• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 13
  • 9
  • 6
  • Tagged with
  • 29
  • 14
  • 13
  • 10
  • 5
  • 5
  • 5
  • 5
  • 5
  • 5
  • 4
  • 4
  • 4
  • 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

Arbetssimulator med Wii Remote : En guide till utveckling av en simulator

Gomez Ortega, Daniel, Djerf, Henrik January 2010 (has links)
Detta är ett uppsats på D-nivå. I en tidigare kurs, inom vårat program Data- och Systemvetenskap, kom vi på en idé om hur man kan förbättra/komplettera utbildningen av nyanställda som befinner sig i en stressig arbetsplats på företag där det är ett ständigt behov av återanställning av personal. Vi utvecklade detta koncept och kom med idén till en simulator som kan utbilda personal samt minska stress hos nyanställda. Idén mognade till en Serious Game simulator baserad på en Wii-kontrollerad PC-baserad simulator med Bluetooth-stöd.Syftet med denna uppsats är att skapa en guide om grunderna i en simulator som utnyttjar Wii-kontroller som externa inmatningsenheter. I denna guide kommer vi att täcka hur Nintendos Wii-kontroll fungerar, hur man kan skapa enkla 3D-modeller i Blender och även hur detta kan implementeras i Microsoft XNA. Med denna guide som bas kommer vi också att visa hur vi utvecklat en prototyp med hjälp av ett designkoncept som utvecklats av våra kollegor Christopher Saarinen & Evin Antoniadis forskning. Detta examensarbete har resulterat i både en guide och en fungerande prototyp som implementerar de grundläggande delarna av våra kollegors designkoncept. / This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support. The aim of this thesis is to create a developer’s guide on the basis of a simulator with the use of Wii remotes as external input devices. In this guide we will cover how the Nintendo Wii Remote works, how to create simple 3D-models in Blender and also how this can be implemented in Microsoft XNA. With this guide as a base we will also show how we developed a prototype using a design concept developed through the research of our coworkers Christopher Saarinen & Evin Antoniadis. This thesis has resulted in both a guide and a working prototype that implement the basic elements of our coworkers’ design concept. / Detta är ett projekt i två delar en teoretisk och en teknisk, den teoretiska är separat från denna och är skriven av Christopher Saarinen och Evin Antoniadis. / Simulerad interaktiv arbetsmiljö
12

Analýza průchodnosti terénem pomocí strojového chápání map / Terrain passability analysis using machine understanding of maps

Pařík, David January 2017 (has links)
The diploma thesis deals with creation of computer aplication that can be used for conversion of raster maps for orienteering into model. Aplication will use this model to calculate optimal track between two selected locations. The thesis describes the development of a module for speed analysis in different types of terrain and another module for detection of roads and impassable objects. Thesis builds on work of Ing. Pavol Kršák and describes new features that were implemented to simplify user's control.
13

Implementace algoritmu Seamless Patches for GPU-Based Terrain Rendering / Seamless Patches for GPU-Based Terrain Rendering Algorithm Implementation

Jozefov, David January 2011 (has links)
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of detail. It describes two currently most used graphical application interfaces and high-level libraries that use them and summarizes principles and features of several level-of-detail algorithms for terrain rendering. In more detail it then describes the implementation of Seamless patches for GPU-based terrain rendering algorithm.
14

Aplikace pro návrh a simulaci ohňostrojů / Tool for Fireworks Design and Simulation

Floryán, Kamil January 2012 (has links)
This Master thesis describes the design and implementation of particle system and a user interface of tool for fireworks design and simulation. The engine uses an XNA framework and an HLSL shading language. The thesis also compares applications focused on designing and simulation of fireworks. Applicability and demandings of applications for designing and simulation of fireworks  among Czech and Slovak companies  dealing professionally with firework  are  analysed as well.
15

Systém pro tvorbu 3D modelů budov z půdorysů / System for Modelling of 3D Buildings from Floor Plans

Jurka, Zdeněk January 2012 (has links)
This work deals with description and design of application for generating 3D building models from floor plans and their publication on the Internet. First chapter describes methods used for floor plans creation. Next part describes how are foor plans transformed into three-dimensional model. Following chapters describes implementation details concerning application used for creation of building floor plan and three-dimensional model generation. Work also covers implementation of web based application for viewing models in web browser. Final chapters sums up results and limitations of described solution. There are also discussed possible extensions of current project.
16

Strojové chápání map a výpočet optimální cesty / Machine Understanding of Maps and Optimal Trajectory Calculation

Kršák, Pavol January 2016 (has links)
The teasis deals with the creation of software tools, which use human element to extracts data necessary for navigation in the field of raster maps for orienteering. To achieve this goal, it is important to segment individual sections of the map according to symbols on the map. These symbols are illustrated on the map with one colour or combinations of colours, which create patterns. Because of identification of individual symbols, the work deals with segmentation according to colours and pattern matching. To navigate in the field is important information on height differences on the ground , for this reason the work discusses the position of contour identification and determination of their heights. Combining terrain data with data about height differences will create a 3D color models in XNA. To navigate in such a terrain that is used A* algorithm , in which the test several heuristic model defined distance. The A* algorithm then provides the optimum route according to specified criteria .The resulting application conveys the necessary tools to analyze raster maps orienteering , these tools are the manual and the automatic nature. The work includes detailed operating instructions of developed application.
17

Analýza průchodnosti terénem pomocí strojového chápání map / Terrain passability analysis using machine understanding of maps

Pařík, David January 2017 (has links)
The diploma thesis deals with creation of computer aplication that can be used for conversion of raster maps for orienteering into model. Aplication will use this model to calculate optimal track between two selected locations. The thesis describes the development of a module for speed analysis in different types of terrain and another module for detection of roads and impassable objects. Thesis builds on work of Ing. Pavol Kršák and describes new features that were implemented to simplify user's control.
18

Gameplay experience with eye tracking

Fekete, Lorand, Hagelbäck, Maria January 2012 (has links)
This study is about how a person who is used to play games experiences playing a game with their eyes as input. The participants played a 3D game where the player had to collect coins by moving a ball over them. The participants first tried the game with keyboard as input and then right after only interacting by gazing via screen. The achieved score was recorded both for input from keyboard and input from eye. After the game session the participants were asked to answer two questionnaires that contained questions about their background and questions referring to the game they just played. The experiment was performed in a lab with a TobiiT60 eye tracker. All participants got lower score when they used eye tracking as input but most of the participants found it to be more fun. We reached the conclusion that, with the game used in our experiment, the participants felt that gaining a high score was not the most important. Instead they ranked having fun as a more important factor. Our experiment has shown that using an eye tracker can make a casual game more fun.
19

Real-time JPEG based video decoding on mobile phone hardware using C# and XNA 4.0

Petersson, Jonas January 2012 (has links)
Using the mobile phone to play games is very common today. The development is going forward, which has increased the demands from the users. Demands such as; increased visual appearance, faster feedback and improved interactive possibilities. To meet with these requirements a more powerful computer can facilitate the work for the mobile phone, for example rendering a game and sending the image data to the phone using wireless communication. The phone can then decode and display the image on its screen. The main object for this thesis is to implement a JPEG based decoder on Windows-based phones using C# and XNA 4.0. The decoder is based on an existing C++ implementation, which follows the JPEG standards. The need of an 8x8 matrix made the existing XNA matrix inapplicable, which lead to the use of own defined matrices instead. Even though it seemed promising, the matrices that were own defined were too slow and created a bottleneck in the decoding process. C# is not efficient at iterating through arrays with lots of data. An XNA based stream to decode the compressed image data made it possible to decode the image without using the matrices, and resolve the bottlenecks. The FromStream method is in some cases almost nine times faster than the own implementation, the bottlenecks are for the mostly found in the matrix calculations. When possible, use C++ when creating applications, it handles large amounts of data much faster than equal C# applications, unfortunately C++ will not work on all devices, such as Windows based phones.
20

Void -spelprototyp för Xbox360 / Void -game prototype for Xbox360

Lindberg, Joakim, Gullbrandson, Fredrik, Nilsson, Bo Martin January 2008 (has links)
Detta examensarbete består utav av två delar, en produktionsdel och denna slutreflektion. Produktionsdelen varade i 15 veckor och gick ut på att utveckla en spelprototyp. Spelprototypen är ämnad för spelkonsolen Xbox360, som är den nya generationens tv-spel. För att kunna utveckla till denna konsol måste man använda sig av XNA, som är ett utvecklingsverktyg ämnat specifikt för Xbox360 och ett måste om man vill kunna utveckla till denna konsol som icke licensierad spelutvecklare. Denna rapport är en sammanfattning av den arbetsprocess vi genomfört. In English: This degree final thesis consists of two parts, one production and this final reflection. The production part lasted over the span of 15 weeks and its goal was to develop a prototype for a game. This prototype was meant for the new generation gaming console, Xbox360. To be able to develop for this console one must use XNA. XNA is a software development kit for non-licensed developers. This document is a summary of the whole work process. / • Detta är en reflektionsdel till en digital medieproduktion.

Page generated in 0.0429 seconds