Examinando por Materia "Videojuegos - Diseño"
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- PublicaciónAcceso abiertoConcept art. Proyecto Visor: desarrollo gráfico de un videojuego(Universidad de San Buenaventura - Cali, 2016) Bolívar Gómez, Darío FernandoEl proceso de concept art en el videojuego Visor nace de la necesidad de integrar el trabajo de dos facultades de la Universidad de San Buenaventura Cali. El programa de Psicología, con la mediación del profesor César Mejía que lidera el proyecto, y el programa de Ingeniera Multimedia aunaron esfuerzos con el fin de producir videojuegos que fortalecieran los productos de investigación relacionados con la evaluación cognitiva en niños con discapacidad auditiva.
- PublicaciónAcceso abiertoDesarrollo de un prototipo de audiojuego para personas con discapacidad visual(Universidad de San Buenaventura. Cali, 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 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 - Cali, 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.  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 abiertoDiseño y prototipado de un juego tangible de figuras geométricas básicas para niños con ceguera total(Universidad de San Buenaventura - Cali, 2017) Olaya González, Angélica María; Parra Carmona, Bryan Ernesto; Peñeñory Beltrán, Víctor ManuelDesign project of a tangible game for the teaching of basic geometric figures and their respective prototype for children with total visual disability, using the implementation of the Montessori methodology for their respective development, this game is a tool that not only allows the child Play but also through the use contributes in the development of his logical and structured thinking, since he must analyze and test what he has in his environment by following a few steps which will bring him to an end which is the discovery of The geometric figure, allowing also to interact in a safe way and develop their other senses that are the ones that allow you to relate to your space and get the information. Therefore early stimulation in these children is of vital importance since it helps in the development and strengthening of capacities that will be useful to them throughout their life.
- 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 abiertoImplementación del prototipo de un videojuego interactivo para reforzar el aprendizaje del inglés en niños de 3 a 5 años(Universidad de San Buenaventura - Cali, 2017) Álvarez Millán, Nathaly; Borrero Cárdenas, Álvaro José; Peñeñory Beltrán, Victor ManuelThis degree project aims to reinforce English language learning in pre-school children aged 3 to 5 years, in which an idea is developed with technological tools, methods and teaching mechanisms that combine play and technology with teaching the English to Increase motivation and interest for children in learning this second language at an early age. In the project, an analysis is made of the level of English that Colombia possesses at an international level, the causes that generate this problem, it compiles the teaching methods that are used in the educational institutions today and the application of the game As a motivating tool to strengthen this area and its benefits for the teaching of this second language. Also used teaching methods, resources and materials used in the development of the project.
- PublicaciónAcceso abiertoInstructivo multimedia de aprendizaje para la construcción de objetos 3D para videojuegos casuales(2016-11-11) Aguirre Jiménez, Leslie Gicela; Palomino Arévalo, Stephanie; Bolívar Gómez, Darío FernandoThis degree project brings together concepts and techniques related to the construction and development of 3D objects for casual video games, where the main objective is to generate through this project a multimedia instructor supported in a method, so that students of the Multimedia Engineering program have A document with specifications to strengthen the 3D area in the University. The method is complemented and supported throughout the process of creating a 3D object, from the idea and sketching to its correct implementation in a video game engine in this case Unity 3D. In addition, we present a chapter dedicated to the development and application of this method in 3D modeling software (Blender) and consequently the production of an instruction with multimedia contents such as augmented reality, which summarizes all the concepts and techniques applied during the process.
- PublicaciónAcceso abiertoNovela gráfica interactiva sobre la violencia de género en Colombia para estudiantes bachilleres entre los 16 a 18 años de la ciudad de Cali(Universidad de San Buenaventura - Cali, 2022) Pantoja Benjumea, Yair Gerley; Peñeñory Beltrán, Víctor ManuelThrough the Design Thinking methodology, the issue of gender violence in young students in the city of Cali was addressed, a project that was carried out in conjunction with the psychology program of the university, the development of a video game, a story was developed by the psychology student Daniela Caicedo, which addresses gender violence to generate an impact on young people, with the aim that they come to problematize the situations of violence faced by the protagonist and with this to propose prevention mechanisms, then a consensus was reached to create an interactive multimedia tool where users could identify with the characters and with the situations associated with gender violence, after choosing the video game as the most viable tool for this project, an analysis of the technologies that the target population currently has was carried out, it was also thought to expand focused on the type of video game that should be created, it was clear that it was an educational video game, and that it should make young people aware of gender violence, but what graphic and technological resources should be used? achieve the project objectives? The development of the main characters of the story in 3D and much of the scenery began, but due to the type of video game that was finally chosen, which was a story game with decision-making, interactive graphic novel type, and 2D graphics , 3D models were discarded. An analysis of the scenarios that could not be missing in the video game and the characters that should be designed to meet the goal of 3 finished chapters of the interactive novel was carried out, and finally a prototype was developed that could be tested in a group of students from the city of Cali, throughout the investigation and the implementation of the methodology, different key factors were identified that contributed to the construction of the video game, such as historical moments where the figure of women was violated, or where women acquired a more important role, the prototype tests were finally carried out, and the impact that the game had on the target population could be measured.
- PublicaciónAcceso abiertoVideojuego inclusivo para la evaluación cognitiva de niños sordos(Universidad de San Buenaventura. Cali, 2018) Palacio Carreño, Jose Javier; López Cárdenas, Kevin; Cárdenas Cardona, Laura Isabella; Bacca Maya, Álvaro FelipeThe application of gamification to solve day to day tasks is becoming more common, thanks to the enriching way it motivates people to complete an activity that by other “normal” means they would find boring or tedious. The need to take advantage of this multimedia tool is the reason why projects like Visor are born in the first place. Visor takes the concept of videogame as a method to evaluate the kids who play it. The first project of Visor developed in the University of San Buenaventura Cali to evaluate both deaf and hearing children, gave birth to Visor 2.0, a game that keeps the original narrative and evaluative concepts of the previous version but now with more cemented concepts of production seem from the perspective of the Engineering faculty. Visor 2.0 proposes new usability approaches that focus on deaf children, improving the accessibility the game provides to this community so these children may have fun while the tool evaluates their performance, which is later analyzed by experts and professionals. This process is known as the Embedded Psychometric Tool. This degree project presents the investigation, preparation, elaboration and evaluation of a videogame for the inclusion of deaf children and how with the help of the Psychology faculty we managed to build a tool that could fit the necessities of both the children who would play the game and the Professionals who would analyze data obtained from it.