Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 12 of 12 for “"Games industry"”.
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Imageability and Intelligibility in 3D Game Environments Examining Experiential and Cultural Influence on the Design Process
The games industry has developed online multiplayer three-dimensional game worlds that allow players from different geographical locations to engage in competitive and cooperative gameplay together. This has enabled players from different cultures to inhabit the same virtual game world, bypassing …
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Playing with agency: how player agency affects game retention
… ‘live game’ or ‘game as a service’ sector in the games industry is increasingly concerned with analytics and the use of data-driven design in optimizing key important metrics. Chief among those metrics is retention; the extent to which players continue to play the game.<br/><br/>Designers create …
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Spatial sound and sound localization on a horizontal surface for use with interactive surface (tabletop) computers
… consumer market, opening up a new market for the games industry. However, before tabletop computers become widely accepted, there are open problems that must be addressed with respect to audio interaction including: "What loudspeaker constellations are appropriate for tabletop computers?" "How …
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Poetics of the videogame setpiece
Many of today's most popular single-player videogames contain short, semi-interactive sequences of tightly scripted, visually spectacular action gameplay, which-despite being generally unrepresentative of a game's 'normal' functions-tend to receive prominent placement in the marketing campaigns …
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An ethnographic study of institutional work in a creative proto-institutional place
… proto-institutional place in the video game industry. The methods used included over 800 hours of participant observation, 58 formal and informal interviews, and artefact analysis. I examined the institutional work by creative actors within the different spaces. Diving deeper into one space, …
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Neural MMO: Massively Multiagent Simulation and Learning
… owed to simulation techniques borrowed from the games industry. In the course of developing Neural MMO, I made several adaptations for the specifics of reinforcement learning, such as the two-layer structure of Neural MMO's observations and actions and the efficient internal data representation. …
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The future of product design: how games technology is evolving the design process
… enhanced through innovations in the video game industry to combine and become powerful pieces of games technology that can help shape the future of design. Discussed throughout is a vast array of hardware and software solutions that although may have been primarily researched academically …
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Retro Resonance: The Hauntological Power of Post-Retro Aesthetics in Videogames
Modern mainstream video games, or AAA games, are perpetually pushing toward hyperrealist graphics and complex gameplay, requiring higher budgets and ever-growing development teams while controlling risk as much as possible. The result is a homogenized product that appeals to the sensibilities of a …
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Geometrically and Perceptually Accurate Facial Mesh Synthesis and Personalised Blendshapes Generation using Graph Neural Networks
… do not meet high standards of VFX and AAA video games industry. This research explores geometric deep learning approaches to generation and editing of registered 3D facial meshes and personalised blendshapes. Significant impact of facial shape representations on the quality of reconstructed …
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JUSTGrid: a pure Java HPCC grid architecture for multi-physics solvers using complex geometries
… It should be remembered that the computer games industry is responsible for the revolution in high end 3D graphics cards that convert any PC into a most powerful graphics workstation. It should be obvious, despite the computational power of the Earth Simulator, that this definitely is not …
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The pervasive impact of working within the game industry upon the creative practice of its artists
… models, workplaces, and careers.<br/><br/>As the industry is itself complex and multidisciplinary, it was determined that the most appropriate scope for a single thesis would be a single development discipline, with any generated theory capable of adaptation to other disciplines in the future. The …