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Den ansiktslösa skräckenHedenberg, Pontus, Ljungcrantz, Emil January 2018 (has links)
Detta kandidatarbete uppmanar till att upplysa andra kreatörer om normkreativitet inom skräckgenren. Denna genre har kommit att bli ständigt upprepande när det kommer till vissa skräckelement. Genom att arbeta kring den arkitektoniska atmosfären som huvudingång till att skapa nya koncept i skräckgenren, har vi därmed utvecklat ett digitalt spel som testar att ta bort antagonisten ur spelet och enbart baserar skräcken på atmosfären. Metoderna som använts för att utföra och inspirera gestaltningen har varit en visuell spelanalys, “The 4-layers approach” och modulär level-design. Resultatet av vårt digitala spel berodde helt på om spelaren skapade en tanke av att en antagonist existerade medan i vårt fall var fienden egentligen bara den arkitektoniska atmosfären. Den svåraste biten med detta kandidatarbete var att skräck är en sådan subjektiv genre och spelarna kommer att reagera olika, om ens alls. / This bachelor thesis aims to encourage other creators in norm creativity within the horror genre. This genre has become ever-repeated when it comes to certain horror elements. By working around the architectural atmosphere as the main entrance to create new concepts in the horror genre, we have developed a digital game that tries to remove the antagonist from the game and only bases the horror on the atmosphere. The methods used to execute and inspire the design have been a visual game analysis, "The 4-layers approach" and modular level design. The result of our digital game was entirely due to the fact that the player created a thought that an antagonist existed while in our case the enemy was only the architectural atmosphere. The hardest part of this bachelor thesis was that horror is such a subjective genre and the players will react differently, if at all.
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Contribution à la conception d'un système d'acquisition de signaux biomédicaux pour la télésurveillance médicale / Contribution to the design of a biomedical signals acquisition system for medical telemonitoringTlili, Mariam 23 October 2018 (has links)
L’objectif des travaux menés dans le cadre de cette thèse est le déploiement d’un dispositif médical embarqué et portable assurant l’acquisition et la transmission du signal biomédical électrocardiogramme. Il doit intégrer des techniques de traitement avancées et un étage de communication radio. A la quête de nouvelles idées non encore explorées par la communauté scientifique, nous proposons dans notre travail d’appliquer une acquisition compressée intelligente par exploitation du caractère parcimonieux du signal électrocardiogramme à l’aide d’un convertisseur analogique-numérique à échantillonnage non-uniforme. / The objective of this thesis is the deployment of an embedded and portable medical device for acquisition and transmission of the biomedical electrocardiogram signal. The device incorporates advanced processing techniques and a radio communication module. In search of new ideas not yet explored by the scientific community, we propose in our work to apply an intelligent compressed acquisition by exploiting the sparsity character of the electrocardiogram using a non-uniform sampling analog-to-digital converter.
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Aplikace hierarchických grafových gramatik v procedurálním generování světů / Aplikace hierarchických grafových gramatik v procedurálním generování světůSvoboda, Jakub January 2021 (has links)
Title: Application of hierarchical graph grammars in procedural 3D world gen- eration Author: Jakub Svoboda Abstract: Procedural content generation (PCG) is an often-used technique in video games. It allows us to generate large quantities and permutations of con- tent. A common problem in utilizing PCG in level design is that it is challenging to generate content close to what a human would create in overall quality and structure. One way of solving these problems is using graph grammars to rep- resent relations in the game world. Implementing a working graph generator using graph grammars and applying it to generate worlds is not very well docu- mented. This thesis will try to overcome this problem by implementing such a generator and extending it to use hierarchical graph grammars. The generator will be used to generate a 3D open world. The generator should be suitable for levels in other types of games. Keywords: procedural content generation, game development, hierarchical graphs, graph grammars, procedural level design
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Making Sense of a Game : A look into Tutorials and Character Mechanics / Att förstå sig på ett spel : En överblick på handledningar och karaktärsmekanikerRamirez Sessarego, Andrés, Arévalo Arancibia, Felype January 2019 (has links)
This paper researches how information in game tutorials can be retained by the player. We use a teach-back framework to see what information the participants’ retained. The purpose of this study is to understand how a video game can communicate vital information about character mechanics and rules with the help of tutorials integrated through level design. This qualitative study was conducted with 15 participants, they played through a Third-Person Action Platformer game which the authors created for this study. The participants were all experienced in this game genre for the sake of the results’ consistency. The results showed that the most effective method is the one that presented most text and restricted player freedom, that being said it is not the preferred method by the participants. This resulted in suggestions that differed from what is presented to them, some of them including demonstrations in the game world and even some audio elements that could be implemented instead of having a text-based tutorial. / I den här studien undersöker vi hur information i spelhandledning kan bibehållas av spelaren, vi använder en undervisningssammanfattning för att se vilken information deltagarna behöll. Syftet med denna studie är att förstå hur ett videospel kan kommunicera viktig information om karaktärsmekaniker och regler med hjälp av handledning integrerad genom nivådesign. Denna kvalitativa studie genomfördes med 15 deltagare, de spelade genom ett Tredje-Person action Platform spel som författarna skapade för denna studie. Alla deltagarna är erfarna i den här spelgenren för att hålla resultaten konsekventa. Den mest effektiva metoden är den som presenterade mest text och begränsade spelarens frihet men det var inte den föredragna metoden bland deltagarna. Det här resulterade i förslag som skilde sig från vad som presenterades för deltagarna, några av de förslagen inkluderade demonstrationer i spelvärlden och vissa ljudelement som kunde ha implementerats istället för att endast ha en textbaserad handledning.
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Arquitetura e level design nos games / Achitecture and level design in gamesCasarini, Marcel 22 September 2014 (has links)
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Previous issue date: 2014-09-22 / With virtual spaces becoming increasingly present in our daily lives, it is necessary to further understand the relationship that man to possess with this virtual space, as he understands it and how he can build it. As the massive use of games, these will be the object of analysis, since much of the virtual experience occurs in them.
This research sought to establish the relationship between the factual and digital spaces in games in order to benefit the development levels of the game from the knowledge developed in architectural studies. The research is based on the thoughts of Mark Vitruvius, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto and Lev Manovich, among others.
The hypothesis of this study is that despite the differences between the factual and the virtual space, both can use the same concepts and methodology to be created, since they can also inhabited and are perceived similarly.
Thus, in the first chapter of the research we tried to present a mimesis of the three-dimensional world in various media: painting, technical drawing and film, since they contributed to the understanding of the representation of virtual spaces. In the second chapter, we worked the relations of space for it actants with these environments and the relationship between user-architectural, who inhabits the factual space and the viewer-interactor, who inhabit the virtual environment, in addition to the concepts of navigable spaces, immersion and avatar, all important for reading the digital space and the development of their relationship to the factual space. Finally, in the third chapter, we performed a case study of the game "The Last of Us" from architectural concepts and design level and in relation to conceptual and methodological development part. Soon after, it was discussed directly the relationship between architecture and level design, and this time with the focus on the form of the creation of spaces, and how this is understood by the person who inhabits it.
In the last part of the paper discussed the concept of architectural level design, which presents some ways of thinking about architecture and its relationship with the level design. From this conceptualization, we propose a development methodology architecture design level / Arquitetura e Level Design nos Games
Com os espaços virtuais tornando-se cada vez mais presentes no nosso cotidiano, faz-se necessário um estudo mais aprofundado para entender a relação que o homem possuí para com este espaço virtual, como ele o entende e como ele pode construir. Como o uso massivo de games, estes serão o objeto de análise, pois boa parte da vivência virtual se dá nos mesmos.
Nesta pesquisa buscou-se estabelecer a relação entre os espaços fáticos e digitais nos games com o intuito de beneficiar o desenvolvimento de níveis dos jogos a partir do conhecimento desenvolvido em estudos de arquitetura. A pesquisa tem como base os pensamentos de Marcos Vitrúvio, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto e Lev Manovich, dentre outros.
A hipótese desta pesquisa é que apesar das diferenças entre o espaço fático e o virtual, ambos podem utilizar os mesmos conceitos e metodologia para serem criados, uma vez que também podem são percebidos e habitados de forma semelhante.
Desta forma, no primeiro capítulo da pesquisa buscou-se apresentar uma mimese do mundo tridimensional em diversos suportes: na pintura, no desenho técnico e cinema, já que eles contribuíram para o entendimento da representação dos espaços virtuais. No segundo capítulo trabalhou-se as relações dos actantes do espaço para com estes ambientes e a relação entre o usuário-arquitetônico, aquele que habita o espaço fático e o espectador-interator, aquele que habita o ambiente virtual, além dos conceitos de espaço navegável, imersão e avatar, todos importantes para a leitura do espaço digital e para a elaboração de sua relação para com o espaço fático. Por fim, no terceiro capítulo, realizou-se um estudo de caso do jogo The Last of Us a partir de conceitos arquitetônicos e de design de nível e em relação à parte conceitual e metodológica de desenvolvimento. Logo após, discutiu-se diretamente a relação entre arquitetura e design de nível e, desta vez com o foco na forma de criação dos espaços, e em como este é compreendido pelo sujeito que o habita.
Na última parte do trabalho discutiu-se o conceito de projeto de arquitetura de nível, onde são apresentados alguns modos de se pensar arquitetura e suas relações com o design de nível. A partir desta conceituação é proposta uma metodologia de desenvolvimento de projeto de arquitetura de nível.
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Network Processor specific Multithreading tradeoffsBoivie, Victor January 2005 (has links)
<p>Multithreading is a processor technique that can effectively hide long latencies that can occur due to memory accesses, coprocessor operations and similar. While this looks promising, there is an additional hardware cost that will vary with for example the number of contexts to switch to and what technique is used for it and this might limit the possible gain of multithreading.</p><p>Network processors are, traditionally, multiprocessor systems that share a lot of common resources, such as memories and coprocessors, so the potential gain of multithreading could be high for these applications. On the other hand, the increased hardware required will be relatively high since the rest of the processor is fairly small. Instead of having a multithreaded processor, higher performance gains could be achieved by using more processors instead.</p><p>As a solution, a simulator was built where a system can effectively be modelled and where the simulation results can give hints of the optimal solution for a system in the early design phase of a network processor system. A theoretical background to multithreading, network processors and more is also provided in the thesis.</p>
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Design of High-performance DMA Controller for Multi-core PlatformWang, Tongtong January 2006 (has links)
<p>The DMA(direct memory access) controller is a special component in DSP processor used to offload the data transferring from CPU and improve the data access efficiency in the microprocessor.</p><p>This paper describes the design and implementation of DMA(direct memory access) device for microprocessor developed using C++ Language and SystemC libraries. The main facts covered within this report are the structure of a microprocessor with embedded DMA, and some interesting points of SystemC and TLM library that are useful for the design and implementation of the system level design.</p><p>This paper starts with an introduction of the theory of DMA , the structure of the microprocessor and the multicore microprocessor. Next it goes further into the DMA specification discussion. The next chapter is the implementation of DMA and the microsystem, later on in this chapter is an explanation of the SystemC methods I used in the system design.</p><p>At last, the simulation results of the whole system is presented and analyzed. The utility of the DMA is discussed and calculated.</p><p>With all these aspects covered in the paper, it is easy for the readers to understand the DMA theory , micro architecture as well as the fundamental knowledge of SystemC.</p>
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Energy Efficient and Predictable Design of Real-Time Embedded SystemsAndrei, Alexandru January 2007 (has links)
This thesis addresses several issues related to the design and optimization of embedded systems. In particular, in the context of time-constrained embedded systems, the thesis investigates two problems: the minimization of the energy consumption and the implementation of predictable applications on multiprocessor system-on-chip platforms. Power consumption is one of the most limiting factors in electronic systems today. Two techniques that have been shown to reduce the power consumption effectively are dynamic voltage selection and adaptive body biasing. The reduction is achieved by dynamically adjusting the voltage and performance settings according to the application needs. Energy minimization is addressed using both offline and online optimization approaches. Offline, we solve optimally the combined supply voltage and body bias selection problem for multiprocessor systems with imposed time constraints, explicitly taking into account the transition overheads implied by changing voltage levels. The voltage selection technique is applied not only to processors, but also to buses with repeaters and fat wires. We investigate the continuous voltage selection as well as its discrete counterpart. While the above mentioned methods minimize the active energy, we propose an approach that combines voltage selection and processor shutdown in order to optimize the total energy. In order to take full advantage of slack that arises from variations in the execution time, it is important to recalculate the voltage and performance settings during run-time, i.e., online. However, voltage scaling is computationally expensive, and, thus, performed at runtime, significantly hampers the possible energy savings. To overcome the online complexity, we propose a quasi-static voltage scaling scheme, with a constant online time complexity O(1). This allows to increase the exploitable slack as well as to avoid the energy dissipated due to online recalculation of the voltage settings. Worst-case execution time (WCET) analysis and, in general, the predictability of real-time applications implemented on multiprocessor systems has been addressed only in very restrictive and particular contexts. One important aspect that makes the analysis difficult is the estimation of the system’s communication behavior. The traffic on the bus does not solely originate from data transfers due to data dependencies between tasks, but is also affected by memory transfers as result of cache misses. As opposed to the analysis performed for a single processor system, where the cache miss penalty is constant, in a multiprocessor system each cache miss has a variable penalty, depending on the bus contention. This affects the tasks’ WCET which, however, is needed in order to perform system scheduling. At the same time, the WCET depends on the system schedule due to the bus interference. In this context, we propose, an approach to worst-case execution time analysis and system scheduling for real-time applications implemented on multiprocessor SoC architectures.
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Hur skapar jag en välbalanserad multiplayer- bana till ett fps? : Reflektioner kring arbetsprocessen bakomHjelm, Johan January 2008 (has links)
Denna rapport är av en reflekterande karaktär. Den förmedlar arbetsprocessen och resultatet av ett projekt som gjorts i kursen examensarbete i medier: Dataspelsutveckling vt 2008. Verket som rapporten grundar sig på är en bana gjord för Unreal Tournament 3 (Epic Games, 2007). Banan skall uppnå mina egenstipulerade krav för att en bana skall vara välbalanserad. Texten inleds med en beskrivning av arbetsprocessen och de olika stegen som genomgicks. Den börjar med idén och går vidare i flertalet olika steg till det färdiga resultatet. Därefter visas den färdiga banan upp i form av bilder. Sedan följer en diskussion om resultatet och de problem som uppstod i arbetsprocessen. Slutsatsen är att förutom några få undantag så har min arbetsprocess fungerat bra. Jag anser mig ha skapat en multiplayer-bana som lever upp till mina egenstipulerade krav för en välbalanserad bana.
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Miljögrafik till Unreal Tournament 3 : Att skapa en sammanhängande och trovärdig spelomgivningEngdal, Claes January 2009 (has links)
Detta är en reflekterande rapport tillhörande ett praktiskt examensarbete i form av en spelomgivning till spelet Unreal Tournament 3 (2007). Examensarbetet behandlar trovärdighet i fiktiva medier och hur detta kan uppnås i en spelomgivning med hjälp av ett sammanhängande grafiskt regelverk. I undersökningen av problemområdet används källor inom grafisk kommunikation, film, dataspel och sociologi. Slutsatserna som tas upp är inte definitiva, men rapporten är tänkt att kunna fungera som en möjlig ingång för studier som vidare behandlar trovärdighet i spelomgivningar. Dessutom kan examensarbetet fungera som uppslag för den som vill lära sig mer om miljögrafik i spel och hur denna kan fås att bli sammanhängande.
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