451 results on '"open world"'
Search Results
2. UMG-CLIP: A Unified Multi-granularity Vision Generalist for Open-World Understanding
- Author
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Shi, Bowen, Zhao, Peisen, Wang, Zichen, Zhang, Yuhang, Wang, Yaoming, Li, Jin, Dai, Wenrui, Zou, Junni, Xiong, Hongkai, Tian, Qi, Zhang, Xiaopeng, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Leonardis, Aleš, editor, Ricci, Elisa, editor, Roth, Stefan, editor, Russakovsky, Olga, editor, Sattler, Torsten, editor, and Varol, Gül, editor
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- 2025
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3. Geographical Aspects of Open-World Video Games.
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Fraile-Jurado, Pablo
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VIDEO games ,MINORITIES ,LANDSCAPES ,GEOGRAPHY ,GAMES - Abstract
In recent years, open-world environments in video games have become increasingly popular and immersive. Millions of players are able to explore virtual landscapes that resemble the real world, yet significant differences exist. This study investigates the geographical accuracy of 15 open-world video games. The virtual landscapes in these games were analyzed for horizontal distance compression, increased slopes, idealized climate, simplified vegetation and water features, underpopulation, and spatial segregation of ethnic minorities. The findings show significant differences between the games in terms of their geographical accuracy, with some exhibiting a more realistic representation of the natural and cultural environment compared to others. This study sheds light on the relationship between virtual landscapes in video games and our perception of the real world, offering new insights into this rapidly growing field. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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4. Scaling Up Multi-domain Semantic Segmentation with Sentence Embeddings.
- Author
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Yin, Wei, Liu, Yifan, Shen, Chunhua, Sun, Baichuan, and van den Hengel, Anton
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COMPUTER vision , *GENERALIZATION , *ANNOTATIONS , *PARAGRAPHS , *TAXONOMY - Abstract
The state-of-the-art semantic segmentation methods have achieved impressive performance on predefined close-set individual datasets, but their generalization to zero-shot domains and unseen categories is limited. Labeling a large-scale dataset is challenging and expensive, Training a robust semantic segmentation model on multi-domains has drawn much attention. However, inconsistent taxonomies hinder the naive merging of current publicly available annotations. To address this, we propose a simple solution to scale up the multi-domain semantic segmentation dataset with less human effort. We replace each class label with a sentence embedding, which is a vector-valued embedding of a sentence describing the class. This approach enables the merging of multiple datasets from different domains, each with varying class labels and semantics. We merged publicly available noisy and weak annotations with the most finely annotated data, over 2 million images, which enables training a model that achieves performance equal to that of state-of-the-art supervised methods on 7 benchmark datasets, despite not using any images therefrom. Instead of manually tuning a consistent label space, we utilized a vector-valued embedding of short paragraphs to describe the classes. By fine-tuning the model on standard semantic segmentation datasets, we also achieve a significant improvement over the state-of-the-art supervised segmentation on NYUD-V2 (Silberman et al., in: European conference on computer vision, Springer, pp 746–760, 2012) and PASCAL-context (Everingham et al. in Int J Comput Visi 111(1):98–136, 2015) at 60 % and 65 % mIoU, respectively. Our method can segment unseen labels based on the closeness of language embeddings, showing strong generalization to unseen image domains and labels. Additionally, it enables impressive performance improvements in some adaptation applications, such as depth estimation and instance segmentation. Code is available at https://github.com/YvanYin/SSIW. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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5. A Closer Look at Few-Shot Classification with Many Novel Classes.
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Lin, Zhipeng, Yang, Wenjing, Wang, Haotian, Chi, Haoang, and Lan, Long
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MACHINE learning ,DEEP learning ,CLASSIFICATION - Abstract
Few-shot learning (FSL) is designed to equip models with the capability to quickly adapt to new, unseen domains in open-world scenarios. However, there is a notable discrepancy between the multitude of new concepts encountered in the open world and the limited scale of existing FSL studies, which focus predominantly on a small number of novel classes. This limitation hinders the practical implementation of FSL in real-world situations. To address this issue, we introduce a novel problem called Few-Shot Learning with Many Novel Classes (FSL-MNC), which expands the number of novel classes more than 500 times compared to traditional FSL settings. This new challenge presents two main difficulties: increased computational load during meta-training and reduced classification accuracy due to the larger number of classes during meta-testing. To tackle these problems, we introduce the Simple Hierarchy Pipeline (SHA-Pipeline). In response to the inefficiency of traditional Episode Meta-Learning (EML) protocols, we redesign a more efficient meta-training strategy to manage the increased number of novel classes. Moreover, to distinguish distinct semantic features across a broad array of novel classes, we effectively reconstruct and utilize class hierarchy information during meta-testing. Our experiments demonstrate that the SHA-Pipeline substantially outperforms both the ProtoNet baseline and current leading alternatives across various numbers of novel classes. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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6. LVMUM: Toward Open-World Object Detection with Large Vision Models and Unsupervised Modeling
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Huang, Yangyang, Xi, Xing, Wu, Weiye, Luo, Ronghua, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Huang, De-Shuang, editor, Zhang, Chuanlei, editor, and Zhang, Qinhu, editor
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- 2024
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7. Novelty Accommodating Multi-agent Planning in High Fidelity Simulated Open World
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Chao, James, Piotrowski, Wiktor, Manzanares, Mitch, Lange, Douglas S., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Amigoni, Francesco, editor, and Sinha, Arunesh, editor
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- 2024
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8. Dmitry Medvedev and Vladimir Putin, 2008–2015
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Van Oudenaren, John, author
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- 2024
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9. Vladimir Putin, 2000–2008
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Van Oudenaren, John, author
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- 2024
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10. Meeting of Frontiers and Open World, 1998–2002
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Van Oudenaren, John, author
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- 2024
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11. A Closer Look at Few-Shot Classification with Many Novel Classes
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Zhipeng Lin, Wenjing Yang, Haotian Wang, Haoang Chi, and Long Lan
- Subjects
deep learning ,few-shot learning ,open world ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
Few-shot learning (FSL) is designed to equip models with the capability to quickly adapt to new, unseen domains in open-world scenarios. However, there is a notable discrepancy between the multitude of new concepts encountered in the open world and the limited scale of existing FSL studies, which focus predominantly on a small number of novel classes. This limitation hinders the practical implementation of FSL in real-world situations. To address this issue, we introduce a novel problem called Few-Shot Learning with Many Novel Classes (FSL-MNC), which expands the number of novel classes more than 500 times compared to traditional FSL settings. This new challenge presents two main difficulties: increased computational load during meta-training and reduced classification accuracy due to the larger number of classes during meta-testing. To tackle these problems, we introduce the Simple Hierarchy Pipeline (SHA-Pipeline). In response to the inefficiency of traditional Episode Meta-Learning (EML) protocols, we redesign a more efficient meta-training strategy to manage the increased number of novel classes. Moreover, to distinguish distinct semantic features across a broad array of novel classes, we effectively reconstruct and utilize class hierarchy information during meta-testing. Our experiments demonstrate that the SHA-Pipeline substantially outperforms both the ProtoNet baseline and current leading alternatives across various numbers of novel classes.
- Published
- 2024
- Full Text
- View/download PDF
12. Towards Procedural Generation of Narrative Puzzles for Open World Games
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Davern, Sam, Haahr, Mads, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Holloway-Attaway, Lissa, editor, and Murray, John T., editor
- Published
- 2023
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13. On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games
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Davern, Sam, Haahr, Mads, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Holloway-Attaway, Lissa, editor, and Murray, John T., editor
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- 2023
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14. Unsupervised open-world human action recognition.
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Gutoski, Matheus, Lazzaretti, André Eugenio, and Lopes, Heitor Silvério
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HUMAN activity recognition , *MACHINE learning , *SCIENTIFIC community - Abstract
Open-world recognition (OWR) is an important field of research that strives to develop machine learning models capable of identifying and learning new classes as they appear. Concurrently, human action recognition (HAR) has received increasing attention from the research community. We approach Open-World HAR in the unsupervised setting. In unsupervised OWR, class labels are available for the initial classes but not for new ones. Hence, we propose a clustering method to label unknown classes automatically for incremental learning (IL). Our framework consists of an Initial Learning phase for initializing the models, an open-set recognition phase for identifying unknown classes, an Automatic Clustering phase for estimating the number of clusters and generating labels, and an IL phase for incorporating new knowledge. The proposed framework was evaluated at each phase separately in eleven experimental settings of the UCF-101 dataset. We also presented parameter sensitivity studies of the main parameters and visual analysis of misclassified videos, revealing interesting visual similarities between overlapped classes. Experiments have shown promising results in all phases of Open-World HAR, even without labels, which closely resembles real-world problems. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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15. A Method of Modern Standardized Apple Orchard Flowering Monitoring Based on S-YOLO.
- Author
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Zhou, Xinzhu, Sun, Guoxiang, Xu, Naimin, Zhang, Xiaolei, Cai, Jiaqi, Yuan, Yunpeng, and Huang, Yinfeng
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APPLE orchards ,ORCHARDS ,FLOWERING time ,ORCHARD management ,PRODUCTION management (Manufacturing) ,FLOWERING trees ,APPLES ,FRUIT trees - Abstract
Monitoring fruit tree flowering information in the open world is more crucial than in the research-oriented environment for managing agricultural production to increase yield and quality. This work presents a transformer-based flowering period monitoring approach in an open world in order to better monitor the whole blooming time of modern standardized orchards utilizing IoT technologies. This study takes images of flowering apple trees captured at a distance in the open world as the research object, extends the dataset by introducing the Slicing Aided Hyper Inference (SAHI) algorithm, and establishes an S-YOLO apple flower detection model by substituting the YOLOX backbone network with Swin Transformer-tiny. The experimental results show that S-YOLO outperformed YOLOX-s in the detection accuracy of the four blooming states by 7.94%, 8.05%, 3.49%, and 6.96%. It also outperformed YOLOX-s by 10.00%, 9.10%, 13.10%, and 7.20% for mAP
ALL , mAPS , mAPM , and mAPL , respectively. By increasing the width and depth of the network model, the accuracy of the larger S-YOLO was 88.18%, 88.95%, 89.50%, and 91.95% for each flowering state and 39.00%, 32.10%, 50.60%, and 64.30% for each type of mAP, respectively. The results show that the transformer-based method of monitoring the apple flower growth stage utilized S-YOLO to achieve the apple flower count, percentage analysis, peak flowering time determination, and flowering intensity quantification. The method can be applied to remotely monitor flowering information and estimate flowering intensity in modern standard orchards based on IoT technology, which is important for developing fruit digital production management technology and equipment and guiding orchard production management. [ABSTRACT FROM AUTHOR]- Published
- 2023
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16. Toward Realism: An Analysis of Coastal Environments in Open-World Video Games.
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Fraile-Jurado, Pablo, Llovet-Ferrer, Marc, and Roig-Munar, Francesc Xavier
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EDUCATIONAL games , *VIDEO games , *CLIFFS , *REDEMPTION , *LANDSCAPES , *SALT marshes - Abstract
This study examines the fidelity of coastal environments depicted in open-world video games, aiming to evaluate the accuracy and representation of various coastal features. Through a systematic analysis of 20 selected video games, encompassing diverse settings and developers, coastal elements such as beaches, cliffs, and tidal marshes were scrutinized. A bespoke asymmetric indicator, tailored to each game's unique coastal landscape, was employed, drawing upon 32 descriptive variables initially proposed by coastal experts. The findings reveal significant variation in the representation of coastal features across different games, with some demonstrating high fidelity, while others exhibit simplifications or omissions. Notably, games like Red Dead Redemption 2 and Assassin's Creed series excel in capturing the complexity of coastal environments, while others fall short in their simulation. These findings underscore the potential for video games to serve as immersive educational tools for understanding coastal ecosystems, emphasizing the need for enhanced fidelity and accuracy in their representation. Further research in this domain could contribute to the development of more realistic and educational gaming experiences, fostering greater awareness and appreciation of coastal environments among players. [ABSTRACT FROM AUTHOR]
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- 2024
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17. Mixture-Based Open World Face Recognition
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Matta, Arthur, Pinto, João Ribeiro, Cardoso, Jaime S., Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Rocha, Álvaro, editor, Adeli, Hojjat, editor, Dzemyda, Gintautas, editor, Moreira, Fernando, editor, and Ramalho Correia, Ana Maria, editor
- Published
- 2021
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18. Towards Open World Traffic Classification
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Liu, Zhu, Cai, Lijun, Zhao, Lixin, Yu, Aimin, Meng, Dan, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Gao, Debin, editor, Li, Qi, editor, Guan, Xiaohong, editor, and Liao, Xiaofeng, editor
- Published
- 2021
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19. Ludus Magnus - A Serious Game for Learning the Latin Language
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Plecher, David A., Eichhorn, Christian, Naser, Moritz, Klinker, Gudrun, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, and Fang, Xiaowen, editor
- Published
- 2021
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20. Task-Specific Novel Object Characterization
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Burghouts, Gertjan J., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Del Bimbo, Alberto, editor, Cucchiara, Rita, editor, Sclaroff, Stan, editor, Farinella, Giovanni Maria, editor, Mei, Tao, editor, Bertini, Marco, editor, Escalante, Hugo Jair, editor, and Vezzani, Roberto, editor
- Published
- 2021
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21. АКАДЕМІЧНА МОБІЛЬНІСТЬ ВИЩОЇ ОСВІТИ: СУЧАСНИЙ СТАН.
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Скибун, Н. Д. and Трофименко, Т. В.
- Abstract
Urgency of the research. The formation of mobility takes place within the framework of the corresponding stage of the civilizational development of society, which determines the conditions and factors that affect mobility, including technical and technological development, the moral and psychological readiness of a person to perceive new things that open up to him thanks to new digital, information - communication, communicative and cybernetic technologies. It should be taken into account that along with virtual mobility, physical mobility has also increased due to new opportunities that have become available to broad segments of the population. Target setting. Considering the growing level of academic mobility, it is necessary to consider the readiness for it on the part of teachers and methodologists to work in a multinational, multi-religious, and multicultural educational environment, where foreign citizens from all over the world are students of education. In turn, this also applies to the readiness of the student to study outside the place of residence (in another region - at the national level and in another country – at the international level). Actual scientific researches and issues analysis. The issues of modern mobility in general and mobility in the educational sphere as its element are paid attention to by both foreign and domestic scientists, and practicing teachers, among whom we can single out the following: I. Antonenko, G. Kilinicheva, D. Svyrydenko, M. Romanynets, S. Oksamytna, S. Bacci, V. Bertacini, M. Beine, R. Noel, L. Rago, P. Brown, J. Michael, S. E. Gilmer, etc. The research objective. The main tasks of the article are: outlining the role and influence of the modern stage of society's development on the issue of academic mobility; analysis of scientific and pedagogical literary sources regarding studies of academic mobility at the general level and individual factors affecting it; proposals for the integration of national institutions of higher education into the global educational space and provision of return and export mobility as part of academic mobility to improve the quality of domestic education. The statement of basic materials. Modern researchers considered various types of academic mobility, which includes a wide range of factors influencing its application (the influence of socio-economic factors; the satisfaction of the inner “ego” with the opportunity to study at a “fashionable” university; the choice “narrow” specialization, which is not available in every specialized institution of higher education, etc.). On the basis of the results of the analysis of the research conducted by modern scientists on the issue of academic mobility, to offer recommendations on ensuring the possibility of using academic mobility in modern realities. Today, academic mobility at the international level is largely shaped by the global labor market, which is shaped by the activities of transnational corporations and their implementation of international projects in all corners of the world. Also, academic mobility is developing between countries at the regional level, where a regional center of globalization is being formed. As an example – European countries and the European Union. As for academic mobility at the national level, the catalyst here is the uniformity of territorial development. In those countries where this development is uniform and high, the level of academic mobility is consistently low and vice versa. Conclusions. Summarizing the study of academic mobility in modern conditions, the following should be noted. First of all, it is necessary to take into account the moral and psychological readiness for academic mobility of both education seekers and teachers and methodologists. Secondly, the readiness of higher education institutions to integrate into the global educational space. Thirdly, a sufficient level of communicative and language competencies for further communications at the level of a multinational, multicultural, multireligious educational environment, where everything is based on the key positions of human dignity, equality, and tolerance. Thus, there is a need to form new competencies (mobility, communicativeness, foreign language, IT, cyber security, and cyber hygiene) among teachers and students for the possibility of forming both vertical and horizontal academic mobility, because wide cooperation with educational institutions of other countries will contribute to improving the quality provision of educational services at the level of domestic educational institutions, and this, in turn, will raise the general level of domestic education, teachers, pedagogical scientists and the national scientific school as a whole. Ultimately, this should create stable conditions for higher education institutions to increase the level of return and export mobility within the framework of academic mobility. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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22. The Diversity Rule: Points of Interest (POIs) in Breath ofthe Wild, Red Dead Redemption 2 and Skyrim
- Author
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Stepan, Timon, Olsson, Isabell, Drakenberg, Viktor, Stepan, Timon, Olsson, Isabell, and Drakenberg, Viktor
- Abstract
Open-world videogames inherently allow players a significant amount of freedomwhen traversing the in-game world. Due to this fact, level designers for such games are taskedwith the challenge of maintaining engagement and motivating exploration without drasticallyinfringing on their player agency. With this study, the authors analyzed three popular open-world games via a comparative formal analysis to determine the presence and validity of thePOI Diversity Rule, a conceptual rule for effective open-world level design proposed bySkobelev (2023), which recommends having at least three points of interests on the player’sline of horizon, offering different gameplay experiences. The authors performed this study byplotting out a route known as a “critical path”, taking panoramic screenshots within 30 secondintervals and analyzing them. The results showed that the rule is largely prevalent in all threegames. However, the conditions of fulfillment differ in terms of what categories are mostcommon, and whether static or dynamic POI are most prevalent., Open world-datorspel ger spelare en hög grad av frihet att resa runt i spelvärlden. Pågrund av detta står leveldesigners för sådana spel inför utmaningen att upprätthållaengagemang och motivera utforskning inom spelvärlden utan att allvarligt begränsa spelarnashandlingsfrihet. I denna studie analyserades tre populära open world-spel via en jämförandeformell analys för att avgöra närvaron och giltigheten av POI Diversity Rule, en konceptuellregel för effektiv open world-leveldesign föreslagen av Skobelev (2023). Regelnrekommenderar att det bör finnas minst tre intressepunkter inom spelarens synligahorisontlinje, som erbjuder olika spelupplevelser. Författarna genomförde denna studiegenom att plotta in en rutt kallad "critical path", ta panoramabilder med 30 sekundersintervaller och analysera dem. Resultaten visade att regeln är till stor del närvarande i alla trespel. Men de specifika villkoren gällande dess uppfyllelse skiljer sig åt när det kommer tillvilka kategorier som är vanligast, och huruvida statiska eller dynamiska intressepunkter ärmest framträdande.
- Published
- 2024
23. Belöningssystem inom open world RPG-spel : En komparativ analys
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Bergman, David, Viio, Leon, Bergman, David, and Viio, Leon
- Abstract
Vi har valt att utforska hur belöningssystem förhåller sig mellan tre populära Open World RPG-spel: Genshin Impact, World of Warcraft och Elden Ring. Detta gjordes genom att undersöka yttre belöningar i form av slumpmässiga och Förbestämda belöningar mellan titlarna genom bakgrundsforskning av spelens belöningar, tidigare publiceringar av forskning, samt genom att reflektera över våra egna erfarenheter av de utvalda spelen. Belöningssystemen analyserades sedan genom tre investerbara variabler; tid, möda och pengar.
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- 2024
24. Dynamic Evolution of Simulated Autonomous Cars in the Open World Through Tactics
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Sylnice, Joe R., Alférez, Germán H., Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Arai, Kohei, editor, Bhatia, Rahul, editor, and Kapoor, Supriya, editor
- Published
- 2019
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25. Dense and Sparse 3D Deformation Signatures for 3D Dynamic Face Recognition
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Abd El Rahman Shabayek and Djamila Aouada
- Subjects
3D face recognition ,3D temporal deformation ,lie groups ,3D triangulated mesh deformation ,open world ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
This work analyses dense and sparse 3D Deformation Signatures to represent 3D temporal deformation instances. The signatures are employed in dynamic 3D face recognition, however, they are applicable in other domains. This is demonstrated for dynamic expression recognition. The pushing need for non-intrusive bio-metric measurements made face and its expressions recognition dominant players in domains like entertainment, surveillance and security. The proposed signature can be computed from 2D, 3D or hybrid input by means of robust 3D fitting. It is computed given a non-linear 6D space representation which guarantees by construction physically plausible 3D deformations. A unique deformation indicator is computed per triangle in a triangulated mesh as a ratio derived from scale and in-plane deformation in the canonical space. These indicators are concatenated densely or sparsely to form the signature. It is then used to learn the 3D deformation space from the temporal facial signals. Two dynamic datasets were examined for evaluation. The reported 1-Rank recognition accuracy outperforms the existing literature. Democratising the recognition step results in 100% accuracy as demonstrated by the reported confusion matrices. In an open-world setting in the face recognition context, an accuracy of 100% was achieved in detecting intruders. The signature robustness has been further validated in face expressions recognition from a very challenging highly 3D dynamic dataset.
- Published
- 2021
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26. MMGET: a Markov model for generalized evidence theory.
- Author
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He, Yuanpeng and Deng, Yong
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MARKOV processes ,DEMPSTER-Shafer theory - Abstract
In real life, lots of information merge from time to time. To appropriately describe actual situations in open world, a generalized evidence theory based on Dempster–Shafer evidence theory is designed. However, everything occurs in sequence and owns some underlying relationships with each other which are missing in this theory. To further embody the details of information and better conform to situations of real world, a Markov model is introduced into the generalized evidence theory which helps extract complete information volume from evidence provided. More specially, the Markov model investigates influences on properties of information given which are brought by dynamic process of transitions among different incidents and provides new solutions in evidence combination, distance measure, reliability measure, and certainty measure. Besides, some numerical examples are offered to verify the correctness and rationality of the proposed method in these relevant aspects. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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27. Dijital Oyunun Belge Anlatıya Dayalı ve Açık Dünya Tasarımı: Docu-Game
- Author
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Oğuz Şentürk and Özlem Arda
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docu-game ,dijital oyun ,etkileşim ,belgesel ,açık dünya ,digital game ,interactivity, documentary ,open world ,Journalism. The periodical press, etc. ,PN4699-5650 - Abstract
Docu-game, dijital oyun ile belge kaynaklı hikâyenin bir araya gelmesi sonucu doğan bir etkileşimli yeni medya anlatı biçimidir. Geleneksel dijital oyunun ve çizgisel hikâye anlatıcılığının ötesinde, üç boyutlu oyun mekanik ve dinamikleri ile gerçek temelli çizgisel olmayan hikâye anlatımının bir araya gelmesinden ortaya çıkar. Yaşanmış ya da kaydedilmiş bir olayın, çizgisel olan klasik film ile anlatılamadığı durumlarda Docu-game, sahip olduğu gelişmiş yapıyla uyumlu bir tasarımdır. Bu gelişmiş yapı, çizgisel anlatıdan farklı olarak ürün ile izleyici arasındaki yönetmeni devreden çıkarır ve izleyici kendi biricik hikâyesini deneyimler. Dijital olarak, gerçek dünyadan ve olaylardan temel alınıp yeniden yaratılmış bu dünyada kullanıcı, bir oyun oynar gibi belgelenmiş gerçekliklere şahit olur ve o gerçekliklerle etkileşim kurar. Bu çalışmanın amacı, kurgusal olmayan anlatıyı oyunlaştırılmış tasarımları betimlemektir. Betimsel yöntemden hareketle Docu- game türünün oyunlaştırma, oyun mekanikleri, oyun dinamikleri, açık dünya kavramları çerçevesinde içerik analizi tekniği kullanarak sorgulanmış ve bu ögelerin varlığı-yokluğu aranarak geçerliliği ortaya çıkarılmıştır. Çalışmada, JFK Reloaded, We Are Chicago ve Project Syria adlı Docu-game örnekleri incelenmiştir.
- Published
- 2020
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28. A Method of Modern Standardized Apple Orchard Flowering Monitoring Based on S-YOLO
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Xinzhu Zhou, Guoxiang Sun, Naimin Xu, Xiaolei Zhang, Jiaqi Cai, Yunpeng Yuan, and Yinfeng Huang
- Subjects
intelligent agriculture ,IoT technology ,apple flowering monitoring ,open world ,swin transformer ,SAHI ,Agriculture (General) ,S1-972 - Abstract
Monitoring fruit tree flowering information in the open world is more crucial than in the research-oriented environment for managing agricultural production to increase yield and quality. This work presents a transformer-based flowering period monitoring approach in an open world in order to better monitor the whole blooming time of modern standardized orchards utilizing IoT technologies. This study takes images of flowering apple trees captured at a distance in the open world as the research object, extends the dataset by introducing the Slicing Aided Hyper Inference (SAHI) algorithm, and establishes an S-YOLO apple flower detection model by substituting the YOLOX backbone network with Swin Transformer-tiny. The experimental results show that S-YOLO outperformed YOLOX-s in the detection accuracy of the four blooming states by 7.94%, 8.05%, 3.49%, and 6.96%. It also outperformed YOLOX-s by 10.00%, 9.10%, 13.10%, and 7.20% for mAPALL, mAPS, mAPM, and mAPL, respectively. By increasing the width and depth of the network model, the accuracy of the larger S-YOLO was 88.18%, 88.95%, 89.50%, and 91.95% for each flowering state and 39.00%, 32.10%, 50.60%, and 64.30% for each type of mAP, respectively. The results show that the transformer-based method of monitoring the apple flower growth stage utilized S-YOLO to achieve the apple flower count, percentage analysis, peak flowering time determination, and flowering intensity quantification. The method can be applied to remotely monitor flowering information and estimate flowering intensity in modern standard orchards based on IoT technology, which is important for developing fruit digital production management technology and equipment and guiding orchard production management.
- Published
- 2023
- Full Text
- View/download PDF
29. Open-World Stereo Video Matching with Deep RNN
- Author
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Zhong, Yiran, Li, Hongdong, Dai, Yuchao, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Ferrari, Vittorio, editor, Hebert, Martial, editor, Sminchisescu, Cristian, editor, and Weiss, Yair, editor
- Published
- 2018
- Full Text
- View/download PDF
30. Gdzie się kończy otwarty świat? O granicach grywalnej rzeczywistości.
- Author
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Maj, Krzysztof M.
- Subjects
BOUNDARIES in literature ,PERSPECTIVE (Linguistics) ,NARRATOLOGY ,VIDEO games ,WARHAMMER (Game) - Abstract
Copyright of Śląskie Studia Polonistyczne is the property of Wydawnictwo Uniwersytetu Slaskiego and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
31. Gaming Finnegans Wake: Toward a Play-Centric Literary Criticism
- Author
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Hughes, Zoe, author
- Published
- 2022
- Full Text
- View/download PDF
32. A New Method to Identify Incomplete Frame of Discernment in Evidence Theory
- Author
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Renliang Sun and Yong Deng
- Subjects
Dempster-Shafer evidence theory ,generalized evidence theory ,open world ,incomplete frame of discernment ,minimum spanning tree covering model ,classification ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
One assumption of Dempster-Shafer evidence theory (D-S theory) is the closed world. However, how to determine whether the frame of discernment is incomplete or not is still an open issue. In this paper, a new method is proposed based on a minimum spanning tree. For each new sample collected in the system, the mass function of the empty set is determined based on the proposed method. The value of the mass function of the empty set is used to determine whether the frame of discernment is incomplete or not. The experimental results on several benchmark datasets illustrate that the proposed method has a high accuracy in identifying the incomplete frame of discernment while the error rate is low.
- Published
- 2019
- Full Text
- View/download PDF
33. A New Method to Determine Generalized Basic Probability Assignment in the Open World
- Author
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Renliang Sun and Yong Deng
- Subjects
Dempster-Shafer evidence theory ,generalized evidence theory ,basic probability assignment ,open world ,minimum spanning tree covering model ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Dempster-Shafer evidence theory (D-S theory) is a very useful tool to solve problems in the field of information fusion. But how to determine generalized basic probability assignment (GBPA) more accurately and efficiently in D-S theory is still a matter of debate, especially in the open world. In this paper, we put forward a new method to determine GBPA in the open world. First, a minimum spanning tree (MST) is established for samples in each known class. The covering radius of every edge in MST of each class will be generated based on the formula for generating improved radius. The MST coverage of every class will be established. Combine these coverages to form the MST covering model. Each new sample should be justified the MST coverages it belongs to. Then, we put forward a formula to generate GBPA of the sample. Finally, determine whether the sum of GBPA is smaller than 1. If so, m(Ø) needs to be generated. Otherwise, GBPA needs to be standardized. The experimental results on Iris dataset prove the effectiveness of our method.
- Published
- 2019
- Full Text
- View/download PDF
34. A Note on Incomplete Information Modeling in the Evidence Theory
- Author
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Xuelian Zhou and Yongchuan Tang
- Subjects
Dempster-Shafer evidence theory (DST) ,closed world ,open world ,incomplete information ,uncertainty management ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Incomplete information exists widely in practical engineering. How to model the incomplete information in the Dempster-Shafer evidence theory (DST) framework is still an open issue. In this paper, we present a framework on incomplete information processing in DST. We extend the model of uncertain information from the closed world assumption to the open world assumption where the incomplete information is a new type of uncertain information excluded in the closed world assumption. After that, we give a framework of incomplete information modelling and fusion in the DST framework. Finally, an example of decision-making process in air combat situation assessment with incomplete situation is introduced to show the rationality of the proposed method.
- Published
- 2019
- Full Text
- View/download PDF
35. Determine the Number of Unknown Targets in Open World Based on Elbow Method.
- Author
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Liu, Fan and Deng, Yong
- Subjects
DEMPSTER-Shafer theory ,PROBLEM solving ,K-means clustering ,ELBOW - Abstract
Generalized evidence theory as an extension of Dempster–Shafer evidence theory can deal with uncertain information fusion in the open world. However, one of the open issues is to detect the number of unknown targets. In this article, a new method based on the elbow method is proposed to solve this problem. After the identification of the open world, K-means clustering is used to cluster categories. Then, the elbow method is used to find a correct number of unknown targets. The frame of discernment is reupdated. To test effectiveness of the proposed method, several experiments are conducted. The results illustrate the advantage of the proposed method in the open world. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
36. "World without End": From Hyperreligious Theism to Religious Atheism.
- Author
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Meganck, Erik
- Subjects
THEISM ,ATHEISM ,HOLINESS ,DEATH of God ,FAITH - Abstract
In this article, I want to make the following points, none of which are totally new, but their constellation here is meant to be challenging. First, world is not a (Cartesian) thing but an event, the event of sense. This event is opening and meaning – verbal tense. God may be a philosophical name of this event. This is recognized by late-modern religious atheist thought. This thought differs from modern scientific rationalism in that the latter's so-called areligious atheism is actually a hyperreligious theism. On the way, the alleged opposition between philosophy and theology, between thought and faith is seen to erode. The core matter of this philosophy of religion will be the absolute reference, the system of objectivity and the holiness of the name. All this because of a prefix a- that has its sense turned inside out by the death of God. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
37. The experience and exploration of worlds in single-player video games.
- Author
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WOLF, MARK J. P.
- Subjects
VIDEO games ,NARRATIVES ,VOYAGES & travels ,ESSAY collections ,RESIDENTS - Abstract
The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world's residents, world routines, travel to the world's boundaries, and the completist's exhaustion of the world when one has seen and experienced everything. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
38. Niels Bohr's Diplomatic Mission during and after World War Two.
- Author
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Aaserud, Finn
- Subjects
NOBEL Prize in Physics ,QUANTUM mechanics ,WEAPONS of mass destruction ,ATOMIC bomb - Abstract
The Danish physicist Niels Bohr is best known for two major achievements: first, his model of the quantum atom, published in 1913, for which he received the Nobel Prize in 1922; and second, the "Copenhagen interpretation" of quantum mechanics developed together with colleagues at his institute in the latter half of the twenties. Having turned his institute toward nuclear physics, making it a pioneer institution in this emerging field, Bohr escaped from Nazi‐occupied Denmark in 1943. Learning in England about the advanced state of the secret project to develop an atomic bomb, which Bohr had so far considered impracticable in a foreseeable future, he agreed to join the project. Bohr decided instantly that the prospect of such a weapon of mass destruction would require what he came to call an "open world" among nations, and he worked conscientiously toward this end until he died in 1962. In the process, statesmen, including Winston Churchill and Franklin D. Roosevelt, as well as diplomats from several countries, came to encounter Bohr and his political mission. Although not as successful as his scientific achievements, his mission was considered by Bohr himself as equally important. Yet it constitutes a hitherto relatively neglected part of Bohr's career.1 [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
39. Digging our own grave: A Marxian consideration of formal education as a destructive enterprise.
- Author
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Bainbridge, Alan
- Subjects
- *
COVID-19 pandemic , *COMMUNICABLE diseases , *ZOONOSES , *GILGAMESH (Legendary character) , *ANTHROPOGENIC effects on nature ,SOCIAL aspects - Abstract
The negative impact of human activity has been known throughout history. The epic tale of Gilgamesh, Koranic and biblical texts all make clear the potential that humans have to destroy the world in which they live. Climate breakdown, biodiversity collapse and zoonotic diseases such as COVID-19 have also been predicted well in advance. The "wicked problem" (dilemma) to address is: "Why do humans still persist in 'digging their own graves' by damaging the environments they inhabit?" The author of this article argues that the motive to engage in education can be understood as an ancient human response to ecological change. This has led to a range of behaviours, including teaching and learning that serve only to further disrupt the relationship between the human and the "more-than-human" world. When formal education structures are viewed through a Marxian lens, it soon becomes clear that the unsustainable impact of humans on the more-than-human is the result of capitalist entrapment. Karl Marx's proposition of a metabolic rift helps make sense of the nonsensical, while a discussion of use and exchange value shows how formal education has become ensnared in the mire of capitalist productivity, concealing from view the educationally-induced destruction of planetary systems that support human flourishing. Fortunately, a more sustainable and sustaining education is possible – this is an education for a "long-life" that is no longer influenced by the machinery of neoliberalism. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
40. Dijital Oyunun Belge Anlatıya Dayalı ve Açık Dünya Tasarımı: Docu-Game.
- Author
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Arda, Özlem and Şentürk, Oğuz
- Abstract
Copyright of Journal of Erciyes Communication / Erciyes İletişim Dergisi is the property of Erciyes University, Faculty of Communication / Erciyes Universitesi Iletism Fakultesi and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2020
- Full Text
- View/download PDF
41. Implementation of a Branching and an Open-World Flow Model for a RPG Game.
- Author
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CHEW, ALVIN, GERTRUDE, LEO DAVID, and TET-KHUAN CHEN
- Subjects
- *
ROLEPLAYING games , *VIDEO games , *ENEMIES , *ROLEPLAYERS (Gamers) , *BRANCHING processes - Abstract
This game is an open world, action RPG with different gameplay and each gameplay will lead to different ending. The player will need to explore around the world and gather tips or hints from the NPC to unlock the different gameplay. It is almost impossible to beat the game without try out different way to beat the game, as there are different enemy behavior and different challenge. Every NPC in this game will serve their own purpose. Each enemy in the game will behave differently base on the play style of the player. The area or level in the game will have a lot of hidden detail and stuff to reward the player for explore the area more. A mini map will be provided to the player, but the mini map won/t show the place that the player haven discovers. The fast travel system can only be used once the player unlock or explore the entire area. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
42. INTRODUCERE ÎN GAMING - Red Dead Redemption 2 sau joaca de-a străbunicul la un cal putere.
- Author
-
Baltă, Alexandru
- Abstract
An aesthetic case study on one of the most ambitious video games ever, with a map that spans over 64 km that feels like a playable „Westworld“ where the gamer explores whilst he acts like a member of the „Van der Linde“ Gang. Rockstar designers have made some of the most memorable games (story-driven gameplay) using the harsh reality of 1899 as canvas where outlaws were always on the run just like in „Butch Cassidy and the Sundance Kid“. Using concepts like game, play, mimesis, catharsis, immediacy, hypermediacy and cinematography and open world, I will analyze important aspects of immersion and why, in my opinion, the Rockstars really nailed it when it comes to Game Design. [ABSTRACT FROM AUTHOR]
- Published
- 2019
43. Open-World Planning Algorithm Based on Logic
- Author
-
Gao, Jie, Liu, Ya-song, Bian, Rui, Angrisani, Leopoldo, Series editor, Arteaga, Marco, Series editor, Chakraborty, Samarjit, Series editor, Chen, Jiming, Series editor, Chen, Tan Kay, Series editor, Dillmann, Ruediger, Series editor, Duan, Haibin, Series editor, Ferrari, Gianluigi, Series editor, Ferre, Manuel, Series editor, Hirche, Sandra, Series editor, Jabbari, Faryar, Series editor, Kacprzyk, Janusz, Series editor, Khamis, Alaa, Series editor, Kroeger, Torsten, Series editor, Ming, Tan Cher, Series editor, Minker, Wolfgang, Series editor, Misra, Pradeep, Series editor, Möller, Sebastian, Series editor, Mukhopadhyay, Subhas Chandra, Series editor, Ning, Cun-Zheng, Series editor, Nishida, Toyoaki, Series editor, Panigrahi, Bijaya Ketan, Series editor, Pascucci, Federica, Series editor, Samad, Tariq, Series editor, Seng, Gan Woon, Series editor, Veiga, Germano, Series editor, Wu, Haitao, Series editor, Zhang, Junjie James, Series editor, Jia, Yingmin, editor, Du, Junping, editor, Li, Hongbo, editor, and Zhang, Weicun, editor
- Published
- 2016
- Full Text
- View/download PDF
44. Maturity
- Author
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Boy, Guy André, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, and Boy, Guy André
- Published
- 2016
- Full Text
- View/download PDF
45. Age of Smart Orchestration
- Author
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Fukuda, Shuichi and Fukuda, Shuichi, editor
- Published
- 2016
- Full Text
- View/download PDF
46. The Horror Hunt
- Author
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Moulios, Autumn
- Subjects
open world ,horror ,romance ,dating sim ,dialogue ,inventory ,Twine - Abstract
The Horror Hunt is a game where you romance girls in a spooky forest setting.
- Published
- 2020
47. A new game
- Author
-
Guo, Xudong
- Subjects
a new game ,open world ,Twine - Abstract
A player entered a new game and try to figure out how to be good in this game.
- Published
- 2020
48. ADAPTIV MUSIK I SPEL : En undersökning på hur adaptiv musik påverkar spelupplevelsen och i vilka spelmoment adaptiv musik föredras över linjär musik
- Author
-
von Schéele, Moa, Weidenborn, Martin, von Schéele, Moa, and Weidenborn, Martin
- Abstract
Musik i spel är ofta linjär trots att adaptiv musik har bevisats ge spelare en förstärkt inlevelse i spel. Detta arbete fokuserade på att undersöka samband mellan adaptiv musik och i vilka spelmoment sådan musik används. Samt belysa eventuella nackdelar med adaptiv musik som kan vara anledningen till att användandet av linjär musik är större än adaptiv musik. I undersökningen användes kvalitativa metoder i form av intervjuer på fyra personer med kunskap om adaptiv musik. Sedan genomfördes en spelanalys av två spel för att sammankoppla och validera tidigare forskning och intervjusvaren. Resultatet visade att det fanns både spelgenrer och spelmoment där adaptiv musik föredras. Spelgenrer som single-player och open world, samt spelmoment som combat och utforskning hade en koppling till musik som var adaptiv. Framtida arbete skulle kunna genomföra tester på spelare för att säkerställa resultatet av denna undersökning.
- Published
- 2023
49. Miljöberättande inom Open World Spel : En komparativ studie
- Author
-
Ekberg, Jakob, Rensvik, Noel, Ekberg, Jakob, and Rensvik, Noel
- Abstract
Elden Ring (2022) och The Legend of Zelda: Breath of the Wild (2017) är två spel som tillhör genren open world. Båda spelen använder sig av miljöberättande för att skapa berättelser. Spelen har låg användning av dialog eller text, vilket gör att spelvärldarna är det som berättar narrativet. Många strategier kan användas för att skapa ett narrativ med hjälp av miljöberättande. Dessa strategier är vad studien vill hitta och undersöka inom openworld-genren. För att åstadkomma detta har Elden ring (2022) och The Legend of Zelda: Breath of the Wild (2017) jämförts för att hitta faktorer som skiljer spelen åt i hur de använder miljöberättande. Faktorer som: narrativetskomplexitet, narrativets syfte och världarnas storlek är bra exempel på just detta. Studien ger även källor och metoder till framtida forskare om hur miljöberättande kan undersökas.
- Published
- 2023
50. Videojuegos de Mundo Abierto: Definición, fundamentación de los principios de diseño ludonarrativo y propuesta de análisis
- Author
-
García Moreno, Rubén, López Vidales, Nereida, Gómez García, Salvador, García Moreno, Rubén, López Vidales, Nereida, and Gómez García, Salvador
- Abstract
The thesis "Open World Video Games: Definition, grounds for ludonarrative design principles and analysis proposal" offers an initial study on one of the most popular video game design models at present. It intends to serve as a starting point for future academic works on the subject, which has not been very prolific until now, at the same time that it shows vocation to serve as a manual for the professional field, since it also intends to be useful for the design and development of video games. The theoretical foundation of this work is based both on academic theories published to date and on reflections and practical contributions by video game creators with experience in the industry. In the thesis, an analysis sheet for open world video games is proposed and applied to a selection of nine titles that fit the open world classification and try to represent the evolution of this kind of works. Finally, a definition of what an open world video game is and possible lines of future research based on this work are proposed., La tesis "Videojuegos de Mundo Abierto: Definición, fundamentación de los principios de diseño ludonarrativo y propuesta de análisis" ofrece un estudio inicial sobre uno de los modelos de diseño de videojuegos más populares en el presente. Pretende servir como un punto de partida para futuros trabajos académicos sobre el tema, poco prolífico hasta el momento, al mismo tiempo que muestra una vocación de servir como manual para el ámbito profesional, puesto que también pretende ser útil para el diseño y desarrollo de videojuegos. La fundamentación teórica de este trabajo se asienta tanto sobre teorías académicas como de reflexiones y aportaciones prácticas por parte de creadores de videojuegos con experiencia en la industria. En la tesis se propone una ficha de análisis para videojuegos de mundo abierto y se aplica a una selección de nueve títulos que encajan con la clasificación de mundo abierto e intentan representar la evolución de esta clase de obras. Finalmente, se propone una definición sobre qué es un videojuego de mundo abierto y posibles líneas de investigación futuras a partir de este trabajo., Escuela de Doctorado, Doctorado en Español: Lingüística, Literatura y Comunicación
- Published
- 2023
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