Spelling suggestions: "subject:"unrealistic""
81 |
Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?Wennerberg, Daniel January 2019 (has links)
Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. In these levels, subjects auditioned two versions of avatar-related foley sounds. One version was mono, the other stereo. The test prompted the subjects to complete two tasks for each level, whereupon the foley version changed upon completion of the first task. The subjects then answered questions in between each level, regarding the foley version. They were asked to rate believability and choose a preference, as well as provide motivations for their choices. The quantitative data showed next no evidence that either mono or stereo was generally perceived as more believable or preferred. However, the qualitative data indicates that the majority of players tend to prefer and rate stereo foley as more believable in certain game environments. Furthermore, the data indicates that some subjects prefer a sensory replication of reality in foley. It is also shown that preference for stereo width vary between subjects and therefore argued that there cannot be a perfect standardized setting for stereo foley.
|
82 |
Les correspondances amoureuses de Joë Bousquet : espace d'identité et d'altérité / Joë Bousquet's love correspondences : space of identity and othernessBie, Zhi 15 December 2017 (has links)
Au coeur de l’existence et de l’oeuvre de Bousquet(18971950) se trouve la blessure qu’il reçut à la guerre de 14-18 et qui le condamna à la paralysie. Cette expérience tragique fut la source d’une oeuvre originale et diverse, dans laquelle les correspondances, et plus particulièrement les correspondances amoureuses, tiennent une place importante. Elles sont l’espace dans lequel se déploie une quête d’identité qui passe par la relation à l’altérité, et plus précisément, par la relation amoureuse. L’écriture est vécue par Bousquet comme une tentative de salut, une lutte contre le mal, une quête du sens et de la vérité à travers le langage. Cette écriture intime sonde les profondeurs intérieures de l’homme et s’élève vers la hauteur spirituelle par l’Amour. La recherche de l’unité et de l’essentiel conduit progressivement à l’expression d’une vision du monde qui est aussi une poétique et un enseignement sur la « vraie vie ». / At the core of Joë Bousquet’s life and work (18971950) lies the wound he received during WWI which was to leave him paralysed. Such a tragic experience brought about a unique though diverse achievement, especially through his love letters. Indeed they provide matter for an identity questwhich means how one relates to others, more particularly when love is involved. For Bousquet writing is tantamount to reaching for salvation, it compares with fighting back evil, it is like a quest for meaning and truth by means of words. That deepseated writing probes the inner parts of the human soul, eventually rising up to spiritual heights by means of love. The search for unity and the essential truth also gradually results in a poetical viewing of the world, as well as a lesson of ‘true life’.
|
83 |
INFRARED SENSOR MODELING FOR OBJECT DETECTION IN AUTONOMOUS VEHICLES USING POST-PROCESS MATERIAL IN UNREAL ENGINESri sai teja Vemulapalli (20379372) 05 December 2024 (has links)
<p dir="ltr">Recent advancements in autonomous vehicle research and development have significantly enhanced their capabilities, largely due to innovations in sensor technology. Infrared (IR) sensing, in particular, has rapidly advanced to the point where sensors have been miniaturized and made commercially viable for integration into autonomous vehicles. While hardware advancements are notable, large-scale deployment requires rigorous testing to ensure reliability and safety.</p><p dir="ltr">Autonomous vehicle technology heavily relies on machine learning (ML) and object detection algorithms, which necessitate precisely annotated image data for effective training. Although IR sensors are commercially available, their acquisition at scale remains economically challenging, making it difficult to generate the necessary volume of data. Furthermore, annotating this data is resource-intensive, requiring significant human effort.</p><p dir="ltr">This research addresses these challenges by proposing a cost-effective and scalable solution: developing a virtual IR model within a virtual simulation environment using the hyper-realistic open-source graphics engine, Unreal Engine. While some proprietary solutions offer virtual IR sensing simulations, there is a significant gap in open-source options that are economically accessible to most researchers.</p><p dir="ltr">The proposed IR camera model is designed using Unreal Engine’s blueprint scripting and open-source object models, creating a virtual simulation environment capable of generating auto-annotated IR images at a rate of 60 frames per second. These images are then used to train a YOLO object detection model, which is subsequently applied to open-source real infrared images, simulating the actual use of IR camera-based object detection in autonomous vehicles. The resulting model demonstrates promising potential in providing a user-friendly, open-source virtual IR camera that can generate annotated images suitable for training object detection models.</p>
|
84 |
Investigation of VR as Visualization and Assembly-Simulation ToolGötherström, Richard January 2024 (has links)
Across industries, Computer-aided design (CAD) programs are used to create vehicle parts. Simultaneously, virtual reality (VR) has become more common. Can these two co-existing technologies benefit one another? This thesis investigates how CAD modeling can be enhanced with the help of VR. Specifically, it focuses on importing CAD models during the runtime of a VR application, visualizing those models in real size. An additional feature includes the ability to interact with the imported CAD models, enabling assembly simulations. This thesis specifically explores how parts of electric autonomous trucks can be assembled in VR. The results are moderately satisfying, with users expressing both satisfaction and dissatisfaction with certain aspects of VR as a tool in this context. However, only two users evaluated the application, indicating the need for a more extensive evaluation. / I flera industrier är CAD-program vanliga för att modellera delar till fordon. Samtidigt växer virtual reality (VR) fram och blir allt vanligare. Kan dessa två teknologier samexistera och dra nytta av varandra? Det här arbetet undersöker om CAD-modellering kan dra fördel av VR som ett verktyg för visualisering. En av de mer unika aspekterna av detta arbete är hur import av CAD-modeller under körtid hanteras. En annan funktionalitet som undersöks är möjligheten att interagera med de importerade CAD-modellerna, vilket också öppnar för möjligheter att simulera monteringsprocesser. Resultatet var någorlunda tillfredsställande enligt intressenterna som utvärderade den slutgiltiga VR-applikationen. Det fanns aspekter som inte var helt tillfredsställande samtidigt som det fanns delar som var bra. Det ska beaktas att det endast var två intressenter som utvärderade den slutgiltiga applikationen, vilket indikerar att det behövs mer utvärdering för att fastställa ett gediget resultat.
|
Page generated in 0.0427 seconds