Essays about: "Computer in entertainment"
Showing result 1 - 5 of 52 essays containing the words Computer in entertainment.
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1. The State of Live Facial Puppetry in Online Entertainment
University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakultetenAbstract : Avatars are used more and more in online communication, in both games and socialmedia. At the same time technology for facial puppetry, where expressions of the user aretransferred to the avatar, has developed rapidly. READ MORE
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2. Prototyping Tool for Large Scale Interactive Experiences
University essay from Lunds universitet/Institutionen för designvetenskaperAbstract : In the age where entertainment is the driving force behind the functioning of large industries, companies like SONY have figured out a way to market their entertainment content including movies, music, and games using large-scale interactive marketing and promotional content. Building and testing such content before it is released on large and complex devices is a continuously challenging task and there have been efforts both in academia and industry made to ameliorate this content production workflow. READ MORE
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3. Evaluating the Viability of Synthetic Pre-training Data for Face Recognition Using a CNN-Based Multiclass Classifier
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : Today, face recognition is becoming increasingly accurate and faster with deep learning methods such as convolutional neural networks (CNNs), and is now widely used in areas such as security and entertainment. Typically, these CNNs are trained using real-face datasets like CASIA-WebFace, which was put together using web-crawling of IMDB. READ MORE
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4. Augmented Reality for Immersive Video Conference Presentations : Enhancing Video Presentation Experiences with Visual Aid Through Augmented Reality
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : As 3D models are increasingly used in a variety of contexts, both for entertainment in games and movies, as well as professional visualization and CAD models, there is an increased demand for collaborative tools which can be used to show these virtual artifacts efficiently. Interaction with digital 3D artifacts has long since been enabled through the use of specialized software, like CAD modeling applications and 3D rendering software; which often are extensive and require time to master and use efficiently. READ MORE
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5. A NEW APPROACH AND GUIDLINE FOR LOUDNESS IN GAME AUDIO : Developing Specific Loudness Standards for Each Section of Game Audio
University essay from Högskolan i Skövde/Institutionen för informationsteknologiAbstract : Audio plays a crucial role in the immersive and emotional experience of playing videogames, and loudness is a key aspect of game audio that can greatly impact player engagement and immersion. There are existing loudness standards such as AES-EBU R128, which is mostly commonly used by social media platforms such as YouTube and Spotify. READ MORE