Dissertations / Theses on the topic 'Graphics, augmented reality and games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Graphics, augmented reality and games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Tokunaga, Daniel Makoto. "Técnicas de reconstrução e renderização de vídeo-avatares para educação e jogos eletrônicos." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-20082010-161313/.
Full textProviding good immersion experiences for users interacting with virtual contents or an environment is one of the main challenges for developers and researchers in interactive technologies, mainly virtual and augmented reality. Especially in areas of education and entertainment, in which the engagement of the user and the significance of content are of crucial importance for the success of the application, the search for experiences that approximate to one of a total immersion of the participant is common practice. When interaction at distance is necessary, one way to provide better immersion experiences is the use of a solution called Immersive Telecommunication System. This kind of system can provide the sharing of the virtual environment among participants, information exchange among them, and also their interaction with the virtual environment. One of the most important component of these systems is the video-avatar, the representation of the participant in the virtual environment based on a video of the participant captured in real-time. This work presents new approaches of geometric reconstruction and rendering for the creation of a video-avatar. First, a theoretical model to modularize the existing reconstruction and rendering approaches was proposed. Based on this model, a new approach of geometric reconstruction and rendering, called Video-based Microfacet Billboarding, was conceived. This approach uses a technique of real-time reconstruction and rendering that enables the representation of the object details and improves the integration of the avatar in the virtual environment. In this work, it is also proposed the concept of non-photorealistic video-avatar, that aims to apply a non-photorealistic style over all the scene to improve the avatar integration with the environment, and with this, to enhance the user\'s immersion. The results obtained by the implementation of a video-avatar with these approaches, as well as preliminary users tests, gives us strong evidences that we could create a user representation that attends all the requisites of the iLive system, an immersive telecommunication system for education and gaming purposes, in development by the Interactive Technologies Laboratory (Interlab) of Escola Politécnica da Universidade de São Paulo.
Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.
Full textAugmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
Laurendi, Joseph Michael. "Augmented reality games : improved data layers." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66436.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 73-74).
The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own games based on a map, a set of characters, and a plot of their choosing. In an earlier version of the software, students were allowed to add "substances" (e.g. oil spills) to their games. The functionality for doing so did not give the student much control and was unintuitive to use. In this thesis, I propose and analyze a prototype of the design and implementation of a new, improved interface that allows students to add a generalized version of a "substance" to their AR games. This generalization of a "substance" is termed a "data layer"
by Joseph Michael Laurendi.
M.Eng.
Coelho, Enylton Machado. "Spatially Adaptive Augmented Reality." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7583.
Full textFekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.
Full textWang, Tiffany (Tiffany N. ). "Case for usability : designing Outdoor Augmented Reality games." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46527.
Full textPages 95-96 blank
Includes bibliographical references (p. 87-88).
Creating a successful Outdoor Augmented Reality (OAR) game can be a complicated process. With every new feature added to the OAR toolset, games gain more levels of complexity, grow in size of content, and become increasingly difficult to produce and manage. In order to identify plausible methods to help alleviate some of the difficulties when creating OAR games, a heuristic usability evaluation of the existing Game Editor toolkit and an assessment of the needs of game designers were made as part of this research. Two new applications, the Desktop Editor and Remote Editor, were designed, prototyped, and evaluated by new and experienced game designers. The Desktop Editor offers new methods of visualizing and working with data which have proven to be useful features for creating games but also add difficulties to overall learnability. The Remote Editor offers on-location game editing capabilities which help expedite many of the tasks involved with creating and testing OAR games. Feedback and user tests suggest that the new applications offer valuable ideas for game editing features that would be beneficial in future iterations of the OAR Game Editor toolkit.
by Tiffany Wang.
M.Eng.
Chen, Jiajian. "Non-photorealistic rendering with coherence for augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45749.
Full textZhao, Hongyi. "Augmented Reality Technologies on iPhone : What and how iPhone could achieve with Augmented Reality and 3D-graphics." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-130628.
Full textAugmented Reality Technology becomes closer to normal life when found in hand-held devices. And hand-held devices get more and more computing power as the rising of chip energy efficiency. iPhone, as a quickly growing handset, is a promising platform for Augmented Reality application with its various built-in sensors. The author gave a review of iPhone platform regarding Augmented Reality. Then, the author attempted to carry out two prototypes of Augmented Reality games and performed evaluation of the two prototypes in terms of performance, noise and calibration. Finally, the author gave the conclusion of how iPhone could deal with Augmented Reality based on the data collected in the evaluation of prototypes.
Nilsen, Trond. "Guidelines for the Design of Augmented Reality Strategy Games." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1109.
Full textSchrier, Karen L. "Revolutionizing history education : using augmented reality games to teach histories." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/39186.
Full textIncludes bibliographical references (leaves 154-162).
In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) games- location-based games that use wireless handheld devices to provide virtual game information in a physical environment-as educational tools. I designed "Reliving the Revolution" as a model for using AR games to teach historic inquiry, decision-making, and critical thinking skills. "Reliving the Revolution" takes place in Lexington, MA, the site of the Battle of Lexington (American Revolution) and simulates the activities of a historian, such as evidence collection and interpretation. Participants interact with virtual historic figures and gather virtual testimonials and evidence on the Battle, each triggered by GPS to appear on the handheld devices depending on one's specific location on or around the Lexington Common. The participants collect differing evidence based on their historic role in the game (Minuteman soldier, loyalist, African American/Minuteman soldier, or British soldier) and then collaboratively evaluate who fired the first shot to start the Battle of Lexington.
(cont.) I envision "Reliving the Revolution" not as a standalone educational solution, but as an activity integrated into a broader history curriculum that teaches students how to approach and evaluate complex social problems. This thesis provides a detailed rationale for each of my design choices, as well as an assessment of each choice based on the results of iterative game testing. In my analysis of the game's design, I focus specifically on four game elements: (1) collaborative, (2) role-playing, (3) storytelling or narrative elements; and (4) kinesthetic and mobility. Results of trials of the game suggest that "Reliving the Revolution" and similar AR games can enhance the learning of: (1) historical name, places, and themes; (2) historical methodology and the limits to representations of the past; and (3) alternative perspectives and challenges to "master" historical interpretations. The game motivated participants to gather, evaluate, and interpret historical information, devise hypotheses and counter-arguments, and draw informed conclusions.
(cont.) My trials also suggested that AR games such as "Reliving the Revolution" can enhance learning because it can: 1. Create an authentic "practice field" for solving problems and using real-world contexts and tools. 2. Increase the potential for collaboration among participants, and enhance opportunities for reflection. 3. Enable participants to take on and express new identities through role-playing. 4. Encourage participants to explore more deeply a physical site and to consider interactions between the real and virtual worlds.
by Karen L. Schrier.
S.M.
Finch, Ellen Yongin. "TaleBlazer : using iBeacons for indoor location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100594.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 75).
TaleBlazer is a platform for creating and playing location-based educational augmented reality games. This thesis describes the design and implementation of new indoor location-based functionality in TaleBlazer, based on the use of iBeacon technology. It describes how the new functionality can be used in indoor location-based games, and presents results from a pilot indoor game conducted with the Harvard Museum of Natural History.
by Ellen Yongin Finch.
M. Eng.
Gustafsson, Axel. "Supporting Immersion of Board Games utilising Phone-based Augmented Reality." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.
Full textSingh, Arshdeep. "Teaching Landscape Construction Using Augmented Reality." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7132.
Full textDahl, Tyler. "Real-Time Object Removal in Augmented Reality." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1905.
Full textLehmann, Sarah E. "TaleBlazer : implementing a multiplayer server for location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85441.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 59).
TaleBlazer is a location-based, augmented reality game engine that allows users to both design their own games as well as play them on mobile devices. This thesis explores the addition of a multiplayer option that would allow users to design and play games involving multiple players in a single game world. It details how such a system would be set up to use with the existing TaleBlazer code and provides some results from initial tests of this prototype.
by Sarah E. Lehmann.
M. Eng.
Hattenberger, Timothy John. "A psychophysical investigation of global illumination algorithms used in augmented reality /." Link to online version, 2006. https://ritdml.rit.edu/dspace/handle/1850/1541.
Full textNolÃto, Carleandro de Oliveira. "An authoring tool for location-based mobile games with augmented reality features." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=17053.
Full textLocation-based mobile games are a special type of game where location technologies are employed to track players and to alter the rules of the games. Such games are a subclass of pervasive games whose playability advances according to the location of players. This work proposes an authoring tool to develop location-based mobile games enhances with augmented reality features. This tool was conceived from research studies on authoring tools and pervasive games. By analysing the related works, we have compiled the most common features of location-based mobile games and the main aspects presented in authoring tools for developing these games. Moreover, we have used focus groups to both enhance the creation of new scenarios for location-based mobile games and improve the usage of augmented reality in such games. Ultimately, we have compiled a set of requirements to design a software architecture for the development of an authoring tool. The designed architecture is composed of a server to manage running games, a web based system for developing these games, and a mobile application in which the games are executed. The main goal of this work is to provide a software solution that allows non-programmers to design, build and execute location-based mobile games. To assess the proposed work, we have designed and implemented a game called "Battle for Fortaleza" using the authoring tool. Besides, we have conducted interviews with users to validate the utility and the easiness of the tool to develop location-based mobile games.
Jogos mÃveis baseados em localizaÃÃo sÃo aqueles que fazem uso de tecnologias de localizaÃÃo e que agregam a posiÃÃo de seus jogadores nas regras do jogo. Estes jogos sÃo uma subclasse de jogos pervasivos em que a jogabilidade progride de acordo com a localizaÃÃo do jogador. Neste trabalho à proposta uma ferramenta de autoria para a criaÃÃo de jogos mÃveis baseados em localizaÃÃo, acrescidos com recursos de realidade aumentada. A concepÃÃo desta ferramenta foi feita com base em uma revisÃo da literatura sobre ferramentas de autoria e jogos pervasivos. A partir de trabalhos relacionados, buscou-se recolher as caracterÃsticas comuns de jogos mÃveis baseados em localizaÃÃo e caracterÃsticas de ferramentas de autoria para estes jogos. AlÃm disso, utilizou-se grupos focais para refinar os novos cenÃrios para jogos mÃveis baseados em localizaÃÃo, em particular a respeito de como a realidade aumentada pode ser utilizada nestes jogos. Com o estudo de ambos, na revisÃo da literatura e nos grupos focais foi produzido um conjunto de requisitos para projetar uma arquitetura de software para o desenvolvimento de uma ferramenta de criaÃÃo. Esta arquitetura à composta de um servidor para gerenciar os jogos em execuÃÃo, uma aplicaÃÃo baseada na web que permite a autoria dos jogos e um aplicativo para dispositivos mÃveis onde sÃo executados os jogos desenvolvidos. Nosso principal objetivo à fornecer uma soluÃÃo de software para permitir que usuÃrios nÃo-programadores possam projetar, construir e executar jogos mÃveis baseados em localizaÃÃo. A fim de avaliar a nossa ferramenta, foi projetado e implementado um jogo chamado âBatalha por Fortalezaâ, em que as funcionalidades da ferramentas sÃo demonstradas. AlÃm disso, buscou-se validar, com usuÃrios, se a ferramenta proposta consegue auxiliar na criaÃÃo de jogos de maneira fÃcil e intuitiva.
Jones, James Adam. "Egocentric depth perception in optical see-through augmented reality." Master's thesis, Mississippi State : Mississippi State University, 2007. http://library.msstate.edu/etd/show.asp?etd=etd-07062007-002245.
Full textde, Sousa Moura Guilherme. "An authoring tool of photo-realistic virtual objects for augmented reality." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2385.
Full textConselho Nacional de Desenvolvimento Científico e Tecnológico
Esta dissertação de mestrado apresenta uma ferramenta de autoria para auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma API de fotorrealismo (RPR-SORS) e tem como foco a criação e edição de objetos virtuais. A ferramenta desenvolvida é capaz de manipular de forma interativa os parâmetros de materiais do RPR-SORS e do motor de renderização utilizado (OGRE), com a opção de visualizar os objetos fotorrealistícos em Realidade Aumentada. O resultado final da edição pode ser exportado para uma outra aplicação que utilize a API de fotorrealismo e o motor de renderização citados. Um estudo de caso referente a uma aplicação de Realidade Aumentada para arquitetura foi realizado de forma a avaliar a ferramenta desenvolvida
Weber, Jessika. "Designing engaging experiences with location-based augmented reality games for urban tourism environments." Thesis, Bournemouth University, 2017. http://eprints.bournemouth.ac.uk/27176/.
Full textStanescu, Robert. "Designing a conceptual framework for reusable Alternate Reality Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20221.
Full textDe, Oliveira Faria Nayara. "Effects of Augmented Reality Head-up Display Graphics’ Perceptual Form on Driver Spatial Knowledge Acquisition." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/96704.
Full textM.S.
As humans, we develop mental representations of our surroundings as we move through and learn about our environment. When navigating via car, developing robust mental representations (spatial knowledge) of the environment is crucial in situations where technology fails, or we need to find locations not included in a navigation system’s database. Over-reliance on traditional in-vehicle navigation devices has been shown to negatively impact our ability to navigate based on our own internal knowledge. Recently, the automotive industry has been developing new in-vehicle devices that have the potential to promote more active navigation and potentially enhance spatial knowledge acquisition. Vehicles with augmented reality (AR) graphics delivered via head-up displays (HUDs) present navigation information directly within drivers’ forward field of view, allowing drivers to gather information needed without looking away from the road. While this AR navigation technology is promising, the nuances of interface design and its impacts on drivers must be further understood before AR can be widely and safely incorporated into vehicles. In this work, we present a user study that examines how screen-relative and world-relative AR HUD interface designs affect drivers’ spatial knowledge acquisition. Results showed that both screen-relative and world-relative AR head-up display interfaces have similar impact on the levels of spatial knowledge acquired; suggesting that world-relative AR graphics may be used for navigation with no comparative reduction in spatial knowledge acquisition. However, eye-tracking analyses showed fundamental differences in the way participants visually interacted with different AR HUD interfaces; with conformal-graphics demanding more visual attention from drivers
Gustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.
Full textKastemaa, Juho. "Recognizing Compound Facial Expressions of Virtual Characters in Augmented Reality." Thesis, KTH, Beräkningsvetenskap och beräkningsteknik (CST), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210233.
Full textHur är det möjligt att designa virtuella karaktärer som kan uttrycka olika känslor, till exempel blandade känslor som är en blandning av grundläggande känslor? Augmented Reality (AR) kan skapa engagerande upplevelser för deltagarna, och de senaste åren har virtuella ansikten och virtuella karaktärer blivit alltmer realistiska och uttrycksfulla, till exempel då kostnaderna minskas med hjälp av terapeutiska tillämpningar. Giltigheten av virtuellt uttryck har visats i studier på stationära datorer, men mindre i AR. I denna rapport studerades de grundläggande känslorna och hur de blandade känslorna av virtuella karaktären kan konstrueras för att fungera med Microsoft HoloLens i AR. Processen att skapa blandade känslor till en mänsklig virtuell karaktär konstruerades och animationerna modifierades med hjälp av Unity3D-spelmotor. Deltagarna (n = 24) upplevde den virtuella karaktären i en jobbintervju med Microsofts HoloLens. Den virtuella karaktären gjorde grundläggande och sammansatta ansiktsuttryck och deltagarna ombads kategorisera dom. Resultatet visar att alla deltagare framgångsrikt erkänt sju grundläggande känslor och sju blandade känslor från en virtuell karaktär i AR med hjälp av HoloLens; disgust var ihopblandad med sad, och angry var ibland ihopblandad med disgust. Fearfully surprised blev också ofta felaktig ihopblandad med awed. Studiens resultat visar att de blandade känslorna var lätta att känna igen och resultaten antyder på att den uppfattade valens förändras beroende på ansiktsuttryck. Studien ger insikter om hur blandade känslouttryck för virtuella karaktärer har konstruerats och uppfattats.
Robertson, Cindy Marie. "Using Graphical Context to Reduce the Effects of Registration Error in Augmented Reality." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19775.
Full textMazouzi, M. (Mounib). "Exploring the use of smart glasses, gesture control, and environmental data in augmented reality games." Master's thesis, University of Oulu, 2017. http://jultika.oulu.fi/Record/nbnfioulu-201803061300.
Full textChang, Stephanie N. (Stephanie Ni-Wen). "TaleBlazer zap and go with organizations : a platform for managing and broadcasting location-based augmented reality games." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91448.
Full textCataloged from PDF version of thesis.
The TaleBlazer mobile application, developed by the MIT STEP Lab, allows users to create and play custom location-based augmented reality games. Many of the current games are created by TaleBlazer partner organizations, but the means of sharing these games with the general public is difficult and restricted. Zap and Go was conceived as an easier way for organizations to broadcast games to the public, and for the public to download, find, and play these games on their personal mobile devices. This paper presents the backend modifications and user interface designs implemented to support the desired Zap and Go features. This work paves the way for an improved gameplay experience and the growth of the TaleBlazer user base.
by Stephanie N. Chang.
M. Eng.
Mossum, Veronika. "Designing for smartphone AR games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20259.
Full textAfter a decline short after 2012, AR applications have now reached a steady pace of increasing interest. With smartphones as the new main platform for AR, the research moves in to a broader field and reaches a bigger user group. The aim for this thesis is to contribute knowledge in this fast-developing field. The focus is on the interaction design for AR applications. How does the design strategies look in AR games and if there are any guidelines, how are they used? Two parts of a content analysis has been performed in this thesis. The first part uses a code scheme to test which of 16 selected design categories are present in the tested games. 80 games were analyzed. The second part of the content analysis was a in depth content analysis of three games to get a deeper knowledge. Pokémon GO, Stack it and Stack were tested in this part and analyzed with the help of interaction design theories. The conclusion is that similarities can be seen in the design strategies, small scale games using SLAM are the most common and the touchscreen are the main interaction. The used interaction design theories are useful for analyzing AR games.
Johansson, Lucas. "Improving asset readability in top-down VR games." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63864.
Full textLeite, Gilles Pedroza. "Games, Ludi & Ethos: considerações sobre a imersão em modelagens realistas." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20091.
Full textMade available in DSpace on 2017-05-15T16:25:32Z (GMT). No. of bitstreams: 1 Gilles Pedroza Leite.pdf: 5236684 bytes, checksum: f7dd561a968daadce12c2faa06d15c08 (MD5) Previous issue date: 2017-03-31
In this text we will travel through a critical exposition of the three-dimensional effects in movies and games development history creating a relation between the immersive factor and the technique of its production, we will seek to clarify how its developments, both aesthetic and technological, are reinventing the importance of image in contemporary society. Therefore, we will begin to show the context of production and levels of immersion, then move on to introduce an analytical look about the same. We will pass through the concepts of procedural modeling used in the industry of games, and the preference on its use on implementing the creation for vegetation landscapes. Then we elucidate these points through the game analysis The Witcher III, especially the landscape and vegetation through a match with the real tree that meet the aesthetic characteristics of the chosen object in the game
Neste texto iremos proceder a uma exposição crítica da história do desenvolvimento dos efeitos tridimensionais no cinema e nos jogos tecendo uma relação entre o fator imersivo com a técnica utilizada para a produção deste, ao mesmo tempo, vamos procurar elucidar de que forma seu desenvolvimento, tanto estético quanto tecnológico, vem reinventando a importância da imagem na sociedade contemporânea. Para tanto, começaremos por mostrar o contexto de produção e níveis de imersão, passando em seguida a introduzir um olhar analítico sobre o mesmo. Logo após, abordaremos conceitos empregados em modelagem procedural na indústria de jogos, suas vantagens e desvantagens, e sobre sua utilização para implementação na criação de paisagens vegetais. Em seguida, exemplificaremos esses pontos através da análise do game The Witcher III, em especial a paisagem e a vegetação, através de uma equiparação com a árvore real que atendam as características estéticas do objeto escolhido no jogo
Tuška, David. "Návrh bytu pomocí rozšířené reality." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237140.
Full textStraight, Ryan M. "An Exploratory Study of Augmented Reality and Mobile Games Examining Ingress Player Motivation and Potential Educational Value." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1426691458.
Full textLundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.
Full textSpelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
Panahi, Aliakbar. "Big Data Visualization Platform for Mixed Reality." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5198.
Full textNóbrega, Rui Pedro da Silva. "Interactive acquisition of spatial information from images for multimedia applications." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11079.
Full textThis dissertation addresses the problem of creating interactive mixed reality applications where virtual objects interact in a real world scenario. These scenarios are intended to be captured by the users with cameras. In other words, the goal is to produce applications where virtual objects are introduced in photographs taken by the users. This is relevant to create games and architectural and space planning applications that interact with visual elements in the images such as walls, floors and empty spaces. Introducing virtual objects in photographs or video sequences presents several challenges, such as the pose estimation and the visually correct interaction with the boundaries of such objects. Furthermore, the introduced virtual objects should be interactive and respond to the real physical environments. The proposed detection system is semi-automatic and thus depends partially on the user to obtain the elements it needs. This operation should be significantly simple to accommodate the needs of a non-expert user. The system analyzes a photo captured by the user and detects high-level features such as vanishing points, floor and scene orientation. Using these features it will be possible to create virtual mixed and augmented reality applications where the user takes one or more photos of a certain place and interactively introduces virtual objects or elements that blend with the picture in real time. This document discusses computer vision, computer graphics and human-computer interaction techniques required to acquire images and information about the scenario involving the user. To demonstrate the framework and the proposed solutions, several proof-of-concept projects are presented and studied. Additionally, to validate the solution several system tests are described and each case-study interface was subject of different user-studies.
Fundação para a Ciência e Tecnologia - research grant SFRH/BD/47511/2008
Sacashima, Rosemery Emika. "A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes Visuais." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-12122011-222704/.
Full textThe investigation of this thesis sought to define the concepts of Augmented Reality, its technological and technical challenges, to map its various fields of application and reveal its contribution to the creation of visual poetry. To achieve that, it was necessary to understand the historical process of Virtual Reality, to which it belongs as a line of research with its challenges and specific features. We could realize along the research that the area of electronic games with its increasing interest in the market fosters the technological development of the Augmented Reality system. Moreover, some resources of the Augmented Reality systems have been used by Visual artists in their poetic creations, integrating the observer to their works and encouraging new approaches towards technology.
Baroya, Sydney. "Real-time Body Tracking and Projection Mapping in the Interactive Arts." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2250.
Full textNakamura, Ricardo. "Vídeo-Avatar com detecção de colisão para realidade aumentada e jogos." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-01102008-132754/.
Full textThe proposal of this work is to demonstrate the feasibility of a system for the insertion of an interactive video avatar in a 3D virtual environment, using a single personal computer and home-use cameras. Its contribution, relative to similar works, consists in integrating techniques and algorithms in an innovative solution with low computational cost, aimed mainly at educational and entertainment applications. This work extends research previously performed at the Laboratório de Tecnologias Interativas about video avatars for teleconferencing. The proposed video avatar is correctly positioned in relation to other objects in the virtual environment and is capable of interacting with them, without resorting to geometric reconstruction techniques that present high processing costs. The demonstration of the feasibility of the proposal is performed through the implementation of prototypes.
Calife, Daniel. "Robot ARena: uma infra-estrutura para o desenvolvimento de jogos com realidade aumentada espacial." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-28032008-162730/.
Full textNowadays Electronic Games have a great importance in the economic sector, in computing and in academic research, not limited only to entertainment applications. In the search for innovation in gameplay and in the interactive interfaces of electronic games, Augmented Reality is one of the new frontiers to be explored. This work presents the research, development and testing of an infrastructure, called Robot ARena, for the development of innovative games using the Spatial Augmented Reality and new interfaces that this technology allows. Based on horizontal interfaces with elements of hardware and software, Robot ARena has a flexible architecture that enables different ways of interaction and visualization. Another aspect planned for this project is the control and communication of robots, which can be used as avatars in games. The concepts involved, Electronic Games and Spatial Augmented Reality, are discussed, as well as the work that inspired some aspects of this infrastructure. A Robot ARena prototype was implemented, tested and used in the development of two games prototypes, FootBot ARena and TanSpace, which brings new challenges to the infrastructure, such as exploration of the influence of virtual objects in real objects and the application of tangible interfaces.
Fergusson, Christopher, Daniel Karlsson, and Festim Zuta. "Agent O - Utvecklingen av ett mobilt lärospel." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23906.
Full textThis essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way.In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report.
Fernandes, Anderson Mine. "Arquiz: serious game virtual para sensibilizar jovens quanto ao risco de uso de drogas." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/3221.
Full textAdolescence is a stage of discovery and self-affirmation, commonly known by the concern of parents, this makes young people vulnerable to various problems, including drug use, which requires attention to these teenagers do not enter this world. The government is doing its part by distributing information leaflets and campaigns on the use of drugs, but usually these board not succeed by treating the youth as problematic and being a more traditional way can no longer attract attention and can be considered an inappropriate way for this public. On another side, young people have fascination for games. It is believed that an approach using electronic educational games can achieve greater success due to the attractive environment they offer. In studies conducted in young people, with common games and electronic games could be noted the importance of using this type of intervention. This work presents a proposal for development through a game with Augmented Reality as an aid strategy in information and prevention of drug use in young people and adolescents, a type of game where a technology was used to mix the real world with 3D images . The survey also conducted a metric for research within the school environment, which has the public necessary for the implementation of the game. Analyzing the results it can be concluded that the game featured potential for this community could make up a greater awareness than other approaches presented.
Fouquet, François. "Contributions à l’acquisition, à la modélisation et à l’augmentation d’environnements complexes." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10288.
Full textToday, augmented images are parts of our daily life. From movie industry to video games through architecture and object design, many applications need to display synthetic objects into a real context. However, coherently integrating objects in their environment may be a difficult task. When the environment is vast or includes complex geometry or lighting, its modelling is tedious and using its model to render augmented images is resource-consuming. Moreover, applications like augmented reality need efficient real-time rendering. They also have to automatically adapt to unmodelled environments, while progressively acquiring data from incoming images. In this thesis, we based our work on computer vision, image-based modelling and rendering methods to propose a global approach to the problem of progressively discovered and complex environment coherent augmentation. We first develop new acquisition methods to get high dynamic range RGB+Z registered images of the environment. Then we explain how to use these informations to incrementally build models of scene geometry and lighting. Finally, we provide new rendering approaches using these models and suitable for an efficient and photometrically coherent image augmentation
Willis, Karl D. D. "Ubiquitous Projection: New Interfaces using Mobile Projectors." Research Showcase @ CMU, 2013. http://repository.cmu.edu/dissertations/216.
Full textRichter, Jiří. "Rozšířená realita pro deskovou karetní hru." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385935.
Full textGarcía, Pañella Oscar. "General Dynamic Surface Reconstruction: Application to the 3D Segmentation of the Left Ventricle." Doctoral thesis, Universitat Ramon Llull, 2004. http://hdl.handle.net/10803/9162.
Full textEls nostres algorismes i implementacions han estat aplicats a dades sintètiques i reals amb diferències relatives a la quantitat de dades inexistents, casuístiques presents a casos patològics i anormals. Els conjunts de dades inclouen adquisicions d'instants concrets i de cicles cardíacs complets. La bondat del sistema de reconstrucció ha estat avaluada mitjançant paràmetres mèdics per a poder comparar els nostres resultats finals amb aquells derivats a partir de programari típic utilitzat pels professionals de la medicina.
A més de l'aplicació directa al diagnòstic mèdic, la nostra metodologia permet reconstruccions de tipus genèric en el camp dels Gràfics 3D per ordinador. Les nostres reconstruccions permeten generar models tridimensionals amb un baix cost en quant a la interacció manual necessària i a la càrrega computacional associada. Altrament, el nostre mètode pot entendre's com un robust algorisme de triangularització que construeix superfícies partint de núvols de punts que poden obtenir-se d'escàners làser o sensors magnètics, per exemple.
Esta tesis describe nuestra contribución a la reconstrucción tridimensional de las superficies interna y externa del ventrículo izquierdo humano. La reconstrucción es un primer proceso que forma parte de una aplicación global de Realidad Virtual diseñada como una importante herramienta de diagnóstico para hospitales. La aplicación parte de la reconstrucción de las superficies y provee al experto de manipulación interactiva del modelo en tiempo real, además de cálculos de volúmenes y de otros parámetros de interés. El proceso de recuperación de las superficies se caracteriza por su velocidad de convergencia, la suavidad en las mallas finales y la precisión respecto de los datos recuperados. Dado que el diagnóstico de patologías cardíacas requiere experiencia, tiempo y mucho conocimiento profesional, la simulación es un proceso clave que mejora la eficiencia.
Nuestros algoritmos e implementaciones han sido aplicados a datos sintéticos y reales con diferencias en cuanto a la cantidad de datos inexistentes, casuística presente en casos patológicos y anormales. Los conjuntos de datos incluyen adquisiciones de instantes concretos y de ciclos cardíacos completos. La bondad del sistema de reconstrucción ha sido evaluada mediante parámetros médicos para poder comparar nuestros resultados finales con aquellos derivados a partir de programario típico utilizado por los profesionales de la medicina.
Además de la aplicación directa al diagnóstico médico, nuestra metodología permite reconstrucciones de tipo genérico en el campo de los Gráficos 3D por ordenador. Nuestras reconstrucciones permiten generar modelos tridimensionales con un bajo coste en cuanto a la interacción manual necesaria y a la carga computacional asociada. Por otra parte, nuestro método puede entenderse como un robusto algoritmo de triangularización que construye superficies a partir de nubes de puntos que pueden obtenerse a partir de escáneres láser o sensores magnéticos, por ejemplo.
This thesis describes a contribution to the three-dimensional reconstruction of the internal and external surfaces of the human's left ventricle. The reconstruction is a first process fitting in a complete VR application that will serve as an important diagnosis tool for hospitals. Beginning with the surfaces reconstruction, the application will provide volume and interactive real-time manipulation to the model. We focus on speed, precision and smoothness for the final surfaces. As long as heart diseases diagnosis requires experience, time and professional knowledge, simulation is a key-process that enlarges efficiency.
The algorithms and implementations have been applied to both synthetic and real datasets with differences regarding missing data, present in cases where pathologies and abnormalities arise. The datasets include single acquisitions and complete cardiac cycles. The goodness of the reconstructions has been evaluated with medical parameters in order to compare our results with those retrieved by typical software used by physicians.
Besides the direct application to medicine diagnosis, our methodology is suitable for generic reconstructions in the field of computer graphics. Our reconstructions can serve for getting 3D models at low cost, in terms of manual interaction and CPU computation overhead. Furthermore, our method is a robust tessellation algorithm that builds surfaces from clouds of points that can be retrieved from laser scanners or magnetic sensors, among other available hardware.
Le, Noury Peter. "It’s out of this world: exploring the use of virtual reality technology for enhancing perceptual-cognitive skill in tennis." Thesis, 2021. https://vuir.vu.edu.au/42798/.
Full textChen, Cheng-Wei, and 陳政瑋. "Study of Mobile Locating for Augmented Reality Games." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/229jhs.
Full text國立臺中科技大學
多媒體設計系碩士班
105
Mobile devices have features that incorporate many hardware components, such as lenses, wireless transceiver, acceleration sensor, and digital compass. With these features, the developers can develop more applications. This is thesis aimed at the research of mobile location technology for the augmented reality games. The feasibility of this study is quite extensive, and it is the popular technology. Nowadays, there is no application integrating the game navigation into the augmented reality game. Therefore, this thesis will propose the use of magnetometer to navigate the augmented reality games with the Google Map and a digital compass. The results show the perfect effectiveness of the proposed method.
(8793044), Chengyuan Lin. "Lightweight and Sufficient Two Viewpoint Connections for Augmented Reality." Thesis, 2020.
Find full textAugmented Reality (AR) is a powerful computer to human visual interface that displays data overlaid onto the user's view of the real world. Compared to conventional visualization on a computer display, AR has the advantage of saving the user the cognitive effort of mapping the visualization to the real world. For example, a user wearing AR glasses can find a destination in an urban setting by following a virtual green line drawn by the AR system on the sidewalk, which is easier to do than having to rely on navigational directions displayed on a phone. Similarly, a surgeon looking at an operating field through an AR display can see graphical annotations authored by a remote mentor as if the mentor actually drew on the patient's body.
However, several challenges remain to be addressed before AR can reach its full potential. This research contributes solutions to four such challenges. A first challenge is achieving visualization continuity for AR displays. Since truly transparent displays are not feasible, AR relies on simulating transparency by showing a live video on a conventional display. For correct transparency, the display should show exactly what the user would see if the display were not there. Since the video is not captured from the user viewpoint, simply displaying each frame as acquired results in visualization discontinuity and redundancy. A second challenge is providing the remote mentor with an effective visualization of the mentee's workspace in AR telementoring. Acquiring the workspace with a camera built into the mentee's AR headset is appealing since it captures the workspace from the mentee's viewpoint, and since it does not require external hardware. However, the workspace visualization is unstable as it changes frequently, abruptly, and substantially with each mentee head motion. A third challenge is occluder removal in diminished reality. Whereas in conventional AR the user's visualization of a real world scene is augmented with graphical annotations, diminished reality aims to aid the user's understanding of complex real world scenes by removing objects from the visualization. The challenge is to paint over occluder pixels using auxiliary videos acquired from different viewpoints, in real time, and with good visual quality. A fourth challenge is to acquire scene geometry from the user viewpoint, as needed in AR, for example, to integrate virtual annotations seamlessly into the real world scene through accurate depth compositing, and shadow and reflection casting and receiving.
Our solutions are based on the thesis that images acquired from different viewpoints should not always be connected by computing a dense, per-pixel set of correspondences, but rather by devising custom, lightweight, yet sufficient connections between them, for each unique context. We have developed a self-contained phone-based AR display that aligns the phone camera and the user by views, reducing visualization discontinuity to less than 5% for scene distances beyond 5m. We have developed and validated in user studies an effective workspace visualization method by stabilizing the mentee first-person video feed through reprojection on a planar proxy of the workspace. We have developed a real-time occluder in-painting method for diminished reality based on a two-stage coarse-then-fine mapping between the user and the auxiliary view. The mapping is established in time linear with occluder contour length, and it achieves good continuity across the occluder boundary. We have developed a method for 3D scene acquisition from the user viewpoint based on single-image triangulation of correspondences between left and right eye corneal reflections. The method relies on a subpixel accurate calibration of the catadioptric imaging system defined by two corneas and a camera, which enables the extension of conventional epipolar geometry for a fast connection between corneal reflections.
Chen, Tzu-Hsuan, and 陳子軒. "Innovative Interactive Model Design of Augmented Reality Puzzle Games." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/nbd6b5.
Full text國立彰化師範大學
資訊管理學系
107
Augmented reality is a novel visual rendering technology that overlays virtual objects with the real world to create a mixed environment. Through the interactive design mechanism between users and virtual/real objects or scenes, AR can create an entertainment experience different from traditional digital games. It also can presents information in a more intuitive way to the real world around users. It can not only be used for games but also for other non-gaming areas such as education, medical, health, business, and training. Puzzle-Solving is the core mechanism of many games. The interaction of augmented reality puzzle games provide players a novel and entertaining experience of exploring and satisfying curiosity in a virtual and mixed environment. Although augmented reality has become increasingly popular recently, the research on how users can interact with the virtual objects and real scenes to create a seamless puzzle game environment is still rare and lacks lacks systematic discussion. Most augmented reality studies are biased to-wards real-world visual imaging techniques. It is extremely rare to see related research at the interaction level and most AR interaction models are biased towards single manipulation and feedback. It lacks of innovative interaction model design. TRIZ (Altshuller, 1997) is an innovative theory often used in the in-dustry to train employees to improve their creative thinking skills. In recent years, there has also been research on the application of TRIZ theory in game desgin. MDA (Hunicke, LeBlanc, & Zubek, 2004) is one of the most widely used formal methods for game analysis. The MDA game architecture divides the composition of the game into Mechanics, Dynamics, and Aesthetics. It suggests fun games should be designed from both perspective of players and designers. Therefore, this study “Innovative Interactive Model Design of Augmented Reality Puzzle Games” adopts the forty innovation rules of TRIZ theory and MDA framework as a foundation to design five innovate interactive models for augmented reality puzzle games. Our innovative interaction design model enables players interact with the virtual objects and real scenes seamlessly to create a new entertainment experience. Based on novel interaction models, we have designed and developed a “Meaningful Alternate Reality Game Learning System for the Mental Health of Adolescents”. This enables players can play and solve puzzles cooperatively to unfold the story using our innovative AR interaction models in a room-escape like game environment. The empirical results of our experimental study indicated that most of the subjects had positive comments on the six aspects of the system, including look and feel of the overall system, system operation perception, system operation perception, system stability perception, system interesting perception, and system creative perception. The feasibility of the innovative interaction model was confirmed.
Piekarski, Wayne. "Interactive 3d modelling in outdoor augmented reality worlds." 2004. http://arrow.unisa.edu.au:8081/1959.8/25005.
Full textthesis (PhD)--University of South Australia, 2004.