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Wu: A Cultural Export Game with Dynamic DifficultyYang, Yunjie 15 May 2020 (has links)
This report discusses the design and development of Wu, a 2D action game intended to serve as a means for exporting Chinese popular culture to Western players. Developed with the Unity engine, the game features a dynamic difficulty system that monitors player behavior and automatically modifies the content to better match the observed level of skill. Feedback from playtesting confirmed that the dynamic difficulty adjustment significantly increased the probability of completing the game, and that most players acquired a better understanding of the Wuxia genre on which the game is based.
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Hra typu nekonečný běh s dynamickou úpravou složitosti / Hra typu nekonečný běh s dynamickou úpravou složitostiKočur, Jan January 2021 (has links)
Endless runner (ER) is a game genre where the player controls a constantly running character. The player's enjoyment is closely tied to the difficulty of the game, which makes it an interesting platform for dynamic difficulty adjustment (DDA). DDA is a way of balancing game's difficulty by the use of computer-aided adjusting methods. First, we have developed an endless runner type of game using Unity and utilizing client-server architecture. Second, we have implemented a DDA system using player modeling and genetic algorithms. We have tested the validity of our approach on live users. We were able to adjust the game difficulty to increase player enjoyment and reduce player death rates in levels. This approach can be used in a production environment to improve players' enjoyment of endless runner games.
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A Study on inculcating cyber awareness among undergraduate students by introducing interactive visualization-based cybersecurity modules into STEM education.Jyothirmai, Kothakapu January 2021 (has links)
No description available.
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Digital Twin Performance : Unity as a platform for visualizing interactive digital twinsNämerforslund, Tim January 2022 (has links)
The project set out to construct a proof of concept for surface deformation in the Unity Engine using available assets and tools compatible with the Unity Engine, and via the proof of concept investigate which factors in a mesh deformation simulation that affects performance in terms of frames per second, memory usage and usability the most. This while looking into suitable data structures in the Unity Engine for handling expected data in a physics simulation of a surface deformation, such that of mining or scraping a cave wall. The project aims to answer these questions via testing and trail and error, performing tests while recording data which is plotted and discussed. To save time and start testing faster the usage of a premium assets called Digger Pro is used, allowing for quick set up of mesh manipulation inf both editor and play mode. Testing shows that one of the major factor for performance degradation is mesh resolu-tion, as it directly contributes to an increase in data points that needs to be kept track of and calculated. The Unity Engine and Digger PRO man-ages fairly well to stay above the targeted 30 frames per second limit even with medium level settings for meshes, all while maintaining acceptable memory usage levels. All this ties into the idea of an increased usage of digital twins in many different scenarios, and therefore the scientific community’s view on digital twins main challenges are summarized and discussed, hoping to shed further light on the current status of digital twin technology.
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Interacting with Public Art by using Mobile Augmented RealityDiriye, Kalid January 2022 (has links)
Augmented reality is getting much attention due to its continuous development and becoming more pervasive across various industries. Researchers have shown the possibility of improving user experience in augmented reality. Every piece of public art created and installed aims to improve the community's quality of life. This study aims to determine how to create an augmented reality mobile application that users can interact with and learn more about public art on the Växjö campus. An Augmented reality prototype was implemented to examine the possibility of improving the awareness of public art. It was designed and developed using the front-end Unity Engine, Vuforia SDK, and the back-end Node.js server with MongoDB database. A user study with two iterations was conducted. The prototype was tested and validated by an established and standardized method using System Usability Scale (SUS) and User Engagement Scale-Short Form (UES-SF) questionnaires. Based on usability and user engagement scores and interviews, the analysis of the responses demonstrated that the prototype is user-friendly and scalable.
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VR-BASED TESTING BED FOR PEDESTRIAN BEHAVIOR PREDICTION ALGORITHMSFaria Armin (16279160) 30 August 2023 (has links)
<p>Upon introducing semi- and fully automated vehicles on the road, drivers will be reluctant to focus on the traffic interaction and rely on the vehicles' decision-making. However, encountering pedestrians still poses a significant difficulty for modern automated driving technologies. Considering the high-level complexity in human behavior modeling to solve a real-world problem, deep-learning algorithms trained from naturalistic data have become promising solutions. Nevertheless, although developing such algorithms is achievable based on scene data collection and driver knowledge extraction, evaluation remains challenging due to the potential crash risks and limitations in acquiring ground-truth intention changes. </p>
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<p>This study proposes a VR-based testing bed to evaluate real-time pedestrian intention algorithms as VR simulators are recognized for their affordability and adaptability in producing a variety of traffic situations, and it is more reliable to conduct human-factor research in autonomous cars. The pedestrian wears the head-mounted headset or uses the keyboard input and makes decisions in accordance with the circumstances. The simulator has added a credible and robust experience, essential for exhibiting the real-time behavior of the pedestrian. While crossing the road, there exists uncertainty associated with pedestrian intention. Our simulator will anticipate the crossing intention with consideration of the ambiguity of the pedestrian behavior. The case study has been performed over multiple subjects in several crossing conditions based on day-to-day life activities. It can be inferred from the study outcomes that the pedestrian intention can be precisely inferred using this VR-based simulator. However, depending on the speed of the car and the distance between the vehicle and the pedestrian, the accuracy of the prediction can differ considerably in some cases.</p>
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Enhancing Augmented Reality:Real-time Identification and Differentiation of Architectural Elements and Decor in Living Spaces / Förbättrad Augmented Reality: Realtidsidentifiering och Differentiering av Arkitektoniska Element och Dekor i BostadsutrymmenLundberg, Filip January 2024 (has links)
This study explores how interior design can be complemented with Augmented Reality(AR), focusing on a software developed using Unity and implemented with ARKit foriOS platforms. The software intended to allow real-time visualization of walls in rooms,all the while having the capability of excluding decorations, furniture or other objectsobstructing the identified walls. This would allow the user to adjust the resulting virtualwall to their needs, whether that be changing the color or material of it. If succeeded, itcould revolutionize interior design as one could visualize the room completely furnishedwith the changes applied to the wall. Regrettably, the software did not reach thatstage. While the application succeeded in identifying walls and coloring them, it failedto exclude objects that obstructed the walls and open doors due to technical constraints.The paper also provides guidance as to how the result may be improved. Despite thechallenges mentioned, this application lays a foundational understanding of augmentedreality’s potential in interior design and serves as a stepping stone in a sparsely exploredarea.
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Aplikace geometrických algeber / Geometric algebra applicationsMachálek, Lukáš January 2021 (has links)
Tato diplomová práce se zabývá využitím geometrické algebry pro kuželosečky (GAC) v autonomní navigaci, prezentované na pohybu robota v trubici. Nejprve jsou zavedeny teoretické pojmy z geometrických algeber. Následně jsou prezentovány kuželosečky v GAC. Dále je provedena implementace enginu, který je schopný provádět základní operace v GAC, včetně zobrazování kuželoseček zadaných v kontextu GAC. Nakonec je ukázán algoritmus, který odhadne osu trubice pomocí bodů, které umístí do prostoru pomocí středů elips, umístěných v obrazu, získaných obrazovým filtrem a fitovacím algoritmem.
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Development of Enhanced User Interaction and User Experience for Supporting Serious Role-Playing Games in a Healthcare SettingAlow, Mark Lee January 2022 (has links)
No description available.
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