Examinando por Materia "Videogames"
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- PublicaciónAcceso abiertoDesarrollo de un algoritmo de procesamiento de audio espacial para la generación de videojuegos en entorno Unity(2021) Montoya Restrepo, Daniel; Cardona Muriel, Elizabeth; Martínez Pino, Cristian; Murillo Gómez, Diego MauricioThe term 3D audio describes a system in which multiple sounds can be placed around a listener even above or below it. With the current development of videogames and the computational boom, the inclusion of spatial audio is already possible. 3D sound is the component that helps capture the player. The elaboration of videogames with spatial audio provides an improvement of the general experience of the player, increasing his attractiveness, bringing him closer to a realistic experience. The virtual simulations of enclosures to obtain the sound field based on geometric acoustics allow a real-time implementation. The auralizations provide interactivity in the rooms that favor the recreation and sounding of scenes in video games. Consequently, the development of an algorithm that processes audio in real time within the Unity video game engine is proposed, without the need to use external audio processing and development environments, allowing to recreate the sensation of spatiality of the enclosure in which the virtual scene. The algorithm consists in the processing of impulse responses in B-format that are convolved in real time with a monophonic signal corresponding to the source to be spatialized. Subsequently, the decoding of the B-format is performed and a convolution with HRTF is performed to obtain a binaural listening. This encourages its use in videogame design processes with 3D audio. The algorithm was developed in the Pure Data graphic programming language. The algorithm was integrated into the Unity video game engine using the Pure Data Embedded Audio Synthesis Library (LibPd). The result of the investigation corresponds to an implementation of the algorithm in a virtual scene, allowing the listening of the sound field in the enclosure
- PublicaciónAcceso abiertoDesarrollo de un prototipo de audiojuego para personas con discapacidad visual(Universidad de San Buenaventura, 2019) Zúñiga Ortega, Alejandro; Bacca Maya, Álvaro FelipeThis project identifies the need for interactive material for people with visual impairment through surveys, direct observation and research at an ASOLIV institute for the visually impaired. Subsequently, the process for the development of an audio-game prototype for people with visual disability, following an adequate methodology for research and identification of user's profile aspects. Finally, user tests are carried out with people suffering from visual impairment, with the purpose of validating the effectiveness of the mechanics implemented in the audio-game and proposing improvements to the product as future works.
- PublicaciónAcceso abiertoDesarrollo de un prototipo de videojuego transmedia como herramienta de apoyo al aprendizaje de las leyes de Newton(2020) Echeverri Zea, Isabel; Ealo, Luis CarlosEducational videogames are a point of convergence of audiovisual arts. On one side educational videogames are created with the purpose of educating. Transmedia makes reference to a narrative technique that allows the user a deep and active immersion in the story. Gamification is a method of using gaming components to make daily tasks more palatable. The Newton laws are postulates that explain the interactions between forces and objects. It’s possible to find a multitude of authors that point to the benefits of implementing videogames as support tools in the classroom. Some of said authors also make some points about the best ways to design educational games. It’s not difficult to find authors who think that the educational system is not fit to the needs of the modern student either. Videogames can be used as a support tool in the classroom, not only to incentivize self-learning, but also as a way of adapting the act of learning to student’s necessities.
- PublicaciónAcceso abiertoDiseño de un videojuego para la enseñanza de competencias ciudadanas en adolescentes entre 10 y 18 años con discapacidad cognitiva moderada(Universidad de San Buenaventura, 2018) Restrepo Sulez, Oscar Mauricio; Cano Mazuera, Sandra PatriciaThis project is carried out in order to include videogames in learning and teaching processes and thus, to support education in the Tobias Emanuel Institute in the city of Cali, Colombia, in the context of citizen competencies. For this reason it has been proposed the design of a videogame based on a process consisting of _ve generic phases:requirements collection, concept development, game speci_cation, production and testing. [6] Also, the process de_nes and incorporates a series of activities for each of the stages. This methodology has been derived largely from experience with software engineering and the absence of a speci_c consolidated process for the development of video games in general and educational video games in particular and for children and adolescents with some form of disability, As the cognitive.
- PublicaciónAcceso abiertoHumanización de personajes no jugables usando herramientas de inteligencia artificial para análisis de personalidad de los usuarios(2016-07-12) Magaña Saa, Juan Felipe; Magaña Saa, Sergio Andres; Cano, Sandra PatriciaThis document shows the development of a web application that will have a 3D environment generated by the graphics engine Unity, which will communicate with a service of artificial intelligence provided by IBM Watson, via the web browser of a device to give certain personality characteristics to a virtual model or non-playable character (NPC) that will be part of a video game. This in order to achieve, through analysis of personality, the NPC in the videogames have some more human characteristics, abstracted from the users of the application, creating a more individual experience, giving new possibilities of interaction with NPCs and opening doors for future developments involving artificial intelligence services with video games and the user. Not going to delve into the psychological context of personality analysis or methods of abstraction of these data for later analysis. It will focus on the use of the services provided by IBM Watson, more specically Personality Insights, with which data user's personality necessary will be obtained for the union and interaction between artificial intelligence, Unity web application and the user so give appropriate personality traits to the NPC.
- PublicaciónAcceso abiertoImpacto de un videojuego como estrategia de intervención en las funciones ejecutivas en dos niños de la ciudad de Cali(Universidad de San Buenaventura, 2019) Lugo Echeverri, José Camilo; Zuluaga Marín, Juan Sebastián; Rodríguez Mora, ManuelaThe Video games have been one of the main innovations in technology over the years, more and more interacting with different consoles, from Play stations to Xbox, Nintendo and others. Due to the boom and technological growth in relation to these virtual platforms, it begins to generate uncertainty in different disciplines such as: sociology, medicine and psychology, against the implications of videojugar, in relation to health, behavior and cognitive aspects that entails. That said, the present study is framed in the discipline of psychology. The objective of this article is to identify the impact of a videogame have as a rehabilitation strategy in executive functions, the research is descriptive in scope, using the microgenetic method for the collection and analysis of results and as instruments the video game Visor 2.0. It was found that people execute different strategies for solving problems, mediated by verbalizations, and there is a positive impact on the self-regulation of the subjects.
- PublicaciónAcceso abiertoLos juegos en línea: posibilidades y desafíos(2015) Rojas López, José Bernardo; Cano Bedoya, Víctor HugoThe following is a documentary review about the online games from humanistic psychology and psychosocial side, all focused on the common designs on the most common video games, so it can be used as a first diagnosis impression about the rising pathological model.
- PublicaciónAcceso abiertoLa ludopatía y los docentes en la Universidad de San Buenaventura, seccional de Medellín, Colombia 2010(Editorial Bonaventuriana, 2010) Cano Bedoya, Victor Hugo; Pérez Pérez, Jorge ArturoEl presente estudio consiste en una descripción del uso de los juegos de azar y vídeo juegos en los estudiantes, docentes y empleados de la Universidad de San Buenaventura, seccional de Medellín, y su relación con las dimensiones médica y psicológica con variables como son: dificultades de concentración, cambio del estado de ánimo, las molestias físicas, preferir el juego a las prácticas deportivas, y la distensión que produce el juego; en este segundo momento se presentan los resultados con docentes. La asesoría metodológica Epi – Info: a cargo de Federico Burgos Acevedo del Centro de Investigaciones Roger Bacon de la USB. El presente estudio está avalado por el Grupo Interdisciplinario de Estudios Psicosociales en Adicciones, GIEPSA (coordinado por Víctor Hugo Cano B. y como investigador principal Jorge Arturo Pérez P.), que pertenece al Centro de Investigación y Atención al Farmacodependiente, CIAF, dirigido por Francisco Javier Arias Zapata.
- PublicaciónAcceso abiertoLa ludopatía y los empleados en la Universidad de san Buenaventura, seccional de Medellin, Colombia - 2010(Editorial Bonaventuriana, 2010) Cano Bedoya, Victor HugoEl presente estudio consiste en una descripción del uso de los juegos de azar y vídeo juegos en los estudiantes,docentes y empleados de la Universidad de San Buenaventura, seccional de Medellín, y su relación con las dimensiones médica y psicológica con variables como son: dificultades de concentración, cambio del estado de ánimo, las molestias físicas, preferir el juego a las prácticas deportivas y la distensión que produce el juego; en este tercer momento se presentan los resultados con empleados. Para esto, se aplicó en un cuestionario a una muestra de 158 empleados, de una población de 250 de ellos, para el año 2010; se aplicó en el primer semestre de 2010, para un 95% de validez y un margen de error del 5%.
- PublicaciónAcceso abiertoRaced, modelo centrado en el usuario para el desarrollo ágil de videojuegos casuales en dispositivos móviles(Universidad de San Buenaventura, 2014) Bejarano Soto, Edgar Alexander; Martínez Uribe, César; Peñeñory Beltrán, Victor ManuelThe progress of informatic technologies and communications has enabled mobile devices integrate high computing power and storage. This has led to the accelerated use of mobile technologies worldwide. Thus causing the emergence of an entirely new market. Video games are the best-selling application in mobile markets, and Colombia is no stranger to this reality, many developers and entrepreneurs see this as a full potential market, for this reason It is necessary to think about introducing a model of agile development to create high quality video games that meet market demand and development based on user experience.
- PublicaciónAcceso abiertoVideojuego para la evaluación y rehabilitación cognitiva de las funciones ejecutivas en niños(Universidad de San Buenaventura, 2019) Ramírez Galíndez, Natalia; Zambrano Sánchez, Laura Isabel; Mejía Zuluaga, César AugustoThe main objective of this research is to evaluate the effectiveness of a video game as a tool for rehabilitation or cognitive stimulation. Currently there are some rehabilitation programs where commercial video games are used as tools to perform stimulation processes with very promising results in terms of improving skills such as working memory, attention and perception. Besides this, videogames can have an emotional and motivational component that does not possess rehabilitation or traditional cognitive training. Therefore, the research was carried out through the application of the VISOR video game designed in the Psychology Laboratory of the University of San Buenaventura Cali for the rehabilitation of the Executive Functions. The game was applied to a group of children between the ages of 7 and 11 who were enrolled in the third, fourth and fifth grades of primary school (experimental group). Additionally, the Children's Neuropsychological Evaluation battery was used to compare the results of the first group with those of the control group by means of a pre-test and post-test comparison and thus determine the viability of the tool used for the rehabilitation process