Journal articles: 'Terraria (Game)' – Grafiati (2024)

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Author: Grafiati

Published: 4 June 2021

Last updated: 17 February 2022

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1

Santoso, Kartika Imam, Farida Yunita, and Nafi Projo Kusumo. "Penerapan Algoritma Minimax Pada Game Macan-macanan." JURNAL SISTEM INFORMASI BISNIS 6, no.1 (November30, 2016): 21. http://dx.doi.org/10.21456/vol6iss1pp21-29.

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Lots of traditional games, but now the game is becoming obsolete. Many games were replaced with the modern game technology products. Modern games are becoming more practical because it did not require the terrain and many friends. Quite alone in front of the screen was a person may engage in an exciting game. One of the efforts to preserve and disseminate traditional games one of which is macan-macanan is to adapt the game into a computer game. This study aims to apply artificial intelligence using minimax algorithms and programming language ActionScript 3 in the game with a macan-macanan research methods are prototyping. The design used in this study is an artificial intelligence approach for representing the state, science, human computer interaction for designing the user experience, as well as the UML for object-based design. Results from this study is that in order to determine the value of the evaluation algorithm minimax for the end node / terminal state in the game macan-macanan, required the calculation of the total step is valid for each piece, as well as to pawn macan, necessary calculations springboard to a higher value and the weight difference the appropriate type of pawns.

2

Smelik,RubenM., Tim Tutenel, Klaas Jan de Kraker, and Rafael Bidarra. "Declarative Terrain Modeling for Military Training Games." International Journal of Computer Games Technology 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/360458.

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Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities, and corresponding terrain models. Terrain plays a key role in many military training games, as for example, in our case game Tactical Air Defense. However, current manual terrain editors are both too complex and too time-consuming to be useful for instructors; automatic terrain generation methods show a lot of potential, but still lack user control and intuitive editing capabilities. We present a novel way for instructors to model terrain for their training games: instead of constructing a terrain model using complex modeling tools, instructors can declare the required properties of their terrain using an advanced sketching interface. Our framework integrates terrain generation methods and manages dependencies between terrain features in order to automatically create a complete 3D terrain model that matches the sketch. With our framework, instructors can easily design a large variety of terrain models that meet their training requirements.

3

Chądzyńska, Dominika, and Dariusz Gotlib. "Spatial data processing for the purpose of video games." Polish Cartographical Review 48, no.1 (March1, 2016): 41–50. http://dx.doi.org/10.1515/pcr-2016-0001.

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Abstract 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”.

4

Harvey, Alison, and Tamara Shepherd. "When passion isn’t enough: gender, affect and credibility in digital games design." International Journal of Cultural Studies 20, no.5 (March2, 2016): 492–508. http://dx.doi.org/10.1177/1367877916636140.

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Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professionalization and support of the existing industry norms as credible and legitimate, while relegating other types of participation, including that by women and other marginalized creators, to subordinate positions within hierarchies of production. Using the example of a women-in-games initiative in Montreal as a case study, we indicate how linkages between affect and competencies, specifically creativity and technical abilities, perpetuate a long-standing delegitimization of women’s work in digital game design.

5

Wang, Zhen, Meng Yang, and Shi Long Xiao. "The Study on Three-Dimensional Terrain for 3D Game Design." Advanced Materials Research 230-232 (May 2011): 798–803. http://dx.doi.org/10.4028/www.scientific.net/amr.230-232.798.

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The game design is a complex and huge task, it requires putting in a lot of manpower and material resources, and spends some time in order to create a beautiful and exquisite design of clever games. The design of three-dimensional terrain has become the focus of attention on this issue. This paper elaborates the theory about how to use the information which is got from the gray-scale map to establish a lively three dimensioned terrain. This paper designs and implements a demonstration to generate the effect of three-dimensional terrain.

6

David. "Perancangan Game Mobile Android Bergenre Horror." CogITo Smart Journal 2, no.2 (December13, 2016): 167. http://dx.doi.org/10.31154/cogito.v2i2.27.167-179.

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Game yang menjadi favorit dikalangan gamer adalah game bertipe FPS (First Person Shooter) dan bergenre horror. Penelitian ini merancang game bergenre horror dan bertipe FPS yang menjadi kombinasi yang sangat menarik untuk dikembangkan. Penulis akan mengembangkan game ini dengan menggunakan software Blender sebagai pembuatan terrain dalam game, bahasa pemrograman C# dan menggunakan Unity 3D 5.3 sebagai engine nya. Fitur dari game ini berupa misteri/teka-teki, petunjuk, dan jumpscare yaitu dimana pemain akan dikejutkan dengan suara, objek bergerak dan sebagainya. Metode perancangan perangkat lunak yang digunakan adalah Metode Pengembangan Multimedia Luther yang meliputi tahapan Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Hasil penelitian berupa sebuah game berjudul The Dead Corridor dengan tampilan First Person Shooter 3D setting Horror. Penilaian tingkat kemudahan permainan dapat disimpulkan berdasarkan pendapat responden secara keseluruhan yaitu permainan ini sangat mudah dimainkan. Storyline pada game The Dead Corridor dinilai masih terlalu singkat, maka perlu untuk pengembangan Storyline selanjutnya dapat dibuat lebih rumit dan kompleks.Kata kunci—Mobile Game, Android, Genre Horror, First Person Shooter, Metode Luther

7

Lee, Donghyeon, Man-Je Kim, and Chang Wook Ahn. "BattleNet: Capturing Advantageous Battlefield in RTS Games (Student Abstract)." Proceedings of the AAAI Conference on Artificial Intelligence 34, no.10 (April3, 2020): 13849–50. http://dx.doi.org/10.1609/aaai.v34i10.7197.

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In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.

8

Alpern, Steve, Shmuel Gal, Viciano Lee, and Jérôme Casas. "A stochastic game model of searching predators and hiding prey." Journal of The Royal Society Interface 16, no.153 (April3, 2019): 20190087. http://dx.doi.org/10.1098/rsif.2019.0087.

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When the spatial density of both prey and predators is very low, the problem they face may be modelled as a two-person game (called a ‘search game’) between one member of each type. Following recent models of search and pursuit, we assume the prey has a fixed number of heterogeneous ‘hiding’ places (for example, ice holes for a seal to breathe) and that the predator (maybe polar bear) has the time or energy to search a fixed number of these. If he searches the actual hiding location and also successfully pursues the prey there, he wins the game. If he fails to find the prey, he loses. In this paper, we modify the outcome in the case that he finds but does not catch the prey. The prey is now vulnerable to capture while relocating with risk depending on the intervening terrain. This generalizes the original games to a stochastic game framework, a first for search and pursuit games. We outline a general solution and also compute particular solutions. This modified model now has implications for the question of when to stay or leave the lair and by what routes. In particular, we find the counterintuitive result that in some cases adding risk of predation during prey relocation may result in more relocation. We also model the process by which the players can learn about the properties of the different hiding locations and find that having to learn the capture probabilities is favourable to the prey.

9

Lee, Una, and Stephanie Fisher. "Serious hunger games: Increasing awareness about food security in Canada through digital games." Canadian Food Studies / La Revue canadienne des études sur l'alimentation 2, no.1 (May15, 2015): 157. http://dx.doi.org/10.15353/cfs-rcea.v2i1.44.

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<p>Digital games are becoming increasingly common knowledge transfer media. So-called "serious games" or "games for good" have attracted academic, industry, and mainstream attention through the proliferation of conferences, journals, blogs, and online communities. They offer what few other educational resources can in a single medium: interactive, user-led learning experiences based on discovery and experimentation, explorations of complex systems through skill development and decision making, and a personal connection with the content through role-playing (Bogost, 2007; Dahya, 2009; Gee, 2003; Kee &amp; Bachynski 2009). As digital games move out of the home and into public education, sharing experienced-based insights on how to navigate this new terrain is important and necessary to efficiently create media that is both informative and engaging. This field report reflects on the process of developing the educational game Food Quest, from conception to completion, including the challenges, surprises and lessons learned. After detailing the gameplay of Food Quest, we provide a chronological report on the design and development process, including origins and exploratory phases of the project, concerns around digital game-based learning, and the unanticipated obstacles that contributed to a lengthy development process. The report also provides preliminary evaluations and recommendations for others interested in create a similar digital resource to spread awareness about food security.</p>

10

Kristensen, Lars, and Ulf Wilhelmsson. "Roger Caillois and Marxism: A Game Studies Perspective." Games and Culture 12, no.4 (December29, 2016): 381–400. http://dx.doi.org/10.1177/1555412016681678.

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The authors look at Caillois’ reflections on the dichotomy between work and leisure in relation to Marxism, whose dialectics are shown to influence the milieu under which Caillois developed his ideas. The contribution interrogates this labor/play dialectic while looking at recent literature on games being produced within the current capitalist and neoliberal system, focusing on phenomena like “playbour” and on key elements discussed in these theories, from the affordances and limitations of technology to the immaterial technological tools used by gamers and game makers. The article argues that looking at Caillois in relation to Marxism would provide an interesting critical perspective, one that has been underexplored by current approaches. The authors note that contemporary concerns on capitalism and games are far from being at odds with Caillois’ distinction between labur and play and suggest that the influence of Marxism on Caillois’ writings would provide an interesting terrain of further discussion.

11

Raman, Sundar, and Zheng Jianmin. "Efficient Terrain Triangulation and Modification Algorithms for Game Applications." International Journal of Computer Games Technology 2008 (2008): 1–5. http://dx.doi.org/10.1155/2008/316790.

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An efficient terrain generation algorithm is developed, based on constrained conforming Delaunay triangulation. The density of triangulation in different regions of a terrain is determined by its flatness, as seen from a height map, and a control map. Tracks and other objects found in a game world can be applied over the terrain using the “stenciling” and “stitching” algorithms. Using user controlled parameters, varying levels of detail can be preserved when applying these objects over the terrain as well. The algorithms have been incorporated into 3dsMax as plugins, and the experimental results demonstrate the usefulness and efficiency of the developed algorithms.

12

Ferland, Yaïves. "‘Geoliteracy’, ‘Cartology’, Cognitive Development, and a Mobile Game." Anekumene, no.16 (September20, 2018): 26–38. http://dx.doi.org/10.17227/anekumene.2018.num16.12459.

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Some researches in education science develop educative games on mobile devices for letting elementary school students play outdoor to learn geographic facts, concepts, and patterns. The challenge is about improving their geographic literacy and fluency, or ‘geoliteracy’, and their map-reading competencies, called cartology, before adolescence. There a critical stumbling ‘threshold’ can impede their geospatial cognitive development, which result in a majority of adults being not geographically literate neither efficient, in real-life context, for reading and using maps. Designing a mobile educative serious game implies applying conceptual and pragmatic methods for both learning and teaching geospatial competencies accordingly to school curriculum. The theoretical framework presented links maps to cartographical semiology, the children’s cognitive development stages for geospatial representation, and an experiential learning cycle model. The latter sequentially supports three main cartographic processes of map-making: reflexive visualization, and map-reading, which sustain any geographical reasoning. The mobile game proposed combines components of increasing complexity where the map plays the main role in the course of different activities: scenarios of typical “rounds” and rules of the game within local terrain; types of geometrical and geospatial trajectories to trace and follow while playing; and specific themes relevant to school subjects. Thus, geographical discussions stop worrying about where, to worry about the reason of situations and the occurrence of phenomena.

13

White, Matthew. "Real-Time Optimally Adapting Meshes: Terrain Visualization in Games." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/753584.

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One of the main challenges encountered by interactive graphics programmers involves presenting high-quality scenes while retaining real-time frame rates on the hardware. To achieve this, level-of-detail techniques can be employed to provide a form of control over scene quality versus performance. Several algorithms exist that allow such control, including the real-time optimally adapting mesh (ROAM) algorithm specifically aimed at terrain systems. Although ROAM provides an excellent approach to terrain visualization, it contains elements that can be difficult to implement within a game system. This paper hopes to discuss these factors and provide a more game-orientated implementation of the algorithm.

14

Beck, Kristen. "Fore! The love of math." Teaching Children Mathematics 18, no.6 (February 2012): 344–45. http://dx.doi.org/10.5951/teacchilmath.18.6.0344.

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15

Zhang, Yong Qiang, and Xu Chao. "Using Dynamic Multi-Resolution Render 3D Terrain." Advanced Materials Research 159 (December 2010): 420–23. http://dx.doi.org/10.4028/www.scientific.net/amr.159.420.

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The problem that the three-dimensional terrain data of Rendering was studied in Simulation and Game Engine .At first,a new real-time scheduling algorithm was put forward based on determining the simulation vision.in the visible area.the partition area was set up thought Level of Detail(LOD). Then setting up an adaptive node evaluation system was established based on distance and space error function. Through estimate plane of trangle render by layer,and adding the effort of rendering.

16

Olszewski, Robert, Mateusz Cegiełka, Urszula Szczepankowska, and Jacek Wesołowski. "Developing a Serious Game That Supports the Resolution of Social and Ecological Problems in the Toolset Environment of Cities: Skylines." ISPRS International Journal of Geo-Information 9, no.2 (February20, 2020): 118. http://dx.doi.org/10.3390/ijgi9020118.

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Game engines are not only capable of creating virtual worlds or providing entertainment, but also of modelling actual geographical space and producing solutions that support the process of social participation. This article presents an authorial concept of using the environment of Cities: Skylines and the C# programming language to automate the process of importing official topographic data into the game engine and developing a prototype of a serious game that supports solving social and ecological problems. The model—developed using digital topographic data, digital terrain models, and CityGML 3D models—enabled the creation of a prototype of a serious game, later endorsed by the residents of the municipality, local authorities, as well as the Ministry of Investment and Economic Development.

17

Latkin,VadimA. "THREE-DIMENSIONAL TERRAIN MAPPING." Vestnik SSUGT (Siberian State University of Geosystems and Technologies) 26, no.2 (2021): 133–46. http://dx.doi.org/10.33764/2411-1759-2021-26-2-133-146.

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The article discusses new ideas in the field of three-dimensional representation of geographical space. 3D-mapping is defined as the most effective way to display the surrounding area. In particular, the advantages of three-dimensional maps in comparison with two-dimensional analogues are given, the current state of the field of 3D-representation is analyzed, and two approaches are identified: car-tography and geovisualization. The technique of 3D-mapping, as well as various existing graphical en-vironments for creating 3D-maps, and a comparative analysis of their capabilities are considered. For practical work, a graphic editor based on the game engine was selected with a justification for its use and a description of its functional fea-tures. The creation of a three-dimensional map of the area is implemented, the results are presented as illustrations of real and simulated territory. Potential applications of the 3D-map in various fields of activity are identified.

18

Mat, Ruzinoor Che, Abdul Rashid Mohammed Shariff, Abdul Nasir Zulkifli, Mohd Shafry Mohd Rahim, and Mohd Hafiz Mahayudin. "Using game engine for 3D terrain visualisation of GIS data: A review." IOP Conference Series: Earth and Environmental Science 20 (June23, 2014): 012037. http://dx.doi.org/10.1088/1755-1315/20/1/012037.

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Liu, Yujue, Yubao Liu, Domingo Muñoz-Esparza, Fei Hu, Chao Yan, and Shiguang Miao. "Simulation of Flow Fields in Complex Terrain with WRF-LES: Sensitivity Assessment of Different PBL Treatments." Journal of Applied Meteorology and Climatology 59, no.9 (September1, 2020): 1481–501. http://dx.doi.org/10.1175/jamc-d-19-0304.1.

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AbstractA multiscale modeling study of a real case has been conducted to explore the capability of the large-eddy simulation version of the Weather Research and Forecasting Model (WRF-LES) over Xiaohaituo Mountain (a game zone for the Beijing, China, 2022 Winter Olympic Games). In comparing WRF-LES results with observations collected during the Mountain Terrain Atmospheric Observations and Modeling (MOUNTAOM) field campaign, it is found that at 37-m resolution with LES settings, the model can reasonably capture both large-scale events and microscale atmospheric circulation characteristics. Employing the Shuttle Radar Topography Mission 1 arc s dataset (SRTM1; ~30 m) high-resolution topographic dataset instead of the traditional USGS_30s (~900 m) dataset effectively improves the model capability for reproducing fluctuations and turbulent features of surface winds. Five sensitivity experiments are conducted to investigate the impact of different PBL treatments, including YSU/Shin and Hong (SH) PBL schemes and LES with 1.5-order turbulence kinetic energy closure model (1.5TKE), Smagorinsky (SMAG), and nonlinear backscatter and anisotropy (NBA) subgrid-scale (SGS) stress models. In this case, at gray-zone scales, differences between YSU and SH are negligible. LES outperform two PBL schemes that generate smaller turbulence kinetic energy and increase the model errors for mean wind speed, energy spectra, and probability density functions of velocity. Another key finding is that wind field features in the boundary layer over complex terrain are more sensitive to the choice of SGS models than above the boundary layer. With the increase of model resolution, the effects of the SGS model become more significant, especially for the statistical characteristics of turbulence. Among these three SGS models, NBA has the best performance. Overall, this study demonstrates that WRF-LES is a promising tool for simulating real weather flows over complex terrain.

20

SULLINS,JOHNR. "PROBABILISTIC SMART TERRAIN." International Journal on Artificial Intelligence Tools 19, no.04 (August 2010): 531–50. http://dx.doi.org/10.1142/s0218213010000315.

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"Smart Terrain" is an efficient algorithm used in many games, in which objects that meet needs transmit signals to non-player characters with those needs, influencing the character to move towards those objects. We describe how probabilistic reasoning can be added to this algorithm, enabling an object to broadcast that it "may" meet a need with a given probability. These probabilities are used to estimate an expected distance to an object that meets a need, allowing non-player characters to make plausible decisions about which direction to move towards in an uncertain environment. We also show how the algorithm can factor in learned knowledge of whether an object actually does meet a need, as well as how to revert to the original probabilities for objects not recently explored. We also describe a hierarchical system for realistic exploration of a complex world.

21

Bowman, Paul. "Game of text: Bruce Lee’s media legacies." Global Media and China 4, no.3 (September 2019): 325–38. http://dx.doi.org/10.1177/2059436419869565.

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This article situates Bruce Lee at the heart of the emergence of ‘martial arts’. It argues that the notion ‘martial arts’, as we now know it, is a discursive entity that emerged in the wake of media texts, and that the influence of Bruce Lee films of the early 1970s was both seminal and structuring of ‘martial arts’, in ways that continue to be felt. Using the media theory proposition that a limited range of ‘key visuals’ structure the aesthetic terrain of the discursive entity ‘martial arts’, the article assesses the place, role and status of images of Bruce Lee as they work intertextually across a wide range of media texts. In so doing, the article demonstrates the enduring media legacy of Bruce Lee – one that has always overflowed the media realm and influenced the lived, embodied lifestyles of innumerable people the world over, who have seen Bruce Lee and other martial arts texts and gone on to study Chinese and Asian martial arts because of them.

22

Hanold,GreggT., and MikelD.Petty. "Enhancing a Commercial Game Engine to Support Research on Route Realism for Synthetic Human Characters." International Journal of Computer Games Technology 2011 (2011): 1–15. http://dx.doi.org/10.1155/2011/819746.

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Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A*algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.

23

Brazelton, Bennett. "On the 10-year anniversary of minecraft: two interventions in extractive colonialism." cultural geographies 27, no.3 (November29, 2019): 491–97. http://dx.doi.org/10.1177/1474474019890319.

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In light of the 10-year anniversary of the release of Minecraft, the wildly popular survival/building game, this retrospective considers the game as a vastly impactful digital text of settler colonialism. The ways in which the game’s ‘survival mode’ approaches the extraction of resources from land is fundamentally entangled in colonial fictions of indigeneity, gendered systems of property, and a Euro-humanist sense of entitlement and ownership. Considering Minecraft as a colonial text allows for two theoretical and aesthetic interventions: first, the visual art of Peruvian-American Eamon Ore-Giron, who challenges colonial extractivism in the two-channel piece, Morococha, and second, the 2006 flash game released by XGen Studies, Motherload, which approaches mining-based gameplay with key differences. These two interventions highlight the importance of digital realms as a terrain of colonial space-making and thus a site of analysis for cultural geographers. Moreover, they may help to chart useful paths to the production and realization of anti-colonial digital textuality.

24

Sturtevant,NathanR., Devon Sigurdson, Bjorn Taylor, and Tim Gibson. "Abstraction and Refinement in Games with Dynamic Weighted Terrain." Proceedings of the AAAI Conference on Artificial Intelligence 34, no.09 (April3, 2020): 13697–99. http://dx.doi.org/10.1609/aaai.v34i09.7124.

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Mahayudin, Mohd Hafiz, and Ruzinoor Che Mat. "Online 3D terrain visualisation using Unity 3D game engine: A comparison of different contour intervals terrain data draped with UAV images." IOP Conference Series: Earth and Environmental Science 37 (June 2016): 012002. http://dx.doi.org/10.1088/1755-1315/37/1/012002.

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Nishioka, Yoshiharu. "1/30 scale of Japan topography model realized with Minecraft." Abstracts of the ICA 1 (July15, 2019): 1. http://dx.doi.org/10.5194/ica-abs-1-272-2019.

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<p><strong>Abstract.</strong> The purpose of this research is to provide an environment for children to learn about Japan's topography. In recent years, games have been attracting attention as tools for active learning, which has been a departure from conventional knowledge acquisition bias education. I focused on 3D sandbox game called Minecraft (Mojang/Microsoft) which is popular among children. In Minecraft, players can freely move in the 3D world and create buildings. Minecraft can reproduce 3D topography and simulate it, so it has high potential as a geography and geology education.</p><p>I have created 1/30 scale of Japanese terrain model for Minecraft Java 1.12.2. The created data can be downloaded and used freely. The usage method is simple, it only copies it to the prescribed directory of the environment where Minecraft was installed.</p><p>For the elevation data necessary for model creation, I use the elevation tile released by the Geospatial Information Authority of Japan as open Data. This elevation tile covers the whole of Japan with 10m mesh accuracy. This elevation tile is an application of the tiled map image often used in Web maps to data representation. I call such a data set “Data Tile Map”. Each pixel holds the elevation as a signed integer in cm units, using 24-bit RGB values.</p><p>The creation program is written in JavaScript and can be executed in an environment with a web browser. With the creation program you can change the output resolution (zoom level) and vertical direction exaggeration ratio. In the future, I plan to add functions to correspond to the terrain of the world and create data by specifying the area.</p>

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Antoniuk, Izabella, and Przemysław Rokita. "Procedural Generation of Underground Systems with Terrain Features using Schematic Maps and L-systems." Challenges of Modern Technology 7, no.3 (September29, 2016): 8–15. http://dx.doi.org/10.5604/01.3001.0009.5443.

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This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.

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Koudoukpo, Christiane, Félix Atadokpèdé, Laouali Salissou, Hugues Adégbidi, Bénédicte Cavelier Balloy, Fabrice Akpadjan, Nadège Agbéssi, Bérénice Dégboé, and Florence Padonou. "Mixed form of grave scabies on voluntary cosmetic depigmation land: About a case at the Parakou (Benin) University Hospital Center (UHC)." Our Dermatology Online 8, Suppl.1 (November23, 2017): 32–35. http://dx.doi.org/10.7241/ourd.2017s.8.

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Liu, Zhen, Sheng Chun Liu, Kuan Jun Zhu, and Hai Jun Niu. "Study on Improvement of Abrasion Resistant Performance of Fitting." Advanced Materials Research 616-618 (December 2012): 1830–35. http://dx.doi.org/10.4028/www.scientific.net/amr.616-618.1830.

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Serious abrasion occurs in power transmission lines in gale, more wind area, mountain micro- terrain meteorological zone in Xinjiang and coastal monsoon zone in our country in recent year. Carry out analysis on reasons of serious abrasion of the fittings under action of gale. Develop research on improvement of abrasion resistant performance of the fittings, forward method to improve abrasion resistant performance of the fittings from structure, materials and process etc aspects.

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Harrington,MariaC.R., Zack Bledsoe, Chris Jones, James Miller, and Thomas Pring. "Designing a Virtual Arboretum as an Immersive, Multimodal, Interactive, Data Visualization Virtual Field Trip." Multimodal Technologies and Interaction 5, no.4 (April9, 2021): 18. http://dx.doi.org/10.3390/mti5040018.

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This paper describes a virtual field trip application as a new type of immersive, multimodal, interactive, data visualization of a virtual arboretum. Deployed in a game engine, it is a large, open-world simulation, representing 100 hectares and ideal for use when free choice in navigation and high fidelity are required. Although the computer graphics are photorealistic, it is different and unique from other applications that use game art or 2D 360-degree video, because it reflects high information fidelity as a result of the domain expert review, and the integration of geographic information system (GIS) data with drone images. Combined in-game as a data visualization, it is ideal for generating past or future worlds, in addition to representations of the present. Fusing information from many data sources—terrain data, waterbody data, plant inventory, population density data, accurate plant models, bioacoustics, and drone images—its design process and methods could be repeated and used in a wide range of augmented reality (AR) and virtual reality (VR) applications and devices. Results on presence, embodiment, emotions, engagement, and learning are summarized from prior pilot studies for context on use, and are relevant to schools, museums, arboretums, and botanical gardens interested in developing immersive informal learning applications.

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Ordabayev,N., K.Abishev, T.Kadyrbayev, Y.Tugelbaev, and T.Baimyrzaev. "Methods and features of the Kazakh national games in physical education lessons." Pedagogy and Psychology 44, no.3 (September30, 2020): 250–56. http://dx.doi.org/10.51889/2020-3.2077-6861.30.

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Recently, scientists involved in the problem of physical education of the younger generation are paying more and more attention to the national characteristics of folk games and physical exercises. This was due to climatic and geographical features, the terrain, which hindered the effectiveness of the functions of physical activity in standard school conditions. The lack of expensive sports facilities and sports grounds, the scattered settlements, the complexity of the local terrain did not make it possible to conduct many classic sports, such as swimming, speed skating and skiing, etc., do not have wide support. In the circ*mstances, to maintain physical skills, national games are a panacea, a way out. Therefore, the solution to the problem of training physical education personnel in pedagogical universities that are competent to organize the introduction of national games in the educational process requires a systematic review. The success of the educational process is directly related to the degree of teacher training. In this regard, given the higher circ*mstances, a new scientific view may be emerging in the educational process, contributing to the physical and spiritual development of the younger generation.

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Nash, Alex, and Sven Koenig. "Any-Angle Path Planning." AI Magazine 34, no.4 (September18, 2013): 85–107. http://dx.doi.org/10.1609/aimag.v34i4.2512.

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In robotics and video games, one often discretizes continuous terrain into a grid with blocked and unblocked grid cells and then uses path-planning algorithms to find a shortest path on the resulting grid graph. This path, however, is typically not a shortest path in the continuous terrain. In this overview article, we discuss a path-planning methodology for quickly finding paths in continuous terrain that are typically shorter than shortest grid paths. Any-angle path-planning algorithms are variants of the heuristic path-planning algorithm A* that find short paths by propagating information along grid edges (like A*, to be fast) without constraining the resulting paths to grid edges (unlike A*, to find short paths).

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Lee, Chunghyun, Gunhee Jang, Nhu-Ngoc Dao, Demeke Shumeye Lakew, Cheol Lee, and Sungrae Cho. "Competitive Game Theoretic Clustering-Based Multiple UAV-Assisted NB-IoT Systems." Electronics 10, no.3 (February2, 2021): 356. http://dx.doi.org/10.3390/electronics10030356.

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Unmanned aerial vehicle (UAV) communication is regarded as a promising technology for lightweight Internet of Things (IoT) communications in narrowband-IoT (NB-IoT) systems deployed in rugged terrain. In such UAV-assisted NB-IoT systems, the optimal UAV placement and resource allocation play a critical role. Consequently, the joint optimization of the UAV placement and resource allocation is considered in this study to improve the system capacity. Because the considered optimization problem is an NP-hard problem and owing to its non-convex property, it is difficult to optimize both the UAV placement and resource allocation simultaneously. Therefore, a competitive clustering algorithm has been developed by exchanging strategies between the UAV and the adjacent IoT devices to optimize the UAV placement. With multiple iterations, the UAV and the IoT devices within the coverage area of the UAV, converge their clustering strategies, which are suboptimal, to satisfy both sides. The bordering IoT devices of the adjacent clusters are then migrated heuristically toward each other to obtain the optimal system capacity maximization. Finally, the transmission throughput is optimized using the Nash equilibrium. The simulation results demonstrate that the algorithms proposed in this study exhibit rapid convergence, within 10 iterations, even in a large environment. The performance evaluation demonstrates that the proposed scheme improves the system capacity of the existing schemes by approximately 28%.

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Boczkowski, Arkadiusz, Artur Kuboszek, Adam Mańka, Karolina Dutkiewicz, Wiktoria Gramatyka, Aleksandra Leśniak, Magdalena Spyrka, and Ewa Stawinoga. "Analysis of the Possibility of Using Unmanned Aerial Vehicles and Thermovision for the Stocktaking of Big Game." Multidisciplinary Aspects of Production Engineering 4, no.1 (September1, 2021): 317–29. http://dx.doi.org/10.2478/mape-2021-0029.

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Abstract Classic methods of stocktaking big game living in a given area have many disadvantages. The main result is the need to ensure appropriate terrain and weather conditions and also require the involvement of a large number of people, so-called observers. The development of technology makes it possible to create new stocktaking methods that will not have as many of the above-mentioned disadvantages, while reducing the cost of stocktaking and increasing its accuracy. This paper presents an analysis of the possibility of using unmanned aerial vehicles, so-called drones, in combination with the observation of game in the infrared wave range with the use of a thermal imaging camera. The paper presents the concept of such a solution, which will of course be further developed. Raids are planned with the use of thermal cameras over areas according to strictly defined transects and subjecting the obtained images to analysis, also with the use of artificial intelligence methods. This article was written as part of the PBL project carried out by a group of students from the Silesian University of Technology under the supervision of dr inż. Arkadiusz Boczkowski.

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Ferland, Yaïves, and Margot Kaszap. "Geoliteracy, cartology, and a mobile serious game." Abstracts of the ICA 1 (July15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-75-2019.

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<p><strong>Abstract.</strong> Some actual research teams in Education Science go toward the development of educative serious games on mobile devices for letting elementary school pupils (i.e. primary school students) playing outdoor to learn geographic facts, concepts, and patterns. The challenge is about improving their geographic literacy and fluency, or ‘geoliteracy’, and their map-reading competencies, called ‘cartology’, before their adolescence as critical development ‘threshold’.</p><p> The aspects one has to work on consider the ways to learn, use, and comprehend maps as geospatial representations, both concrete display of a terrain on the paper sheet or on a digital screen and, on another hand, cognitive configuration in the mind that structures, interprets, and recalls on demand geospatial information on location or orientation at geographical scales. The fundamental interest of cartographic abilities to make and read a map is that it creates information value, structures memory about places and events, and enhances mobility.</p><p> In fact, there is a societal concern that a majority of adult population is not geographically literate neither efficient in reading and using maps in real-life context, even for just path finding. The main concern to address early at school is still “why” and “how to repair that situation”? If their geospatial cognitive development was weak at school, then that impedes them to comprehend geospatial concepts, structures, and information, later as adults. If a student does not succeed to pass over a kind of learning threshold, even the few abilities feebly acquired may vanish without significant usage neither interest in them. Later, it will be very hard to restart learning of that same matter without the necessary mental frames to organize geographical concepts and relations into an actionable knowledge.</p><p> Facing this geoliteracy challenge, the geographical map appears as the best, powerful, and necessary support or instrument of geospatial knowledge representation. One may define geoliteracy as a set of stabilized and adaptive cognitive abilities and functional competencies to handle, by self, geographical realities and cartographical representations. According to Edelson (2012), the three components of achieved geoliteracy are to develop consciousness of geographical <i>interactions</i> (understanding of human and natural systems in space), <i>interconnections</i> (geographic reasoning), and <i>implications</i> (systematic decision-making).</p><p> Thus in detail, a geoliterate adult should develop abilities in geospatial thinking and possess a complete (but rarely exhaustive) set of skills that are necessarily useful in normal autonomous life to:</p> <ul><li>read, use, and even detect errors on maps and other carto-geographic representations (at any format, support,and scale or zoom level);</li><li>locate places and situations occurring here and there, find new ways in space (at any scales); </li><li>understand and interpret geospatial concepts, signs, and structures on a critical, reasoned, and wise fashion,while discarding misconceptions; </li><li>determine, delimit, plan, and select best places to install activities; </li><li>recall modes and patterns of geospatial (not only geometrical neither topological) representation, even withoutmaps at hand (not just from mental images, capital cities, touristic metaphors, or evocative pictures to comeout from memory, which is necessary, of course, but not sufficient); </li><li>enhance own geographic culture, multiscale perspective, and useful geospatial awareness; </li><li>elaborate an opinion or explanation regarding daily geospatial situations or circ*mstances.</li></ul><p> What a troubling concern is the multiple evidences that the majority of adult population is not literate neither efficient in just reading and using maps, i.e. cannot perform most of the precedent list of geospatial abilities and competencies.</p><p> A research team joined with elementary schoolteachers, within a small community of practice, in order to identify pedagogic needs and test some game components as exercises in class context; then emerged the project <i>Géolittératie</i> (2015-2017). The pedagogic goal in designing an educative serious game on mobile device is to apply conceptual and applied methods for both learning and teaching geospatial competencies accordingly to the official school curriculum. That requires theoretical and methodological considerations about educative <i>serious game</i> (Kaufman &amp; Sauvé, 2010), cartographical <i>semiology</i> (Bertin, 1967, 1983), the four <i>cognitive development</i> stages for geospatial representation by children (Piaget, 1967), and the <i>experiential learning cycle</i> model (Kolb, 1978, 1984). This kind of cycle supports Piaget’s learning phases, from topologic perception to spatial conceptualisation, as well as the three main cartographic processes of map-making, reflexive visualization, and map-reading, which sustain any geographical reasoning.</p><p> A methodological framework of a mobile serious game was designed didactically with maps and other components following an increasing complexity, step by step of play. The teacher has to prepare a sequence of tasks to perform in a progressive game according to the different learning styles, for exposing practically the pupils to the <i>cartographical process</i> of making a plan, then a <i>map</i> to use thereafter. Students should like going outdoor on the terrain to gather data in order to answer a question on a <i>theme</i> of investigation related to a curriculum matter. They will consider a designed <i>scenario</i> of typical steps (or “rounds”), within a geospatial environment, that tells a progressive plot and the rules of the game. Thus, they will choice and follow different types of geometrical and geospatial <i>trajectories</i>, that lead the story toward the goal of the game, while taking field-notes on their way as answering questions of the scenario. Then, they draw their collected data on a plan or map and explain in conclusion what happened to the story (and what they learn) due to the spatial organisation of the site or area.</p><p> Progress in complexity levels of <i>scenario</i> may start with choosing between right or left to reach the next point of interest, to trying to plan both the shortest and the more pleasant paths to visit the spots where to settle a youth club in the neighbourhood. Types of <i>trajectories</i> going from place to place, in increasing complexity as the rounds of game advance, are based on geometrical primitives: point, succession of points, line, side of line, polyline, polygon, network, open surface, limited surface.</p><p> The pedagogic result encompasses both concrete display of a terrain (on paper or on a screen) and learned cognitive configurations in the mind. Only such mental or cognitive representations allow structuring, interpreting, and recalling on demand from memory geospatial information on location, distance, or orientation, within a situation that occurs at geographical scales. Therefore, for these pupils, the fundamental question in geography shall no more be “where” but “how and why is this situation there?”</p><p> At that point, only the first half of the experiential learning cycle is accomplished and the cognitive development process be achieved just at the phase associated to a threshold of operational comprehension. Now, the students know how to describe a spatial situation and to make a map, good but not enough. The challenge remains to learn from this quite technical knowledge how to deeply read a map, any map, and to get dense information from it; it is a reflexive, analytical, abstract new phase called visualization.</p><p> That phase engages a second process along the second half of the experiential learning cycle, which mirror or complement the cartographic one: a <i>cartological process</i>. A definition for cartology could say “to make the map talking”, even for telling a new story. Since player students now know the characteristics of a map, its cartographic “alphabet” composed of dimensions, scale, extent, and semiological symbols, the way is open to ask question by self to the map. They can read on it information that even the map-maker did not know neither put on it, project the map over the place represented and make a wise decision for planning or travelling. One can organize the steps of the cartologic process into another mobile game with scenarios and trajectories for gaining a better understanding of the power of maps for the cognitive structuration of geographical space and learn more efficiently about a specified theme that, for instance, composes historical thought and geographical reasoning about that place. A good theme to begin with is about the meaning of the toponymy in the neighbourhood.</p><p> A prototype mixes these mobile serious game components (map, theme, scenario, and trajectory) into a scheme of about fifteen successive rounds of play, then engaging the abilities relative to the three main cartographic processes, along a complete <i>experiential cycle</i>. Part of this method for developing geoliteracy by combination of both cartography and cartology within a serious game was tested recently with undergraduate students in didactic course. Practical experiments must continue strengthen the theoretical and methodological frame and ease the schoolteacher’s work in the best usage of maps to structure the geographical comprehension of home place and the World.</p>

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Kiktev, Dmitry, Paul Joe, GeorgeA.Isaac, Andrea Montani, Inger-Lise Frogner, Pertti Nurmi, Benedikt Bica, et al. "FROST-2014: The Sochi Winter Olympics International Project." Bulletin of the American Meteorological Society 98, no.9 (September1, 2017): 1908–29. http://dx.doi.org/10.1175/bams-d-15-00307.1.

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Abstract The World Meteorological Organization (WMO) World Weather Research Programme’s (WWRP) Forecast and Research in the Olympic Sochi Testbed program (FROST-2014) was aimed at the advancement and demonstration of state-of-the-art nowcasting and short-range forecasting systems for winter conditions in mountainous terrain. The project field campaign was held during the 2014 XXII Olympic and XI Paralympic Winter Games and preceding test events in Sochi, Russia. An enhanced network of in situ and remote sensing observations supported weather predictions and their verification. Six nowcasting systems (model based, radar tracking, and combined nowcasting systems), nine deterministic mesoscale numerical weather prediction models (with grid spacings down to 250 m), and six ensemble prediction systems (including two with explicitly simulated deep convection) participated in FROST-2014. The project provided forecast input for the meteorological support of the Sochi Olympic Games. The FROST-2014 archive of winter weather observations and forecasts is a valuable information resource for mesoscale predictability studies as well as for the development and validation of nowcasting and forecasting systems in complex terrain. The resulting innovative technologies, exchange of experience, and professional developments contributed to the success of the Olympics and left a post-Olympic legacy.

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Liang, Xiao, Honglun Wang, and Haitao Luo. "Collaborative Pursuit-Evasion Strategy of UAV/UGV Heterogeneous System in Complex Three-Dimensional Polygonal Environment." Complexity 2020 (July25, 2020): 1–13. http://dx.doi.org/10.1155/2020/7498740.

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The UAV/UGV heterogeneous system combines the air superiority of UAV (unmanned aerial vehicle) and the ground superiority of UGV (unmanned ground vehicle). The system can complete a series of complex tasks and one of them is pursuit-evasion decision, so a collaborative strategy of UAV/UGV heterogeneous system is proposed to derive a pursuit-evasion game in complex three-dimensional (3D) polygonal environment, which is large enough but with boundary. Firstly, the system and task hypothesis are introduced. Then, an improved boundary value problem (BVP) is used to unify the terrain data of decision and path planning. Under the condition that the evader knows the position of collaborative pursuers at any time but pursuers just have a line-of-sight view, a worst case is analyzed and the strategy between the evader and pursuers is studied. According to the state of evader, the strategy of collaborative pursuers is discussed in three situations: evader is in the visual field of pursuers, evader just disappears from the visual field of pursuers, and the position of evader is completely unknown to pursuers. The simulation results show that the strategy does not guarantee that the pursuers will win the game in complex 3D polygonal environment, but it is optimal in the worst case.

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Refsland, Scot Thrane, Takeo Ojika, and Robert Berry. "Enhanced Environments: Large-Scale, Real-Time Ecosystems." Presence: Teleoperators and Virtual Environments 11, no.3 (June 2002): 221–46. http://dx.doi.org/10.1162/105474602317473196.

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This research proposes a new method for using real-time information to support large-scale, climatic virtual environments that exhibit natural eco-behavioral conditions. The purpose of this research is to support a real-time virtual ecosystem created by live weather information and GIS terrain data, and delivered through a common multimedia PC/Internet network. For this research experiment, we customized available GIS satellite, terrain, and photography data to construct a highly accurate, large-scale, virtual environment. Next, a Web-based climatic collection system was developed to persistently collect real-time weather information for the physical area being modeled. Finally, an enhanced environment module was created and added to a popular game engine to support a “living” virtual ecosystem with real-time climatic conditions. This type of enhanced environment lays the foundation for creating emergent, dynamic environments that integrate the behavioral patterns of climate, artificial life, user interactions, and their complex interrelationships within a dynamic virtual world. In the sections that follow, the issues and problems of constructing, supporting, and maintaining a new style of virtual environment are explored, discussed, and analyzed. Finally, a conclusion is presented, including future uses and potentials of this research.

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Riegler,G., S.D.Hennig, and M.Weber. "WORLDDEM – A NOVEL GLOBAL FOUNDATION LAYER." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-3/W2 (March10, 2015): 183–87. http://dx.doi.org/10.5194/isprsarchives-xl-3-w2-183-2015.

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Airbus Defence and Space’s WorldDEM™ provides a global Digital Elevation Model of unprecedented quality, accuracy, and coverage. The product will feature a vertical accuracy of 2m (relative) and better than 6m (absolute) in a 12m x 12m raster. The accuracy will surpass that of any global satellite-based elevation model available. WorldDEM is a game-changing disruptive technology and will define a new standard in global elevation models. <br><br> The German radar satellites TerraSAR-X and TanDEM-X form a high-precision radar interferometer in space and acquire the data basis for the WorldDEM. This mission is performed jointly with the German Aerospace Center (DLR). Airbus DS refines the Digital Surface Model (e.g. editing of acquisition, processing artefacts and water surfaces) or generates a Digital Terrain Model. Three product levels are offered: WorldDEMcore (output of the processing, no editing is applied), WorldDEM™ (guarantees a void-free terrain description and hydrological consistency) and WorldDEM DTM (represents bare Earth elevation). <br><br> Precise elevation data is the initial foundation of any accurate geospatial product, particularly when the integration of multi-source imagery and data is performed based upon it. Fused data provides for improved reliability, increased confidence and reduced ambiguity. This paper will present the current status of product development activities including methodologies and tool to generate these, like terrain and water bodies editing and DTM generation. In addition, the studies on verification & validation of the WorldDEM products will be presented.

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Demirbag-Kaplan, Melike, and Begum Kaplan-Oz. "We beat the cops in GTA: Po(ludic)al activism in the age of video games." Convergence: The International Journal of Research into New Media Technologies 24, no.6 (January4, 2017): 623–47. http://dx.doi.org/10.1177/1354856516686481.

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This article explores how individuals reflect on their digital experiences of actualizing fantasies to make sense of their everyday actions, particularly in the context of video gaming. Our study takes a qualitative approach to understanding the context of materializing consumer fantasies, as initially experienced and actualized in video games, and how these fantasies are transformed into material reality, through an investigation of an illustrative case of mass street protests, the 2013 Gezi Protests in Turkey. The findings suggest that digital virtual experiences in video games have obvious manifestations in the material world, as consumers travel on the borders of reality, moving back and forth into the liminoid terrain of the digital virtual, and provide a deeper understanding of how the blurred boundaries between the virtual and material are established in practice.

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Plate, Andreas, Hugo Kupferschmidt, and Markus Schneemann. "CME: Giftschlangenbisse in der Schweiz." Praxis 105, no.12 (June 2016): 679–85. http://dx.doi.org/10.1024/1661-8157/a002388.

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Zusammenfassung. Obwohl Schlangenbisse in Europa insgesamt selten sind, kommt es auch in der Schweiz regelmässig zu Bissen von Giftschlangen. Zwei Giftschlangen sind in der Schweiz heimisch: die Aspisviper (Vipera aspis) und die Kreuzotter (Vipera berus). Ursächlich für die Giftschlangenbisse sind neben den heimischen Arten v.a. Bisse von exotischen Tieren, die in Terrarien gehalten werden. Ein Biss kann zu lokalen wie auch systemischen Vergiftungserscheinungen führen. Potenziell tödliche systemische Komplikationen betreffen die Hämostase, das kardiovaskuläre System wie auch das Nervensystem. Nebst einer symptomatischen Therapie besteht in der Gabe eines Antivenins die einzige kausale Therapiemöglichkeit.

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Howard, Rosie, and Roland Stull. "Forecasting Sun versus Shade in Complex Terrain for the 2010 Winter Olympic and Paralympic Games." Bulletin of the American Meteorological Society 92, no.10 (October1, 2011): 1303–9. http://dx.doi.org/10.1175/2011bams-d-11-00017.1.

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During the 2010 Vancouver Winter Olympic and Paralympic Games in Canada, there were 10 mostly sunny days at the outdoor Olympic venues. The warmth and sunshine, possibly a result of El Niño conditions at the time, significantly reduced snow cover at one venue and weakened the snowpack at the other two venues, much to the chagrin of the event organizers. Solar radiation affects ski racing via its effect on snow-surface friction, abrasion, and mechanical strength. Ski technicians and athletes compensate via the choice of ski and wax. For these reasons, sun-versus-shade forecasts were produced for Canadian ski and snowboard teams. A theodolite was used to survey the horizon elevation angles around the full azimuth circles at 133 locations spaced roughly 150 m apart along race pistes (compacted ski runs) at three Olympic venues. This survey was important for including the shadowing effects of the tall evergreen trees that border the pistes. This would not be properly accounted for if only digital elevation data were used. These data, along with the astronomical equations for solar elevation and azimuth, were used to calculate whether each survey point would be in the sun or the shade in cloudless conditions for any time and date during the Olympics. Half-hourly output was provided to ski and snowboard technicians and coaches via a graphical user interface delivered on the Internet.

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Marshall,P.J. "TRANSACTIONS OF THE ROYAL HISTORICAL SOCIETY PRESIDENTIAL ADDRESS." Transactions of the Royal Historical Society 10 (December 2000): 1–16. http://dx.doi.org/10.1017/s0080440100000013.

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AbstractTHESE addresses have been trying to explore the obvious paradox in eighteenth-century Britain's fortunes overseas: a North American empire, as I suggested last year, deeply rooted in the rich soil of a close-knit transatlantic community, was to come crashing down in the gale unleashed by the new imperial anxieties and ambitions of Britain's rulers. A British empire was, however, to be successfully planted in the unpromising terrain of alien Asian peoples. It is to the creation of this new Indian empire that I wish now to turn.

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DE CARVALHO, PAULO ROBERTO, MAIKON CISMOSKI DOS SANTOS, WILLIAM ROBSON SCHWARTZ, and HELIO PEDRINI. "AN IMPROVED VIEW FRUSTUM CULLING METHOD USING OCTREES FOR 3D REAL-TIME RENDERING." International Journal of Image and Graphics 13, no.03 (July 2013): 1350009. http://dx.doi.org/10.1142/s0219467813500095.

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The generation of real-time 3D graphics scenes normally demands high computational requirements. Several applications can benefit from efficient algorithms for rendering complex virtual environments, such as computer games, terrain visualization, virtual reality and visual simulation. This paper describes an improved view frustum culling method using spatial partitioning based on octrees for 3D real-time rendering. The proposed method is compared against two other approaches. Experiments using four different scenes are conducted to evaluate the performance of each tested method. Results demonstrate that the proposed method presents superior frame rate for all scenes.

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Li, Shaohui, Xuejin Sun, Shan Zhang, Shijun Zhao, and Riwei Zhang. "A Study on Microscale Wind Simulations with a Coupled WRF–CFD Model in the Chongli Mountain Region of Hebei Province, China." Atmosphere 10, no.12 (November21, 2019): 731. http://dx.doi.org/10.3390/atmos10120731.

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To ensure successful hosting of the 2022 Olympic Winter Games, a comprehensive understanding of the wind field characteristics in the Chongli Mountain region is essential. The purpose of this research was to accurately simulate the microscale wind in the Chongli Mountain region. Coupling the Weather Research and Forecasting (WRF) model with a computational fluid dynamics (CFD) model is a method for simulating the microscale wind field over complex terrain. The performance of the WRF-CFD model in the Chongli Mountain region was enhanced from two aspects. First, as WRF offers multiple physical schemes, a sensitivity analysis was performed to evaluate which scheme provided the best boundary condition for CFD. Second, to solve the problem of terrain differences between the WRF and CFD models, an improved method capable of coupling these two models is proposed. The results show that these improvements can enhance the performance of the WRF-CFD model and produce a more accurate microscale simulation of the wind field in the Chongli Mountain region.

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Smith,GeraldA., and BrianS.Heagy. "Kinematic Analysis of Skating Technique of Olympic Skiers in the Men's 50-km Race." Journal of Applied Biomechanics 10, no.1 (February 1994): 79–88. http://dx.doi.org/10.1123/jab.10.1.79.

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A project involving 3-D analysis of skiing technique during the 1992 Olympic Winter Games (Albertville, France) was carried out. This part of the project focused on the open field skating technique of the male skiers of the 50-km race. Three synchronized, high-speed video cameras were used to record the motion of all racers as they passed a site on flat terrain. Analysis was limited to those using the open field technique and whose skating cycle fit within the boundaries of the field being analyzed (n = 17). Several kinematic variables were determined: cycle velocity, cycle length, and cycle rate. Several significant correlations (p < .05) were observed related to performance: cycle velocity was positively related to cycle length (r = .76) but not cycle rate; cycle velocity and cycle length were positively related to strong side knee extension (r = .48 and r = .51, respectively). Thus, faster skiers on flat terrain tended to ski with longer cycle lengths, which perhaps derived from more vigorous knee extension.

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Cláudio, Ana Paula, Maria Beatriz Carmo, Alexandre Antonio De Carvalho, Willian Xavier, and Rui Filipe Antunes. "Recreating a medieval urban scene with virtual intelligent characters: steps to create the complete scenario." Virtual Archaeology Review 8, no.17 (July26, 2017): 31. http://dx.doi.org/10.4995/var.2017.6557.

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From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework that makes use of free tools or campus licenses and integrates the curricular work of students in academia. We present the details of methods and tools used in the pipeline of the construction of the virtual simulation of the medieval village of Mértola in the south of Portugal. We report on: a) the development of a lightweight model of the village, including houses and terrain, and b) its integration in a game engine in order to c) include a virtual population of autonomous inhabitants in a simulation running in real-time.

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Rafida, Tien, and Jamilah Jamilah. "Implementation of Thematic Learning in Increasing Cognitive Development and Children Language in Raudhatul Atfhal Rahmat Islamiyah Medan." Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences 3, no.2 (May8, 2020): 1023–30. http://dx.doi.org/10.33258/birci.v3i2.967.

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The objectives of this study are: (1) thematic learning planning in Raudhatul Athfal Rahmat Islamiyah Medan, (2) implementation of thematic learning in improving children's cognitive and language development in Raudhatul Athfal Rahmat Islamiyah Medan, (3) evaluation of thematic learning in Raudhatul Athfal Rahmat Islamiyah Medan , and (4) supporting and inhibiting factors for the implementation of thematic learning in Raudhatul Atfhal Rahmat Islamiyah Medan. This research method is qualitative conducted at Raudhatul Atfhal Rahmat Islamiyah Medan. Instrument data collection is done by interview, observation, and documentation. Data analysis techniques used Miles and Huberman models, namely data reduction, data presentation and conclusion. The research findings show: (1) Thematic learning planning conducted by Raudhatul Atfhal Rahmat Islamiyah Medan teacher by preparing the learning implementation plan at the beginning of the semester by referring to the applicable Raudhatul Atfhal curriculum, (2) implementing thematic learning at Raudhatul Atfhal Rahmat Islamiyah The terrain is done with varied learning methods by using various kinds of games such as remembering names, achievement games, motion games, construction games and also playing roles, (3) evaluation of learning on thematic learning at Raudhatul Atfhal Rahmat Islamiyah Medan by giving a portfolio, in this case evaluated changes in behavior, children can also experience cognitive and language improvement after participating in the thematic learning process, and (4) there are supporting and inhibiting factors for the implementation of thematic learning but the obstacles can still be well addressed.

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Thériault,JulieM., Roy Rasmussen, Trevor Smith, Ruping Mo, JasonA.Milbrandt, MelindaM.Brugman, Paul Joe, GeorgeA.Isaac, Jocelyn Mailhot, and Bertrand Denis. "A Case Study of Processes Impacting Precipitation Phase and Intensity during the Vancouver 2010 Winter Olympics." Weather and Forecasting 27, no.6 (December1, 2012): 1301–25. http://dx.doi.org/10.1175/waf-d-11-00114.1.

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Abstract Accurate forecasting of precipitation phase and intensity was critical information for many of the Olympic venue managers during the Vancouver 2010 Olympic and Paralympic Winter Games. Precipitation forecasting was complicated because of the complex terrain and warm coastal weather conditions in the Whistler area of British Columbia, Canada. The goal of this study is to analyze the processes impacting precipitation phase and intensity during a winter weather storm associated with rain and snow over complex terrain. The storm occurred during the second day of the Olympics when the downhill ski event was scheduled. At 0000 UTC 14 February, 2 h after the onset of precipitation, a rapid cooling was observed at the surface instrumentation sites. Precipitation was reported for 8 h, which coincided with the creation of a nearly 0°C isothermal layer, as well as a shift of the valley flow from up valley to down valley. Widespread snow was reported on Whistler Mountain with periods of rain at the mountain base despite the expectation derived from synoptic-scale models (15-km grid spacing) that the strong warm advection would maintain temperatures above freezing. Various model predictions are compared with observations, and the processes influencing the temperature, wind, and precipitation types are discussed. Overall, this case study provided a well-observed scenario of winter storms associated with rain and snow over complex terrain.

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Goje, Shubhankar. "Path Planning and Obstacle Avoidance for UAV in an Uncharted Environment." International Journal for Research in Applied Science and Engineering Technology 9, no.8 (August31, 2021): 2353–59. http://dx.doi.org/10.22214/ijraset.2021.37774.

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Abstract: The growing industry of unmanned aerial vehicles (UAV) requires an efficient and robust algorithm to decide the path of the UAV and avoid obstacles. The study of pathfinding algorithms is ongoing research not just useful in the domain of drones, but in other fields like video games (AI pathfinding), terrain traversal (mapped, unmapped, areal, underwater, land, etc.), and industries that require robots to deliver packages. This paper proposes a new pathfinding algorithm that aims to solve the problem of pathfinding in unknown 2-dimensional terrain. Based on a system of assumptions and using the help of a set of sensors aboard the UAV, the algorithm navigates the UAV from a start point to an endpoint while avoiding any shape or size of obstacles in between. To avoid multiple different types of “infinite loop” situations where the UAV gets stuck around an obstacle, a priority-based selector for intermediate destinations is created. The algorithm is found to work effectively when simulated in Gazebo on Robot Operating System (ROS). Keywords: Path Planning, UAV, Obstacle Avoidance, Drone Navigation, Obstacle Detection, Uncharted Environment.

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