Zobrazeno 1 - 6
of 6
pro vyhledávání: '"Werner Gaisbauer"'
Autor:
Werner Gaisbauer, Helmut Hlavacs
Publikováno v:
International Journal of Serious Games, Vol 4, Iss 2 (2017)
On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Ga
Externí odkaz:
https://doaj.org/article/b69fcbe42c484969b5003b9b15e26f43
Publikováno v:
Augmented Reality and Virtual Reality ISBN: 9783030680855
It is important when making 3D virtual cities for virtual reality (VR) that they perform well as a “break in presence” (BIP) might occur when the FPS becomes too low. The key contributions of this research paper are a performance analysis that ch
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::dc076a2d32bc547645f723cac5830d0e
https://doi.org/10.1007/978-3-030-68086-2_16
https://doi.org/10.1007/978-3-030-68086-2_16
Publikováno v:
Augmented Reality and Virtual Reality ISBN: 9783030378684
Building realistic living cities with people inside is useful for many applications like movies, computer games, and virtual reality (VR). However, algorithms that produce (i.e., procedurally generate) endless realistic cities are still scarce when s
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::c811291ef136b1b8a4e1f06ddea28fee
https://doi.org/10.1007/978-3-030-37869-1_15
https://doi.org/10.1007/978-3-030-37869-1_15
Publikováno v:
CHI PLAY (Companion)
Copyright held by the owner/author(s). Virtual cities as background scenarios can be used for many 3D video game genres like action. However, the procedural generation of virtual cities for specific video game genres is an on-going research problem.
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::0728113431dc51a6c4e3e83130e69d29
https://hdl.handle.net/10453/141572
https://hdl.handle.net/10453/141572
Publikováno v:
Lecture Notes in Computer Science
17th International Conference on Entertainment Computing (ICEC)
17th International Conference on Entertainment Computing (ICEC), Sep 2018, Poznan, Poland. pp.52-63, ⟨10.1007/978-3-319-99426-0_5⟩
Entertainment Computing – ICEC 2018 ISBN: 9783319994253
ICEC
17th International Conference on Entertainment Computing (ICEC)
17th International Conference on Entertainment Computing (ICEC), Sep 2018, Poznan, Poland. pp.52-63, ⟨10.1007/978-3-319-99426-0_5⟩
Entertainment Computing – ICEC 2018 ISBN: 9783319994253
ICEC
Part 1: Full Papers; International audience; Different solutions present the usage of bicycles with Head Mounted Display (HMD) in which virtual scenarios are visualized as background for athletes training or as cardiac patient rehabilitation systems.
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::3f4cbaa0f825a326d3f9630c67cca3ad
https://hal.inria.fr/hal-02128589/document
https://hal.inria.fr/hal-02128589/document
Autor:
Helmut Hlavacs, Werner Gaisbauer
Publikováno v:
International Journal of Serious Games, Vol 4, Iss 2 (2017)
On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Ga