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Grotere game-development bedrijven hebben nood om op voorhand te weten of een nieuwe game kan aanslaan bij het grote publiek. Hiervoor is een leuke gameplay zeer belangrijk. Om nieuwe gameplay uit te testen worden prototypes gemaakt. Deze prototypes kunnen zeer snel gemaakt worden aangezien weinig tijd wordt besteed aan de grafische aspecten, foutafhandeling, speciale gevallen,.... Er wordt voor de prototypes gewerkt in Unity3D.Voor een aantal technologieën werd onderzocht of deze kunnen bijdragen tot een vernieuwende gameplay. Sommige van de onderzochte technologieën moesten eerst nog geïntegreerd worden in Unity3D. Wanneer een technologie of meerdere technologieën samen aanleiding gaven tot een mogelijke nieuwe gameplay, is hiermee een prototype gemaakt.Er zijn twee technologieën onderzocht waarmee 2D-animaties van Adobe Flash gebruikt kunnen worden in Unity3D, uniSWF en Rad Game Tools: Iggy. De twee technologieën zijn met elkaar vergeleken om te weten te komen welke de beste resultaten gaf. Dit is gebeurd door een aantal simpele animaties te gebruiken in Unity.Er zijn tests uitgevoerd om de nauwkeurigheid van de accelerometer en gyroscope van een smartphone te testen. Hiermee is getest of het mogelijk is om enkel met deze twee sensoren de positie en oriëntatie in een ruimte te volgen.Er is een racegame prototype gemaakt met drie onderzochte technologieën. Het laat de gebruiker toe om dynamisch racetracks te maken met behulp van GPS-coördinaten, opgenomen met een smartphone. De coördinaten worden gebruikt met de Road/Path Tool om een racetrack te genereren in Unity. Ook werd er multiplayer-functionaliteit toegevoegd, met behulp van een photonserver.Als laatste zijn de mogelijkheden van een device, dat hersengolven kan meten, getest. Hiervoor is een integratie in Unity gemaakt en de meetwaarden zijn gebruikt in een Unity-prototype. Larger game-development companies have the need to know in advance whether a new game can appeal to the general public. A fun gameplay is very important for this. Prototypes are made to test new gameplay. These prototypes can be created very quickly since little time is spent on the graphic aspects, error handling, special cases,.... The prototypes are created with Unity3D.A number of technologies were examined to check whether they could contribute to an innovative gameplay. Some of the investigated technologies had to be integrated into Unity3D. When a technology or multiple technologies together gave rise to a possible new gameplay, they were used in a prototype.Two technologies which allow the use of 2D-animations from Adobe Flash in Unity3D were examined, uniSWF and Rad Game Tools: Iggy. The two technologies were compared to find out which gave the best results. This was done by using a number of simple animations in Unity.Tests have been conducted to check the accuracy of the accelerometer and gyroscope of a smartphone. This was examined by determining whether it is possible to determine the movement and orientation of the smartphone in a space, using these two sensors.A racing game prototype has been made with three investigated technologies. It allows the user to dynamically create racetracks using GPS coördinates, recorded with a smartphone. The coördinates are used with the Road / Path Tool to generate a racetrack in Unity. Multiplayer-functionality was added as well, using a photonserver.Lastly, the capabilities of a device that can measure brain-waves, were tested. An integration for Unity has been made for this and the readings were used in a Unity-prototype.
Accelerometer. --- BCI. --- C# - C. --- GPS. --- Game prototyping. --- Gyroscope. --- Java - Java. --- JavaScript - JavaScript. --- Racegame. --- UniSWF. --- Unity3D.
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Biographical note: Hans-Georg Schumann war Informatik- und Mathematiklehrer an einer Gesamtschule. Er hat viele erfolgreiche Bücher in der mitp-Buchreihe »... für Kids« geschrieben. Long description:
JavaScript --- programmieren --- Blender --- C# --- Computerspiel --- Unity 5 --- Unity --- Unity3D --- Game Engine --- MonoDevelop --- Spieleprgrammierung
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This book is aimed at developers who know the basics of game development with Unity and want to learn how to add AI to their games. You do not need any previous AI knowledge; this book will explain all the essential AI concepts and show you how to add and use them in your games.
Computer games --- Artificial intelligence. --- Three-dimensional display systems. --- 3-D display systems --- 3D display systems --- Display systems, Three-dimensional --- Information display systems --- Three-dimensional imaging --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Programming. --- Unity3D. --- Programming --- Video games
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The Industry 4.0 paradigm has led to the creation of new opportunities for taking advantage of a set of diverse technologies in the manufacturing domain. This book touches on a series of advanced technologies and research fields, including Internet of Things, Augmented and Virtual Reality, Machine Learning, Advanced Robotics, Additive Manufacturing, System and Process Simulation, Computer-Aided Design/Engineering/Manufacturing/Process Planning Systems as well as Product Lifecycle Management Platforms. The topics covered span a series of diverse areas related to a) product design and development, b) manufacturing systems and operations, c) process engineering, and d) Industry 4.0 technologies review and realization.
History of engineering & technology --- computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model --- n/a
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The Industry 4.0 paradigm has led to the creation of new opportunities for taking advantage of a set of diverse technologies in the manufacturing domain. This book touches on a series of advanced technologies and research fields, including Internet of Things, Augmented and Virtual Reality, Machine Learning, Advanced Robotics, Additive Manufacturing, System and Process Simulation, Computer-Aided Design/Engineering/Manufacturing/Process Planning Systems as well as Product Lifecycle Management Platforms. The topics covered span a series of diverse areas related to a) product design and development, b) manufacturing systems and operations, c) process engineering, and d) Industry 4.0 technologies review and realization.
computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model --- n/a
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The Industry 4.0 paradigm has led to the creation of new opportunities for taking advantage of a set of diverse technologies in the manufacturing domain. This book touches on a series of advanced technologies and research fields, including Internet of Things, Augmented and Virtual Reality, Machine Learning, Advanced Robotics, Additive Manufacturing, System and Process Simulation, Computer-Aided Design/Engineering/Manufacturing/Process Planning Systems as well as Product Lifecycle Management Platforms. The topics covered span a series of diverse areas related to a) product design and development, b) manufacturing systems and operations, c) process engineering, and d) Industry 4.0 technologies review and realization.
History of engineering & technology --- computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model --- computer-aided tolerance --- processing features degradation --- skin model shape --- statistical tolerance analysis --- tolerance allocation --- collaborative learning --- engineering graphics --- PLM --- 3D modeling --- engineering education --- Industry 4.0 --- index --- smart --- intensity of technology --- manufacturing --- implementation --- statistical process control --- pattern recognition --- long short-term memory --- feature learning --- control chart --- histogram --- digital hydraulic technology --- digital hydraulic components --- digital hydraulic system --- shearer --- virtual reality --- path planning --- automatic height-adjusting --- Unity3D technology --- Rapidly-exploring Random Tree (RRT) --- manipulator --- motion planning --- obstacle avoidance --- complex environment --- exoskeletons --- planning methods --- ergonomics --- time management --- augmented reality --- maintenance --- real-time --- digital twin --- decision support system --- factor analysis --- KPI --- quantitative analysis --- root-cause analysis --- life cycle --- knowledge- and technology-intensive industry (KTI) --- VUCA --- key enabling technology (KET) --- Operator 4.0 --- cyber-physical system (CPS) --- DfHFinI4.0 --- PERA 4.0 --- process planning --- scheduling --- design for additive manufacturing --- multiple criteria --- SMEs --- technologies --- cluster analysis --- maturity model
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