Searched for: subject%3A%22Procedural%255C+content%255C+generation%22
(1 - 19 of 19)
document
Alaka, Shaad (author)
Virtual worlds are rapidly increasing in size, enabled by advancements in computing technology, which puts a large burden on designers creating them.<br/>Procedural Content Generation can help alleviate this burden, though lacks precise control, to the detriment of designer intent. Some PCG algorithms, such as Wave Function Collapse (WFC), known...
master thesis 2023
document
Balint, J.T. (author), Bidarra, Rafael (author)
A narrative world typically consists of several interrelated locations that, all together, fully support enacting a given story. For this, each location in a narrative world features all the objects as required there by the narrative, as well as a variety of other objects that plausibly describe or decorate the location. Procedural generation...
journal article 2023
document
Alaka, Shaad (author), Bidarra, Rafael (author)
There are few proposals to improve the interactivity and control of wave function collapse (WFC) in a mixed-initiative setting. Moreover, most WFC algorithm variants operate on an simple, unstructured set of tiles. This limitation on the level of control provided to designers hampers their creative work in various ways. We propose...
conference paper 2023
document
Lyu, Silong (author), Bidarra, Rafael (author)
Conventional gait rehabilitation methods have the risk of alienating the patient due to their monotonous nature, thus negatively impacting the effectiveness of gait training. Modern technologies can help provide patients with better support, safety and immersive experience during training. However, physiotherapists cannot be required to...
conference paper 2023
document
Langendam, Thijmen (author)
Wave Function Collapse (WFC) is a powerful generative algorithm, able to create locally-similar output based on a single example input. One of the inherent limitations of the original WFC is that it often requires users to understand its inner workings, and possibly make their own ad-hoc mods to achieve satisfactory results. Besides distracting...
master thesis 2022
document
Langendam, Thijmen S. L. (author), Bidarra, Rafael (author)
Wave Function Collapse (WFC) is a powerful generative algorithm, able to create locally-similar output based on a single example input. One of the inherent limitations of the original WFC is that it often requires users to understand its inner workings, and possibly make their own ad-hoc mods, to achieve satisfactory results. Besides...
conference paper 2022
document
Lyu, Silong (author)
Gait impairments negatively affect patients’ walking ability, without which they tend to suffer from a higher risk of falling and a lower quality of life. Repetitious training is necessary for patients to regain and maintain this ability. Compared with the conventional rehabilitation process, gamified rehabilitation has the potential to provide...
master thesis 2021
document
Xu, Yi (author), Smeets, Roger (author), Bidarra, Rafael (author)
Mathematics education plays an essential role in children’s development, and there are many online applications aimed at supporting this process. However, manually creating math problems with a variety of textual and visual content is very time-consuming and expensive. This article presents a generic approach for procedural generation of...
journal article 2021
document
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
document
Xu, Y. (author)
Mathematics education plays an essential role in children’s development. In the past few years, online mathematics learning has gained increasing popularity. The online learning platform needs a large variety of textual and visual content to offer children a convenient learning experience and help them practice various mathematical skills....
master thesis 2020
document
van Aanholt, Levi (author), Bidarra, Rafael (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...
conference paper 2020
document
Liapis, Antonios (author), Yannakakis, Georgio N. (author), Nelson, Mark J. (author), Preuss, Mike (author), Bidarra, Rafael (author)
—The design process is often characterized by and realized through the iterative steps of evaluation and refinement. When the process is based on a single creative domain such as visual art or audio production, designers primarily take inspiration from work within their domain and refine it based on their own intuitions or feedback from an...
journal article 2019
document
Balint, J.T. (author), Bidarra, Rafael (author)
Procedural generation of rooms aims to create virtual environments that mimic common patterns found in real-world indoor locations, like offices or bedrooms. Graph-based models (e.g. factor graphs or Bayesian networks) have often been used to represent typical location's objects and their occurrence likelihood (nodes), as well as their inter...
conference paper 2019
document
De Vasconcelos Abreu Lopes, R. (author), Eisemann, E. (author), Bidarra, Rafael (author)
Current research on adaptive games has mainly focused on adjusting difficulty in a variety of ways, for example, by providing some control over adaptive game world generation. These methods, however, are mostly ad-hoc and require quite some technical skills. To the best of our knowledge, so far, there has been no adaptive method that is truly...
journal article 2018
document
Teng, E. (author)
A road network is one of the core elements of urban environments, strongly defining their layout. Procedural modeling has been increasingly used to create such road networks. However, many procedural methods are complex and difficult to master by non-experts, often have a limited and hard-to-control expressive range, and require a variety of...
master thesis 2017
document
Teng, Edward (author), Bidarra, Rafael (author)
A road network is one of the core elements of urban environments, strongly defining their layout. Procedural modeling has been increasingly used to create such road networks. However, many procedural methods are complex and difficult to master by non-experts, often have a limited and hard-to-control expressive range, and require a variety of...
conference paper 2017
document
Lopes, R. (author)
When most commercial games are shipped, their gameplay has typically been prescripted. All game components are created during development, mostly as predetermined rigid artifacts with which a player will interact. This can lead to predictable and impersonal gameplay, while alienating unconventional players. Adaptivity in games has been recently...
doctoral thesis 2014
document
Van der Linden, R.A.M. (author)
We aim to improve on the design of procedurally generated game levels. We propose a method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Following a survey conducted on recent procedural level generation methods, we argue that gameplay-based control is currently the most...
master thesis 2013
document
Tutenel, T. (author)
The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different components of the game engine. What lacks is a...
doctoral thesis 2012
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