• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 16
  • 5
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 33
  • 17
  • 11
  • 10
  • 10
  • 8
  • 8
  • 7
  • 6
  • 6
  • 5
  • 5
  • 5
  • 4
  • 4
  • 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

The feasibility of computer games in learning theory based subjects

Diao, Zhuo, Gao, Yuan January 2014 (has links)
In the era of rapid development of science and technology wherethere has been an extensive development of computer games,The scope of this thesis is discussing the research on a computergame called “Treasure Hunt“, and it will establish whether acomputer game is helpful and has any advantage in learning asopposed to other traditional teaching methods. The aim of thisdocument is to let players interested in the history of Chinesecurrency learn more about it, and also to check the memory ofthe players through the real results of the survey we haveconducted. The thesis is also describing how to analyze andevaluate the result by the game and surveys to see if computergames can be considered as a helpful teaching aid. The game is a3D single player game. The main platform of game is creating inUnity3D .According to the survey results, the entertaining andteaching effectiveness of the game education is working verywell. Thus the author can conclude: computer games can bereally helpful in education.
12

En studie om Flow i ett bowlingspel

Odisho, Ramail January 2015 (has links)
Detta projekt har gått ut på att förstå det psykologiska begreppet Flow teoretiskt för att sedan praktiskt implementera det i ett spel, vars utveckling med spelmotorn Unity också hör till detta projekt. Flow kallas det optimala tillstånd som en människa kan komma in i när den utför en aktivitet och blir helt försjunken i aktiviteten att den glömmer bort viktiga saker som till exempel att gå på toalett. Tanken är att låta en aktivitets utmaning vara balanserad med personens skicklighet. Genom att ta fram några förslag på förbättringar, av ett redan existerande bowlingspel har dessa sedan implementerats. Spelet har sedan testats av några deltagare och utvärderats med ett formulär och genom observation om huruvida deltagarna uppnådde en flowupplevelse eller inte. Resultatet visade sig vara något positivare än vad det borde vara, men ändå värdefullt och användbart. Syftet med projektet uppfylldes och frågeställningarna blev besvarade.
13

A study about drivers' behavior at crossroads in mixed traffic scenarios, using a simulator

Grieco, Danilo January 2014 (has links)
No description available.
14

Procedural Generation of Tower Defense Levels

Öhman, Johan January 2020 (has links)
This report aims to present a method for generating levels for tower defense games. Tower defense games are digital strategy games played by defending bases against oncoming enemies that travel along pregenerated paths. The intended way of generating levels was to use Wave Function Collapse and Bézier curves to create paths and then generate a terrain mesh to match the paths using Marching Cubes. This approach was abandoned because it was considered unnecessarily complicated and there was a concern that there would not be enough time to complete a level generation system. The abandoned system was replaced by a system where a terrain mesh is generated first and is then used as the base for generating the paths iteratively where the direction of the path is changing based on a number of different rules. The path generation system was completed with a simple algorithm to decide on the number of enemies and defense towers. The result is a simple tower defense game with a complete but unbalanced system for generating levels. Though the system is unbalanced, it is implemented in a way that allows for balancing to be made. While a change in direction from the original idea was considered necessary, it only means that that approach was too time-consuming for this project, not that the techniques used in the original idea are inappropriate for these purposes.
15

Simulace výrobní linky / Simulation of production line

Kutík, Jakub January 2019 (has links)
The aim of this thesis is to create a custom application to simulate production lines. The first part explains the main reasons, benefits and current trends in the field of virtual commissioning and describes several simulation tools and engineering tools from Siemens. The second part is devoted to a detailed description of features, capabilities and application interface of the PLCSIM Advanced simulation tool. The third part is devoted to design and realization of the custom simulation application, which can be used for create conveyor lines and validate user PLC program in cooperation with PLCSIM Advanced tool. This simulator was created using Unity3D game engine and C# programming language. In the last part of the thesis, a simple simulation task is created in the simulator and is tested using PLC program and visualization created in the TIA Portal engineering framework.
16

Virtuální svět / Virtual World

Hamal, Jakub January 2015 (has links)
The content of this thesis is to describe process of developing computer game and presentation of Unity3D game engine. Acquisition of knowledge is used to create simple application for PC. The first chapter of this thesis deals with describing proces sof komputer games developing, Unity3D game egnine and its Integrated Development Enviroment, known as Unity Editor is described in the sekond charter with other programs, uset to creating sample application. Last chapter deals with describing creation of application via using techniques and software, which are described in first two chapters.
17

Virtuální svět / Virtual World

Balcárek, Daniel January 2015 (has links)
Main goals of this work are to present game development process and game engine Unity3D and develop game server with application programming interface including framework for using the server. The first part of this work is tageted on history of game genres and game development process. The second part of the thesis is dedicated to describing Unity3D game engine with focus on Unity3D networking. Development tools used in implementation and server desing included framework for use of the server are described in the third part of the thesis. In the last chapter of this work are described most important classes used in developed application.
18

Behavior Trees for decision-making in Autonomous Driving / Behavior Trees för beslutsfattande i självkörande fordon

Olsson, Magnus January 2016 (has links)
This degree project investigates the suitability of using Behavior Trees (BT) as an architecture for the behavioral layer in autonomous driving. BTs originate from video game development but have received attention in robotics research the past couple of years. This project also includes implementation of a simulated traffic environment using the Unity3D engine, where the use of BTs is evaluated and compared to an implementation using finite-state machines (FSM). After the initial implementation, the simulation along with the control architectures were extended with additional behaviors in four steps. The different versions were evaluated using software maintainability metrics (Cyclomatic complexity and Maintainability index) in order to extrapolate and reason about more complex implementations as would be required in a real autonomous vehicle. It is concluded that as the AI requirements scale and grow more complex, the BTs likely become substantially more maintainable than FSMs and hence may prove a viable alternative for autonomous driving.
19

Application of machine learning to construct advanced NPC behaviors in Unity 3D. / Tillämpning av maskininlärning för skapande av avancerade NPC-beteenden i Unity 3D.

Håkansson, Carl, Fröberg, Johan January 2021 (has links)
Machine learning has been widely used in computer games for a long time. This is something that has been proven to create a better experience and well-balanced challenges for players. In 2017, the game engine Unity released the ML-agents toolkit that provides several machine learning algorithms together with examples and a user-friendly development environment for free to the public. This has made it simpler for developers to explore what is possible in the world of machine learning in games. In many cases, a developer has spent a lot of time on a specific place in a game and would like a player to visit that area. The location can also be important for the gameplay, but the developer wants to steer the player there without the player feeling forced. This thesis investigates if it is possible to create a smart agent in a modern game engine like Unity that can affect the route taken by a player through a level. The results show that this is fully possible with a high success rate for a simple environment, but that it requires much time and effort to make it work on an advanced environment with several agents. Experiments with a randomized environment to create an agent that is general and can be used in many situations were also done, but a successful agent could not be produced in this way within the timeframe of the work.
20

Development of an application for teaching PLC and robot programming based on OPC UA

Zieringer, Christoph, Wittenberg, Carsten, Schneider, Frederik 27 January 2022 (has links)
This paper describes the development of a proof-of-concept application, which can be used to train people in the field of programmable logic controller (PLC) and robot programming. This concept leads to a better understanding, what kind of infrastructure and software packages can be combined, to not only have a visual representation of an industrial like scenario, but also the possibility to use commonly established programming environments such as TIA Portal, to set up a PLC program. In addi-tion, it provides insights on how OPC UA can be used and is suitable for controlling a typical six-axis industrial robot with the help of a PLC.

Page generated in 0.2576 seconds