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EN
Article focuses on the problem of copyright protection of spatial data used to create and perform multimedia works. Multimedia are hybrid works because they are constructed from two main layers (audiovisual work and computer program) but should be treated as one product according to the copyright. Thus spatial data included inside such a works have to be protected within them as a one product. Video games were chosen as an example of multimedia (hybrid) works. First chapter shows crucial role of (mostly) artificial spatial data in the creation and usage of video games. Spatial data describe game environment’s location of every (audio)visual object but are encoded in, and used by computer program to perform video game properly. As such spatial data are one of the reason for treating video game as unified product, consisting amalgamation of its elements. Because spatial data are binder of the video game both layers, they should not be subject of separated copyright protection. Thus to protect spatial data included in video game, the video game itself needs to be protected properly. However, because video games are hybrid works, they legal nature is not determined yet. There is also no legal definition or specific copyright regulation for video games. Because of this legal loophole, different doctrinal concepts together with European Court of Justice judgements, on the video game’s copyright protection, were analyzed. This was analyzed in chapter two. Conclusions consist statement that lack of video games legal nature’s determination, and caused by this lack of specific copyright protection of video games may lead to not enough copyright protection of the video game as a whole product as well as spatial data included inside. Specific regulation instead of casuistic judgements is needed, for ensure the video games market grows.
EN
This article, which is a continuation of the article under the same main title and subtitle: part 1 Design and its implementation, includes the obtained results of research experiments with the use of a designed and implemented racing game. It uses a neural model of the vehicle motion control system on the racetrack in the form of a Perceptron Artificial Neural Network (ANN). In designing the movement of vehicles on the racetrack, the following were used, inter alia, Godot Engine and MATLAB and Simulink programming environment. The numerical data (14 input quantities and two output quantities) for ANN training were prepared with the use of semi-automatic measurement of the race track control points. This article shows, among others, the results of 10 selected research experiments, testing and simulation, confirming the correct functioning of both the computer game and the model of the neural control system. As a result of simulation tests, it turned out that the longest lap of the track in the conducted experiments lasted 4 minutes and 55 seconds, and the shortest - 10.47 seconds. In five minutes, the highest number of laps was 34, while the lowest numbers of laps were 1 and 5. In the course of the experiments it was noticed that under the same conditions the ANN learning outcomes are sometimes different.
EN
The publication consist of two parts. Part 1 contains the results of research on the design, learning and implementation of the Perceptron Artificial Neural Network as a model of neural control of car movement on the racetrack. This part 1 presents the results of studies, including review of the methods used in video racing games from the point of view of the selection of a method that can be used in the own research experiment, selection of the Artificial Neural Network architecture, its teaching method and parameters for the intended research experiment, selection of the data measurement method to be used in ANN training, as well as development design of a car game, its implementation and conducting simulation tests. In designing the game of vehicle traffic on the racetrack, among others, Godot Engine game engine and MATLAB and Simulink programming environment. The numerical data (14 input quantities and two output quantities) for ANN training were prepared with the use of semi-automatic measurement of the race track control points. Part 2 shows i.a. the results of the testing and simulation experiments that confirm the correct functioning of both the game and the model of the neural control system. There were also shown, among others, the possibility of continuing research in the field of increasing the flexibility of the racing game, in particular the flexibility of the vehicle traffic control system through the use of other artificial intelligence methods, such as ant algorithms or evolutionary algorithms.
PL
W artykule podejmuje się kwestie wybranych przykładów zastosowania gier wideo jako narzędzia sprawczego w partycypacji społecznej w projektowaniu. Podstawą rozważań jest zjawisko wzrastającej kultury videogamingu jako kultury partycypacyjnej. Z przytoczonych przykładów wynika potencjalna rola sprawcza gier i związanych z nimi mechanizmów jako aktorów w sieci powiązań między pozostałymi podmiotami i przedmiotami dialogu społecznego podczas planowania i realizacji lokalnej polityki przestrzennej. Ponadto wirtualna przestrzeń wykreowana w grach zdaje się być cennym środowiskiem doświadczalnym pozwalającym na testowanie różnych rozwiązań z udziałem członków społeczności w sposób inkluzyjny. We wnioskach podano również potencjalne perspektywy dalszego rozwoju przedstawionych metod, pozwalającego na pełniejsze rozproszenie całego procesu i możliwość włączenia w niego nie tylko lokalnych aktywistów, lecz wszystkich mających telefon z ekranem dotykowym.
EN
The following paper addresses selected examples of the use of videogames as a causal tool in social participation in design. The discussion is based on the phenomenon of the growing culture of videogaming as a participatory culture. The cited examples show the potential causal role of games and related mechanisms as actors in a network of relationships between other subjects and objects of social dialogue during the planning and implementation of local spatial policy. Moreover, virtual space created in games seems to be a valuable experimental environment for testing different solutions with the participation of community members in an inclusive manner. The conclusions also provide potential perspectives for further development of the presented methods allowing for a more comprehensive dispersion of the whole process and the possibility to involve not only local activists, but all those who own a touchscreen phone.
EN
Nowadays, control in video games is based on the use of a mouse, keyboard and other controllers. A Brain Computer Interface (BCI) is a special interface that allows direct communication between the brain and the appropriate external device. Brain Computer Interface technology can be used forcommercial purposes, for example as a replacement for a keyboard,mouse or other controller. This article presents a method of controlling video games using the EMOTIV EPOC + Neuro Headset as a controller.
PL
W obecnych czasach sterowanie w grach wideo jest oparte na wykorzystaniu myszki, klawiatury oraz innych kontrolerów. Brain-Computer Interface w skrócie BCI to specjalnyinterfejspozwalający na bezpośrednią komunikację międzymózgiem,a odpowiednim urządzeniem zewnętrznym. Technologia Brain-Computer Interface może zostać użyta w celach komercyjnych na przykład jako zamiennik myszki klawiatury lub innego kontrolera. Wartykule przedstawiono sposób sterowania w grach wideo przy pomocy neuro-headsetu EMOTIV EPOC+ jako kontrolera.
PL
Niedowidzenie jest zaburzeniem dotyczącym najczęściej jednego oka, w którym dochodzi do obniżenia ostrości wzroku. Wśród metod mających na celu wyprowadzenie niedowidzenia, wyróżnić możemy terapie jednooczne oraz terapie dwuoczne. Najnowsze badania skupiają się na ocenie możliwości wykorzystania gier wideo w terapii niedowidzenia. Celem niniejszej publikacji jest przedstawienie wyników badań dotyczących efektywności rozwiązań gamingowych używanych w terapii niedowidzenia u dzieci i dorosłych.
EN
Amblyopia is a decrease in visual acuity, which usually affects one eye. Monocular and dichoptic approaches are used to treat amblyopia. Recent studies try to use a video games as a possible treatment for amblyopia. Present article will review the effectiveness of gaming solutions used in the treatment of amblyopia in children and adults based on the latest research.
7
Content available remote Recommendations for image acquisition for 3D room scanning
EN
Proper image acquisition plays an extremely important role in 3D scanning of rooms, determining the completeness and correctness of the created model. Any mistakes made at this stage can cause a need to supplement the set of photographs or even to repeat the photo session, e.g. in case of changing the lighting conditions. This paper presents a set of recommendations minimizing the risk of making a mistake at the stage of acquiring photographs of interiors. These recommendations were based on numerous experiments carried out as part of the STERIO project which main goal is to develop a complete technology of faithful reconstruction of the real world interior sceneries in a virtual world of video games using stereophotogrammetry methods.
8
Content available Rynek gier wideo i jego uczestnicy
PL
W artykule dokonano przeglądu firm branży gier wideo w Polsce na tle światowych konkurentów oraz przywołano istotne dane statystyczne umożliwiające rozpoznanie dynamiki i zrozumienie specyfiki tej gałęzi przemysłu. Ponadto na podstawie analizy wyników badań ogólnopolskich oraz własnych autorka przybliżyła potrzeby, oczekiwania i aktualne preferencje drugiej kluczowej grupy uczestników rynku, jakimi są gracze. To ich popyt na e-rozrywkę wygenerował bowiem roczne przychody rzędu 82 mld dolarów w skali globalnej.
EN
The aim of this article is the review of video game industry in Poland and comparison to global competitors. The relevant statistical data were cited, what enable to recognize and understand the nature and dynamics of this branch. In the next part of the article, based on the analysis of the results of nationwide and own researches, the author characterized the needs, expectations and current preferences of the second core group of this market participants, which are the players. Their demand for e-entertainment generated recently in global scale annual revenues of 82 billion dollars.
9
EN
Advanced terrain models are currently commonly used in many video/computers games. Professional GIS technologies, existing spatial datasets and cartographic methodology are more widely used in their development. This allows for achieving a realistic model of the world. On the other hand, the so-called game engines have very high capability of spatial data visualization. Preparing terrain models for the purpose of video games requires knowledge and experience of GIS specialists and cartographers, although it is also accessible for non-professionals. The authors point out commonness and variety of use of terrain models in video games and the existence of a series of ready, advanced tools and procedures of terrain model creating. Finally the authors describe the experiment of performing the process of data modeling for “Condor Soar Simulator”.
10
Content available Mapy w grach komputerowych – spektrum zastosowań
PL
W artykule przedstawiono różne gatunki i rodzaje gier komputerowych, w których istotną rolę odgrywa mapa oraz metodyka kartograficzna. Przedstawiono wykorzystanie informacji przestrzennej zarówno w klasycznych grach planszowych, grach komputerowych służących rozrywce, jak i tzw. poważnych grach o zastosowaniach profesjonalnych, np. w symulatorach.
EN
The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
11
Content available Maps in video games - range of applications
EN
The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
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