Essays about: "Computer Games"

Showing result 1 - 5 of 269 essays containing the words Computer Games.

  1. 1. Real-time Depth of Field with Realistic Bokeh : with a Focus on Computer Games

    University essay from Linköpings universitet/Informationskodning

    Author : Anton Christoffersson; [2020]
    Keywords : Depth of Field; Bokeh; Real-time Rendering; Computer Graphics; Computer Games; Master Thesis; Computer Science; Circularly Symmetric Convolution; Circle of Confusion; Lens Blur;

    Abstract : Depth of field is a naturally occurring effect in lenses describing the distance between theclosest and furthest object that appears in focus. The effect is commonly used in film andphotography to direct a viewers focus, give a scene more complexity, or to improve aes-thetics. READ MORE

  2. 2. Learning Geometry Compatibility with 3D Convolutional Neural Networks

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Florian Stellbrink; [2019-10-04]
    Keywords : computer science; computer graphics; machine learning; geometry; voxel; thesis;

    Abstract : Modern video games oer substantial amounts of customization options. Manually testing the visual compatibility of all options is time-consuming and error-prone. Together with Ghost Games, we present a method of learning the visual compatibility between pairs of geometries. READ MORE

  3. 3. Microtransactions and lotteries in video-games

    University essay from

    Author : Simon Barkman; Marcus Mattsson; [2019]
    Keywords : Microtransactions; Hedonic-motivation systems adoption model; HMSAM; Hedonic motivations; Cognitive absorption; Loot boxes; Freemium; Virtual goods;

    Abstract : Microtransactions are part of a business model used almost extensively in the video-gaming industry where developers offer virtual goods or features via micropayments. The concept is relatively new and still unknown to many but deeply rooted in modern video-game developers’ business strategies. READ MORE

  4. 4. Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?

    University essay from Luleå tekniska universitet/Medier, ljudteknik och teater

    Author : Daniel Wennerberg; [2019]
    Keywords : Audio; Games; Game audio; Computer games; Sound; Sound effects; FPS; FPP; First Person shooter; First Person Perspective; Foley; Stereo Foley; Mono Foley; Mono vs Stereo; Avatar; Self-produced; Immersion; Believability; Preference; Mid-side; Recording technique; Unreal Engine;

    Abstract : Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. READ MORE

  5. 5. Performance and Perceived Realism in Rasterized 3D Sound Propagation for Interactive Virtual Environments

    University essay from Blekinge Tekniska Högskola/Institutionen för programvaruteknik; Blekinge Tekniska Högskola/Institutionen för programvaruteknik

    Author : Karl Hansson; Mikael Hernvall; [2019]
    Keywords : psychoacoustics; rasterization; hardware-acceleration; psykoakustik; rasterisering; hårdvaruacceleration;

    Abstract : Background. 3D sound propagation is important for immersion and realism in interactive and dynamic virtual environments. However, this is difficult to model in a physically accurate manner under real-time constraints. READ MORE