• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3
  • 1
  • 1
  • Tagged with
  • 4
  • 4
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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.
1

Improving asset readability in top-down VR games

Johansson, Lucas January 2017 (has links)
With this work I wanted to examine how to improve readability of battlefields in top-down gamesfor VR by increasing the visual distinction between units. I analyzed three successful PC gameswithin the genre and created three different user tests to come up with my results and conclusions.The results from my VR test is compared to my non-VR tests to see what one has to do to reachthe same level of readability or better in VR. It turns out you need to put more time in to yourassets for improving readability in VR than without VR on a non-stereo display.
2

HDR and its influence on visual components

Björk, Sebastian January 2018 (has links)
The purpose of this thesis was to analyse and compare HDR to SDR in relation to the visual components which exists in a picture. The questions asked how big of an impact HDR would have on the visual components in a picture. HDR simulated images of the same scene was analysed based on the visual component to compare in what ways they would be altered. The definition of a visual component is based on Bruce Blocks book The Visual Story. The result of the analysis exposed that HDR alters the current visual components and its sub components. Another conclusion was that the method used has it flaws and would need more research, the complication being the hardware needed to properly view HDR content. / Syftet med detta examensarbete var att analysera och jämföra HDR mot SDR i relation till de visuella komponenter som finns i en bild. Frågan som ställdes var hur stor inverkan HDR har på bildens visuella komponenter. HDR-simulerade bilder från samma miljö analyserades baserat på de visuella komponenter för att se hur de ändrades. Defintionen av vad som räknas som en visuell komponent kommer från Bruce Blocks bok The Visual Story. Resultatet av analysen var att HDR förändrar de nuvarande komponenterna och underkomponenter. En till slutsats var att metoden har sina svagheter och skulle behöva studeras mer ingående, svårigheterna är att ett specifikt hårdvarustöd krävs för att kunna visa HDR korrekt.
3

Taking control of the horror : Working with visuals in the psychological horror game genre

Lewitzki, Alexander January 2017 (has links)
Horror, one of the most popular genres of entertainment, can be quite hard to get right. This report explores the visual subject of psychological horror in games, aiming to answer the following questions: How is the genre handled in movie production? How have previous game developers done this, both for bigger productions as well as indie games? How well did the chosen movies and games manage to translate the horror feeling into the visuals? The chosen method to determine this is image analyses and surveys. The results showed that there are not many differences between how the genre is handled in movies compared to games, though there are a few. Results from the surveys showed that games are more often perceived scary and disturbing on a higher degree than movies. / Skräck, en av de mest populära genrerna inom underhållning, kan vara ganska svår att få till. Den här rapporten utforskar de visuella ämnenena inom psykologisk skräck i spel, utifrån följande frågeställningar: Hur hanteras genren inom filmproduktion? Hur har tidigare spelutvecklare genomfört detta, både för större produktioner och för indiespel? Hur väl har de utvalda filmerna och spelen lyckats översätta skräckkänslan i det visuella? Den valda metoden för att fastlägga detta är bildanalyser och enkätundersökningar. Resultaten visar att det inte finns många skillnader mellan hur genren hanteras inom film jämfört med spel, även om det finns några. Resultat från enkätundersökningarna visar på att spel oftast ses som läskigare och obehagligare på en högre nivå än filmer.
4

汽車產業導入「數位工廠」成功關鍵因素與效益之探討(以中華汽車為例) / A study of the critical success factors and benefits of implementing the digital factory system in automotive industry-example of China Motor Company

陳昱均, Chen, Yu Chun Unknown Date (has links)
拜科技進步之賜,虛擬模擬技術對於未來事件的預測準確度越來越高,而近年來發展出來「數位工廠」即是其中一個典型的工廠應用,因為「數位工廠」可利用三維立體模擬技術來進行工廠製程之設計與開發,可於投資決策前事先瞭解製程與成本之關係,藉此降低企業經營風險。 決策品質對於企業非常重要,關鍵的因素在於正確資訊及經理人的經驗,而經驗判斷也必須基於資訊情報之前提上,也就是說正確及高品質的資訊情報可提升決策之品質,而「數位工廠」則可事先模擬工廠之佈局及流程,提前獲得未來製造的情報,故決策之品質也將因此而提升。 近來許多國內外知名汽車企業紛紛導入「數位工廠」來提升製造之效率,例如日本豐田、德國賓士集團、中華汽車等領先之企業,但導入「數位工廠」絕不只是購買虛擬模擬軟體或是技術即可達成,其中必定包含許多的流程整合及應用過程,這樣才能使預測技術與決策品質一致化。 本研究以個案研究方法,透過觀察分析與訪談的方式,針對目前台灣有導入「數位工廠」的公司進行實證研究,但因台灣導入此類系統之研究樣本較少,故本研究將參考國外之期刊及技術文件,並實地訪問中華汽車,藉此討論汽車產業導入「數位工廠」成功關鍵因素與效益。 【關鍵詞彙】 數位工廠。 / A Study of the Critical Success Factors and Benefits of Implementing the Digital Factory System in Automotive industry - Example of China Motor Company. Thanks to the advance of technology. Virtual simulation technology is getting more accurate prediction of future events. In the recent years, the digital factory is one of the typical plant applications, because the digital factory can use the three-dimensional simulation for plant design, layout, and build up. Manager can check the factory process and cost in virtual simulation environment before company make investment decisions. And they also can reduce the risk by use virtual prediction result. It’s very important for businesses decision making. The key factors for making the right decision are the correct information and the manager's experience. All judgments must be based on the premise of right information, because the right information will improve the quality of decision-making. Recently, many well-known automobile companies develop the digital factory system to improve their manufacturing efficiency, such as Toyota, Mercedes group in Germany, the China motor in Taiwan. But building the digital factory is not just to purchase the virtual simulation software. It will contain the process integration and application process in order to make the good prediction for high quality of decision-making In this study, I use the case study for analysis, interview and observing of China Motor Company. Because the study sample is too small in Taiwan, this study will refer to foreign of journals and technical documents. And I also use field study of China Motor Company for discuss the critical success factors and benefits of digital factory. Key words: digital factory.

Page generated in 0.065 seconds