Results 11 to 20 of about 41,349 (293)

Procedural generation of semantically plausible small-scale towns

open access: yesGraphical Models, 2023
Procedural techniques have been successfully utilized for generating various kinds of 3D models. In this study, we propose a procedural method to build 3D towns that can be manipulated by a set of high-level semantic principles namely security, privacy ...
Abdullah Bulbul
doaj   +1 more source

Procedurally generated AI compound media for expanding audial creations, broadening immersion and perception experience [PDF]

open access: yesInternational Journal of Electronics and Telecommunications
Recently, the world has been gaining vastly increasing access to more and more advanced artificial intelligence tools. This phenomenon does not bypass the world of sound and visual art, and both of these worlds can benefit in ways yet unexplored, drawing
Grzegorz Samson
doaj   +1 more source

Procedural Content Generation for Real-Time Strategy Games [PDF]

open access: yesInternational Journal of Interactive Multimedia and Artificial Intelligence, 2015
Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production.
Raúl Lara-Cabrera   +3 more
doaj   +1 more source

Structure-Aware Procedural Text Generation From an Image Sequence

open access: yesIEEE Access, 2021
It is an important activity for our society to create new value by combining materials. From daily cooking to manufacturing for industry, we often describe the way to do it as a procedural text.
Taichi Nishimura   +5 more
doaj   +1 more source

Procedural Generation of 3D Maps With Snappable Meshes

open access: yesIEEE Access, 2022
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints.
Rafael C. E Silva   +3 more
doaj   +1 more source

Skaitmeninio kūrybiškumo taikymas generuojant žaidimo objektus / Computation creativity using procedural generation for game object generation

open access: yesMokslas: Lietuvos Ateitis, 2019
One of the hardest task for a machine is creativity. Computational creativity defines creative task completion for a machine. Three main creative content generation methods are: exploratory, combinatorial and transformational.
Aurimas Petrovas
doaj   +1 more source

Procedural generation of problems for elementary math education

open access: yesInternational Journal of Serious Games, 2021
Mathematics education plays an essential role in children’s development, and there are many online applications aimed at supporting this process. However, manually creating math problems with a variety of textual and visual content is very time-consuming
Yi Xu, Roger Smeets, Rafael Bidarra
doaj   +1 more source

PROCEDURAL DIGITAL TWIN GENERATION FOR CO-CREATING IN VR FOCUSING ON VEGETATION [PDF]

open access: yesThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2022
An early-stage development of a Digital Twin (DT) in Virtual Reality (VR) is presented, aiming for civic engagement in a new urban development located in an area that is a forest today. The area is presently used for recreation.
L. Thuvander, S. Somanath, A. Hollberg
doaj   +1 more source

STREETGEN: IN-BASE PROCEDURAL-BASED ROAD GENERATION [PDF]

open access: yesISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2015
Streets are large, diverse, and used for conflicting transport modalities as well as social and cultural activities. Proper planning is essential and requires data.
R. Cura, J. Perret, N. Paparoditis
doaj   +1 more source

Biome Generation Tool: A Mixed-Initiative Software for the Procedural Generation of Biomes

open access: yesApplied Sciences, 2023
This article presents the Biome Generation Tool (BGT), a mixed-initiative procedural content generator plugin for the Unity3D game engine that uses an Evolutionary Algorithm (EA) for the creation of biomes in videogames.
Gabriel K. Sepúlveda   +3 more
doaj   +1 more source

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