Essays about: "first-person"

Showing result 16 - 20 of 147 essays containing the word first-person.

  1. 16. Specters of Art: Hauntology and Limitrophy in John Banville's Frames Trilogy

    University essay from Stockholms universitet/Engelska institutionen

    Author : Astrid Isac; [2023]
    Keywords : ;

    Abstract : John Banville’s Frames Trilogy, comprising the novels The Book of Evidence (1989), Ghosts (1993) and Athena (1995), presents an account of the ghosts existent in both the reality and art surrounding one’s life. In an intriguing first-person narration, Freddie Montgomery, the protagonist in all the novels, describes spectral apparitions in works of art and is haunted by his violent, ghostly past. READ MORE

  2. 17. Spatialisation of Binaural Audio With Head Tracking in First-Person Computer Games

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Patrik Bergsten; Mikita Kihan; [2023]
    Keywords : Sound localisation; head tracking; binaural; audio; computer games; experiences;

    Abstract : Audio in today’s first person computer games plays a vital role in informing players about their surroundings as well as general gameplay elements. Awareness of the direction, distance, and spatial placement of audio sources can be crucial for players in various contexts. READ MORE

  3. 18. Towards Navigational Aids using Augmented Reality for People with Alzheimer’s Disease in Outdoor Environments : A user study using HoloLens 2 around a University campus

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Léa Prémont; [2023]
    Keywords : Augmented reality; Alzheimer’s disease; Navigation; Assistive technology; HoloLens 2; Optical See-Through; Localization; Kalman filter; Hologram; TLX; SUS; Réalité augmentée; Alzheimer; Navigation; Technologie d’assistance; HoloLens 2; Optical See-Through; Localisation; Filtre de Kalman; Hologramme; TLX; SUS; Förstärkt verklighet; Alzheimers sjukdom; Navigering; Tekniska hjälpmedel; HoloLens 2; Optisk genomskinlighet; Lokalisering; Kalman-filter; Hologram; TLX; SUS;

    Abstract : This paper investigates the potential of augmented reality (AR) as a navigational aid for individuals with Alzheimer’s disease (AD), offering innovative solutions to the evolving challenges of AD care. As the disease progresses, patients often require more assistance and may transition to care centers, resulting in reduced independence. READ MORE

  4. 19. Community Perception of Gunplay inModern FPS games : within Call of Duty: Warzone and Rainbow Six: Siege

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Andrew McCabe; [2023]
    Keywords : FPS; Acafen; Questionnaire; Likert scale; Apex Legends; Rainbow Six: Siege; Call of Duty: Warzone.; FPS; Acafen; Frågeformulär; Likert scale; Apex Legends; Rainbow Six:Siege; Call of Duty: Warzone.;

    Abstract : This study aims to look at multiple modern first person shooter games communitiesto see how their perception of gunplay may be similar or differ from one another.The study uses Toh’s (2016) model for players' feelings towards their primaryweapons to form a questionnaire, the questionnaire is based upon previous researchwithin appraisal theory, player goals , and players feelings. READ MORE

  5. 20. Does an increase in adaptive audio lead to an increase in perceptual realism in first-person games?

    University essay from Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Author : Petter Persson; [2023]
    Keywords : Game; adaptive; procedural; interactive; audio; sound; immersion; presence; immersive; present; first-person; realism; perceptual; Unreal Engine; virtual;

    Abstract : When striving for realism in first-person games, the use of sampled audio has been frequent, and it is often argued that a higher level of auditory authenticity will lead to an increased realism.However, in this paper, it is argued that, for the purpose of realism, attention should instead be directed at making players themselves a more contributing factor to how sound is perceived; the more the audio of a game changes with, or adapts to, player input, the more realistic it should be perceived. READ MORE