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Статті в журналах з теми "Graphics, augmented reality and games"
Mac Namee, Brian, David Beaney, and Qingqing Dong. "Motion in Augmented Reality Games: An Engine for Creating Plausible Physical Interactions in Augmented Reality Games." International Journal of Computer Games Technology 2010 (2010): 1–8. http://dx.doi.org/10.1155/2010/979235.
Повний текст джерелаAzad, Sasha, Carl Saldanha, Cheng-Hann Gan, and Mark Riedl. "Procedural Level Generation for Augmented Reality Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (June 25, 2021): 247–49. http://dx.doi.org/10.1609/aiide.v12i1.12850.
Повний текст джерелаMarto, Anabela, and Alexandrino Gonçalves. "Augmented Reality Games and Presence: A Systematic Review." Journal of Imaging 8, no. 4 (March 29, 2022): 91. http://dx.doi.org/10.3390/jimaging8040091.
Повний текст джерелаKawai, Junya, Hiroyuki Mitsuhara, and Masami Shishibori. "Game-based evacuation drill using augmented reality and head-mounted display." Interactive Technology and Smart Education 13, no. 3 (September 19, 2016): 186–201. http://dx.doi.org/10.1108/itse-01-2016-0001.
Повний текст джерелаPlasencia, Andrés Ricardo Guanoluisa, and Milton Eduardo Escobar-Sánchez. "Interactive multiplatform software to mitigate arachnophobia through augmented reality." KnE Engineering 1, no. 2 (January 30, 2018): 108. http://dx.doi.org/10.18502/keg.v1i2.1489.
Повний текст джерелаWu, Yong, Weitao Che, and Bihui Huang. "An Improved 3D Registration Method of Mobile Augmented Reality for Urban Built Environment." International Journal of Computer Games Technology 2021 (February 10, 2021): 1–8. http://dx.doi.org/10.1155/2021/8810991.
Повний текст джерелаBustamin, Anugrayani, Indrabayu -, Ingrid Nurtanio, Christoforus Yohannes, Zulkifli Tahir, and A. Ais Prayogi. "Sosialisasi Pembelajaran Digital Bagi Guru SDN 14 Bonto-Bonto Kabupaten Pangkep." JURNAL TEPAT : Applied Technology Journal for Community Engagement and Services 2, no. 1 (June 28, 2019): 8–14. http://dx.doi.org/10.25042/jurnal_tepat.v2i1.52.
Повний текст джерелаPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.
Повний текст джерелаLaskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints." Technoetic Arts 17, no. 1 (June 1, 2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.
Повний текст джерелаOhk, Seung-Ryeol, YongSin Kim, and Young-Jin Kim. "Phase-Based Low Power Management Combining CPU and GPU for Android Smartphones." Electronics 11, no. 16 (August 9, 2022): 2480. http://dx.doi.org/10.3390/electronics11162480.
Повний текст джерелаДисертації з теми "Graphics, augmented reality and games"
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/.
Повний текст джерелаProviding 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.
Повний текст джерелаAugmented 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.
Повний текст джерелаCataloged 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.
Повний текст джерелаFekolkin, 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.
Повний текст джерелаWang, Tiffany (Tiffany N. ). "Case for usability : designing Outdoor Augmented Reality games." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46527.
Повний текст джерелаPages 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.
Повний текст джерелаZhao, 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.
Повний текст джерелаAugmented 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.
Повний текст джерелаSchrier, 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.
Повний текст джерелаIncludes 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.
Книги з теми "Graphics, augmented reality and games"
Chang, Maiga. Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications: 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 2011. Proceedings. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.
Знайти повний текст джерелаGeroimenko, Vladimir, ed. Augmented Reality Games I. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9.
Повний текст джерелаGeroimenko, Vladimir, ed. Augmented Reality Games II. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6.
Повний текст джерелаDe Paolis, Lucio Tommaso, Pasquale Arpaia, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-87595-4.
Повний текст джерелаDe Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95270-3.
Повний текст джерелаDe Paolis, Lucio Tommaso, and Patrick Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95282-6.
Повний текст джерелаDe Paolis, Lucio Tommaso, Patrick Bourdot, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60922-5.
Повний текст джерелаDe Paolis, Lucio Tommaso, Patrick Bourdot, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60928-7.
Повний текст джерелаDe Paolis, Lucio Tommaso, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40621-3.
Повний текст джерелаDe Paolis, Lucio Tommaso, and Antonio Mongelli, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40651-0.
Повний текст джерелаЧастини книг з теми "Graphics, augmented reality and games"
Peed, Emily, and Newton Lee. "History of Augmented Reality." In Encyclopedia of Computer Graphics and Games, 1–4. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_282-1.
Повний текст джерелаParavati, Gianluca. "Augmented Reality for Maintenance." In Encyclopedia of Computer Graphics and Games, 1–7. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_91-1.
Повний текст джерелаNakamura, Ricardo, Fátima L. S. Nunes, and Romero Tori. "Enhanced Visualization by Augmented Reality." In Encyclopedia of Computer Graphics and Games, 1–5. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-08234-9_83-1.
Повний текст джерелаRao, Madhusudan, and Manoj Dawarwadikar. "Immersive Visualizations Using Augmented Reality and Virtual Reality." In Encyclopedia of Computer Graphics and Games, 1–8. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_395-1.
Повний текст джерелаTuker, Cetin. "Training Spatial Skills with Virtual Reality and Augmented Reality." In Encyclopedia of Computer Graphics and Games, 1–9. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_173-1.
Повний текст джерелаLee, Jong Weon, and Han Kyu Yoo. "Interaction with Mobile Augmented Reality Environments." In Encyclopedia of Computer Graphics and Games, 1–7. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-08234-9_40-1.
Повний текст джерелаCutolo, Fabrizio. "Augmented Reality in Image-Guided Surgery." In Encyclopedia of Computer Graphics and Games, 1–11. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_78-1.
Повний текст джерелаCutolo, Fabrizio. "Augmented Reality in Image-Guided Surgery." In Encyclopedia of Computer Graphics and Games, 1–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_78-2.
Повний текст джерелаZhang, YanXiang, and QingQing Zhao. "Interactive Augmented Reality to Support Education." In Encyclopedia of Computer Graphics and Games, 1–8. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-08234-9_82-1.
Повний текст джерелаMahmood, Adnan, Bernard Butler, and Brendan Jennings. "Potential of Augmented Reality for Intelligent Transportation Systems." In Encyclopedia of Computer Graphics and Games, 1–7. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_274-1.
Повний текст джерелаТези доповідей конференцій з теми "Graphics, augmented reality and games"
Wu, Li-Chen, I.-Chen Lin, and Ming-Han Tsai. "Augmented reality instruction for object assembly based on markerless tracking." In I3D '16: Symposium on Interactive 3D Graphics and Games. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2856400.2856416.
Повний текст джерелаLincoln, Peter, Alex Blate, Montek Singh, Andrei State, Mary C. Whitton, Turner Whitted, and Henry Fuchs. "Scene-adaptive high dynamic range display for low latency augmented reality." In I3D '17: Symposium on Interactive 3D Graphics and Games. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3023368.3023379.
Повний текст джерелаLeiva, Luis A., Antonio Sanz, and José M. Buenaposada. "Planar tracking using the GPU for augmented reality and games." In SIGGRAPH07: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2007. http://dx.doi.org/10.1145/1280720.1280843.
Повний текст джерелаCheah, Yoon Kin, and Oras Baker. "Location-Based Mobile Augmented Reality Application for Tourism." In 2020 IEEE Graphics and Multimedia (GAME). IEEE, 2020. http://dx.doi.org/10.1109/game50158.2020.9315096.
Повний текст джерелаHusniah, Lailatul, Yoga Budi Setya Nugraha, Ali Sofyan Kholimi, Umi Laili Yuhana, Eko Mulyanto Yuniarno, and Mauridhi Hery Purnomo. "GemAR: Geometry Augmented Reality Application for Elementary School Students." In 2020 IEEE Graphics and Multimedia (GAME). IEEE, 2020. http://dx.doi.org/10.1109/game50158.2020.9315086.
Повний текст джерелаBlanco, Silvia, Berta Carrión, and José Luis Lerma. "REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3561.
Повний текст джерелаKohen, Shalva, Carmine Elvezio, and Steven Feiner. "HoloFight: An Augmented Reality Fighting Game." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450615.3464531.
Повний текст джерелаYusof, Cik Suhaimi, Tian Sheng Low, Ajune Wanis Ismail, and Mohd Shahrizal Sunar. "Collaborative Augmented Reality for Chess Game in Handheld Devices." In 2019 IEEE Conference on Graphics and Media (GAME). IEEE, 2019. http://dx.doi.org/10.1109/game47560.2019.8980979.
Повний текст джерелаSantos, Liliana, Nuno Silva, Rui Nóbrega, Rubim Almeida, and António Coelho. "An Interactive Application Framework for Natural Parks using Serious Location-based Games with Augmented Reality." In 15th International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0008947602470254.
Повний текст джерелаda Silva Santos, Jose Eduardo, and Luis Gonzaga Mendes Magalhaes. "QuizHuntAR: A location-based Augmented Reality game for education." In 2021 International Conference on Graphics and Interaction (ICGI). IEEE, 2021. http://dx.doi.org/10.1109/icgi54032.2021.9655273.
Повний текст джерелаЗвіти організацій з теми "Graphics, augmented reality and games"
Pochtoviuk, Svitlana I., Tetiana A. Vakaliuk, and Andrey V. Pikilnyak. Possibilities of application of augmented reality in different branches of education. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3756.
Повний текст джерелаIatsyshyn, Anna V., Valeriia O. Kovach, Yevhen O. Romanenko, Iryna I. Deinega, Andrii V. Iatsyshyn, Oleksandr O. Popov, Yulii G. Kutsan, Volodymyr O. Artemchuk, Oleksandr Yu Burov, and Svitlana H. Lytvynova. Application of augmented reality technologies for preparation of specialists of new technological era. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3749.
Повний текст джерелаOsadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4417.
Повний текст джерела