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Статті в журналах з теми "190202 Computer Gaming and Animation"
Hughes, Ian. "The bright and shiny future of the gaming PC." ITNOW 63, no. 2 (June 1, 2021): 20–21. http://dx.doi.org/10.1093/itnow/bwab040.
Повний текст джерелаJunaedi, Hartarto, Mochamad Hariadi, and I. Purnama. "Profiling Director’s Style Based on Camera Positioning Using Fuzzy Logic." Computers 7, no. 4 (November 14, 2018): 61. http://dx.doi.org/10.3390/computers7040061.
Повний текст джерелаIqbal, Mohammad Aakil, Hritik Panwar, and Satya Prakash Singh. "Design and Implementation of Pathfinding Algorithms in Unity 3D." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (April 30, 2022): 71–79. http://dx.doi.org/10.22214/ijraset.2022.41136.
Повний текст джерелаLewis, Richard, and Molly Taylor-Poleskey. "Hidden Town in 3D." Journal on Computing and Cultural Heritage 14, no. 2 (June 2021): 1–14. http://dx.doi.org/10.1145/3431924.
Повний текст джерелаSaunders, Rebecca. "Computer-generated pornography and convergence: Animation and algorithms as new digital desire." Convergence: The International Journal of Research into New Media Technologies 25, no. 2 (March 6, 2019): 241–59. http://dx.doi.org/10.1177/1354856519833591.
Повний текст джерелаNikiel, Sławomir. "A Proposition of Mobile Fractal Image Decompression." International Journal of Applied Mathematics and Computer Science 17, no. 1 (March 1, 2007): 129–36. http://dx.doi.org/10.2478/v10006-007-0012-5.
Повний текст джерелаTsoneva, Magdalena, and Todor Yankov. "GAMIFICATION IN MATH EDUCATION FOR GRADES 5-7." Knowledge International Journal 34, no. 2 (October 4, 2019): 497–501. http://dx.doi.org/10.35120/kij3402497t.
Повний текст джерелаTao, Songqiao, Huajin Tao, and Yumeng Yang. "Extending FABRIK with Obstacle Avoidance for Solving the Inverse Kinematics Problem." Journal of Robotics 2021 (April 27, 2021): 1–10. http://dx.doi.org/10.1155/2021/5568702.
Повний текст джерелаSeniva, K. "WAYS TO USE NEURAL NETWORKS AND MACHINE LEARNING IN COMPUTER GAMES." HERALD OF KHMELNYTSKYI NATIONAL UNIVERSITY 295, no. 2 (May 2021): 97–100. http://dx.doi.org/10.31891/2307-5732-2021-295-2-97-100.
Повний текст джерелаGould, Charlotte, and Paul Sermon. "The immersive environment as a driver for environmental change; addressing the Out of Sight, Out of Mind impacts of the Anthropocene on the Mar Menor, Spain." Virtual Creativity 10, no. 2 (December 1, 2020): 141–61. http://dx.doi.org/10.1386/vcr_00029_1.
Повний текст джерелаДисертації з теми "190202 Computer Gaming and Animation"
Rehm, Sebastian. "DoGood: A gamified mobile app to promote civic engagement." Thesis, Ludwig-Maximilians-Universitat Munchen, 2015. https://eprints.qut.edu.au/84809/1/thesis_final-opt.pdf.
Повний текст джерелаSeevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.
Знайти повний текст джерела(8782253), Dixuan Cui. "The Effects of 3D Characters’ Facial Expressions on Student Motivation to Learn Japanese in a game-based environment." Thesis, 2020.
Знайти повний текст джерелаPrevious research has shown that student-teacher interaction is very important in motivating students to learn a second language. However, it is unclear whether facial expression, which is one of the most important portions of interaction, affects in-game language learning motivation or not. The purpose of this study is to find out the evidence demonstrating the facial expressions of the other party, in this case, virtual characters in game, will or will not influence the learning motivation of Japanese L2 students. The researchers of this study developed four versions of a 3D animated Japanese role-playing game. Each version of the game represents one facial expression that is neutral, happy, sad or angry. The entire research consists of two experiments: a validation study and a motivation study. After validating all the facial expressions of five main characters in the game, eighty-four college students from 200/300 level Japanese courses joined in the motivation study voluntarily. They played a version of the game assigned randomly to them and then did a post-questionnaire. Conclusions were drawn based on the survey results. The findings of this research suggested that virtual characters’ facial expressions in game had no significant effect on participants’ learning motivation. However, significance was found in years of learning Japanese and gender. Meanwhile, it was found facial expression and years of learning Japanese had an interactive effect on the variable immersion into game.
(5930579), Casey M. Chastain. "STRICTLY EDUCATIONAL: AN EXPLORATION OF THE RELATIONSHIP BETWEEN EDUCATIONAL GAME DEVELOPER, CLIENT, AND END USER." Thesis, 2019.
Знайти повний текст джерела(5930531), Jessica R. Balfe. "A Study of an ADHD Experience Video Game's Effect on Users' Attention." Thesis, 2019.
Знайти повний текст джерела(8695122), Carly D. Fox. "The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games." Thesis, 2020.
Знайти повний текст джерела(8797292), Varisht Raheja. "ASSESSING THE PERFORMANCE OF PROCEDURALLY GENERATED TERRAINS USING HOUDINI’S CLUSTERING METHOD." Thesis, 2020.
Знайти повний текст джерелаTerrain generation is a convoluted and a popular topic in the VFX industry. Whether you are part of the film/TV or gaming industry, a terrain, is a highly nuanced feature that is usually present. Regardless of walking on a desert like terrain in the film, Blade Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a major part of any digital media. The purpose of this thesis is about developing a workflow for large-scale terrains using complex data sets and utilizing this workflow to maintain a balance between the procedural content and the artistic input made especially for smaller companies which cannot afford an enhanced pipeline to deal with major technical complications. The workflow consists of two major elements, development of the tool used to optimize the workflow and the recording and maintaining of the efficiency in comparison to the older workflow.
My research findings indicate that despite the increase in overall computational abilities, one of the many issues that are still present is generating a highly advanced terrain with the added benefits of the artists and users’ creative variations. Reducing the overall time to simulate and compute a highly realistic and detailed terrain is the main goal, thus this thesis will present a method to overcome the speed deficiency while keeping the details of the terrain present.
(11198013), Kevin Wee. "Creation, deconstruction, and evaluation of a biochemistry animation about the role of the actin cytoskeleton in cell motility." Thesis, 2021.
Знайти повний текст джерелаExternal representations (ERs) used in science education are multimodal ensembles consisting of design elements to convey educational meanings to the audience. As an example of a dynamic ER, an animation presenting its content features (i.e., scientific concepts) via varying the feature’s depiction over time. A production team invited the dissertation author to inspect their creation of a biochemistry animation about the role of the actin cytoskeleton in cell motility and the animation’s implication on learning. To address this, the author developed a four-step methodology entitled the Multimodal Variation Analysis of Dynamic External Representations (MVADER) that deconstructs the animation’s content and design to inspect how each content feature is conveyed via the animation’s design elements.
This dissertation research investigated the actin animation’s educational value and the MVADER’s utility in animation evaluation. The research design was guided by descriptive case study methodology and an integrated framework consisting of the variation theory, multimodal analysis, and visual analytics. As stated above, the animation was analyzed using MVADER. The development of the actin animation and the content features the production team members intended to convey via the animation were studied by analyzing the communication records between the members, observing the team meetings, and interviewing the members individually. Furthermore, students’ learning experiences from watching the animation were examined via semi-structured interviews coupled with post- storyboarding. Moreover, the instructions of MVADER and its applications in studying the actin animation were reviewed to determine the MVADER’s usefulness as an animation evaluation tool.
Findings of this research indicate that the three educators in the production team intended the actin animation to convey forty-three content features to the undergraduate biology students. At least 50% of the student who participated in this thesis learned thirty-five of these forty-three (> 80%) features. Evidence suggests that the animation’s effectiveness to convey its features was associated with the features’ depiction time, the number of identified design elements applied to depict the features, and the features’ variation of depiction over time.
Additionally, one-third of the student participants made similar mistakes regarding two content features after watching the actin animation: the F-actin elongation and the F-actin crosslink structure in lamellipodia. The analysis reveals the animation’s potential design flaws that might have contributed to these common misconceptions. Furthermore, two disruptors to the creation process and the educational value of the actin animation were identified: the vagueness of the learning goals and the designer’s placement of the animation’s beauty over its reach to the learning goals. The vagueness of the learning goals hampered the narration scripting process. On the other hand, the designer’s prioritization of the animation’s aesthetic led to the inclusion of a “beauty shot” in the animation that caused students’ confusion.
MVADER was used to examine the content, design, and their relationships in the actin animation at multiple aspects and granularities. The result of MVADER was compared with the students’ learning outcomes from watching the animation to identify the characteristics of content’s depiction that were constructive and disruptive to learning. These findings led to several practical recommendations to teach using the actin animation and create educational ERs.
To conclude, this dissertation discloses the connections between the creation process, the content and design, and the educational implication of a biochemistry animation. It also introduces MVADER as a novel ER analysis tool to the education research and visualization communities. MVADER can be applied in various formats of static and dynamic ERs and beyond the disciplines of biology and chemistry.
Книги з теми "190202 Computer Gaming and Animation"
1965-, Carter David, ed. 3D studio Hollywood & gaming effects. Indianapolis, Ind: New Riders Pub., 1996.
Знайти повний текст джерелаЧастини книг з теми "190202 Computer Gaming and Animation"
Walsh Jr., Thomas. "Exploring Computer Science with MicroworldsEX to Learn Geometry and Logo Programming Code." In Theory and Practice: An Interface or A Great Divide?, 593–98. WTM-Verlag Münster, 2019. http://dx.doi.org/10.37626/ga9783959871129.0.111.
Повний текст джерелаТези доповідей конференцій з теми "190202 Computer Gaming and Animation"
Brown, D., H. Nasir, C. Carpenter, O. Ascigil, J. Griffioen, and K. Calvert. "ChoiceNet gaming: Changing the gaming experience with economics." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934146.
Повний текст джерелаMcPheron, Drew. "Video gaming accessibility." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272966.
Повний текст джерелаLosavio, Michael. "Crimes in, of and by virtual worlds and computer gaming." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272962.
Повний текст джерелаMay, Kenneth, Seth Kress, Ahmed Salem, and George Dimitoglou. "A gaming approach for ad-hoc secure routing in education." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934150.
Повний текст джерелаLeanna Prater, M. A., and Joan M. Mazur. "Embedded standards-based digital gaming assessments: Pilot study with teachers." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934152.
Повний текст джерелаEwelle, Richard Ewelle, Yannick Francillette, Ghulam Mahdi, Abdelkader Gouaich, and Nadia Hocine. "Level of detail based network adapted synchronization for cloud gaming." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632616.
Повний текст джерелаMazur, Joan M., John Meister, and Richie Hoagland. "Hazard Ridge: A serious gaming intervention for preventing injury to rural farm youth: The economics of prevention: Agricultural injury costs us all!." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934154.
Повний текст джерелаManuel Figueiredo, Carlos, and Sofia Machado Santos. "Virtual models of architectural spaces: methods for exploration, representation and interaction through narratives and visual grammars." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001935.
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