Searched for: contributor%3A%22Bidarra%2C+A.R.+%28mentor%29%22
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van Aanholt, Levi (author)
Procedural content generation (PCG) for architecture is widely used in a variety of digital media, most notably in games. However, such methods are often limited in their expressive range, and require considerable technical knowledge to create non-trivial architectural structures. We present a novel tile-based PCG approach for generating...
master thesis 2020
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Kegeleers, M. (author)
Most of the content creation applications that are currently common in use are regular PC applications with simulated 3D visualisation on a 2D screen and indirect interaction through a mouse and keyboard. Augmented Reality (AR) is a medium that can provide actual 3D visualisation and more hands-on interaction for these applications. This thesis...
master thesis 2020
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van den Heuvel, J.T.A. (author)
With the constantly expanding 3D virtual game worlds and the upcoming virtual reality era, the need for 3D models is bigger than ever. However, it looks like the actual 3D modelling scene cannot keep up with the growth of the 3D game worlds. One major difference between the real world and its virtual counterpart is the simplicity and lack of...
master thesis 2016
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Taal, F. (author)
Designing realistic 3D content in a virtual urban environment is a hot topic and a challenge, specifically when including semantics to improve the realism of vegetation, buildings and roads. Road networks typically lack plausible signaling objects, unless they were inserted manually which is inefficient and time-consuming. This thesis presents a...
master thesis 2016
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Kegeleers, M. (author), van Nieuwaal, G. (author), Posdijk, W. (author)
In our modern world of today, there are a lot of public locations with large open spaces where all people do is wait or pass through. Some examples are train stations, airports and waiting lines at theme parks. Even though people in these locations are surrounded by many other individuals, there is no social interaction and generally a gloomy...
bachelor thesis 2016
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Rúnarsson, K. (author)
A photomosaic is an image that is divided into a grid of rectangular cells, each of which is replaced with another image that resembles the cell section of the input image. Animated photomosaics extend the previous technique of photomosaics to resemble a video instead of an image. Limited research exists on animated photomosaics and the existing...
master thesis 2015
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Onrust, B. (author)
Interactive 3D visualization of natural environments can help ecologists, policy makers and the broad public in general to better understand, promote and protect both existing and developing environments. The creation and exploration of virtual worlds can be very helpful for this purpose. However, current techniques are not able to generate...
master thesis 2015
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Eckhardt, C. (author), De Hoog, R.A.D. (author), Van den Oever, S.Y. (author), De Wit, S. (author)
Om de behandeling van recent gediagnosticeerde reuma patiënten beter te maken en ondersteuning te bieden aan een al bestaand programma genaamd E-coach, is er een computerspel ontwikkeld. Binnen dit spel wordt geprobeerd om mensen, op een leuke manier, een gezondere leefstijl aan te leren. Het spel gaat gebruikt worden in een psychologisch...
bachelor thesis 2015
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Visser, P. (author)
We conclude this report with a system design and proof-of-concept to show how an adaptable hybrid sentiment classification system is able to improve sentiment analysis for organisations. GreenOnline, a service company in the field of customer services, wants to be able to quantify sentiment for organisations precisely, to create new services for...
master thesis 2013
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Rijnboutt, E.H.J. (author), Hokke, O.J. (author)
Het bachelorproject `How High' heeft als doel het opbouwen en testen van een algoritme waarmee worpen van een telefoon gedetecteerd kunnen worden, en waarmee de bereikte hoogte bepaald kan worden. Dit algoritme dient daarna te worden toegepast in een game voor mobiele telefoons. Voor de detectie kan gebruik gemaakt worden van verschillende...
bachelor thesis 2012
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Fiege, M.C. (author)
Building games in introductory programming is seen more often. Although it motivates pupils to learn, less is known regarding learning results. In this study the learning results on programming concepts in introductory programming are described. The study involved one group of 30 pupils in the age of 12-13 from secondary education in The...
master thesis 2011
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Boers, J.G. (author)
Under the pressure of competition and the expectations of consumers, game developers are in a race to create the biggest and most detailed worlds in their productions. Nowadays, thanks to the evolution of computer hardware, great amounts of detail to be put in those worlds, and this trend is not expected to end any time soon. But that detail has...
master thesis 2010
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Kraus, M. (author), Van der Linden, R.A.M. (author), Bollen, B. (author)
Tributing to the GATE project by TNO, this application was designed to create an extra layer between the project and 3D modelling artists. New users are now able to place procedural content in their 3D worlds, without knowing much of the environment or programming. A general filter can be created to apply to the environment, without knowing...
bachelor thesis 2010
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Huijser, R.F. (author)
Due to an increase in scale and amount of detail needed for next gen games, the time required to design a game world has increased dramatically. Even though more advanced tools have become available, designing a game world is still largely done by hand. One area that suffers substantially from this is the design of large scale natural phenomena...
master thesis 2010
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Brussee, P.W.G. (author), Kraayenbrink, N. (author), Van Sambeek, S.P. (author)
During the last ten months, we have designed and developed a game for the Microsoft Imagine Cup. This game, built on the Cannibal Engine, was to revolve around the Millennium Development Goals. The obvious goal was to win the Imagine Cup, or at least to get as far as we could possibly can. Our team consisted of three programmers with little to...
bachelor thesis 2009
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Van Wijk, F.E. (author), Van den Heuvel, J.T.A. (author), Stuursma, R.W.A. (author)
Beat³ is een computerspel voor alle leeftijden, waarbij de speler woorden moet vinden in een woordveld en deze zo snel mogelijk moet selecteren. Omdat dit spel voor de Game Development competitie van Microsoft's Imagine Cup is gemaakt, zijn de acht millenniumdoelen verwerkt in het spel en heeft deze een sterk educatieve waarde. Daarnaast is een...
bachelor thesis 2009
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Brussee, P.W.G. (author), Kraayenbrink, N. (author), Van Sambeek, S.P. (author)
Creating games is always an exciting occupation. In ten months, we have created a game for the Microsoft Imagine Cup, revolved around the Millennium Development Goals. Set on a distant planet, the game was to convey the MDG message in a more subtle way than most games did, but still recognizable. The most interesting gameplay mechanic in the...
bachelor thesis 2009
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Van Driel, L.M. (author)
The exhibition of intelligent or challenging behavior by artificially controlled characters (AI) in computer games strongly depends on their navigational performance, often referred to as pathfinding. While recent games solve increasingly complex and specific navigation problems, the documented approaches to navigation remain primitive and...
master thesis 2008
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Baars, F. (author), Bouchaut, P. (author), Doorn, M. (author), Karsidi, N. (author), Sijbrand, S. (author)
Bacherlor Thesis that contains the technical documentation of the computer game Dark Ink, commissioned by DOK and the TUDelft Library.
bachelor thesis 2008
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