hall and then the students were asked to fill in an evaluation form.The students who participated thought that Lecture Quiz had a positive effect on the lecture.
19

Evaluation of an Interactive Campaign : Exploring the use of a motion-controlled game in a public space

Aasbakken, Mia, Asplem, Mari Hansen January 2012 (has links)
This thesis project explores and evaluates the use of a motion-controlled game as an interactive campaign in a public space. Through a collaboration with the Trondheim-based company Global Illumination, we were given the task of developing a prototype that would be tested in the field. The objective was to evaluate the relevant technology, how users relate to the prototype and what the marketing potential is.Through a literature study and using the technology, we found that while it is still new, the technology is both mature enough to be used for several different platforms and languages, and cheap enough that the cost of getting started should not be a hindrance.We developed a game prototype using the OpenNI and XNA frameworks, in which people who pass by the display would be reflected on the screen in the form of a silhouette and automatically be a part of the game. The prototype was tested at four different public locations in Trondheim, and was evaluated mainly through observation and questionnaires given to both participants and non-participants.Our findings suggest that there is definite potential for using motion-control in interactive campaigns in public settings. The game attracted a good amount of attention, and seemed to pique the curiosity of passers-by. We saw a trend emerge where participants were comfortable with playing the game in public and were easily engaged. Children and young people in groups were by far the most active participants. We also found that keeping a low threshold for interaction was essential, as adding an extra step in the form of a wave gesture to participate reduced the number of participants considerably.

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