Procedural Content Generation for Location-based Games

Detalhes bibliográficos
Autor(a) principal: Ana Margarida Cardoso Carraca
Data de Publicação: 2014
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://repositorio-aberto.up.pt/handle/10216/73193
Resumo: Location-based games are games where the physical position of the player has influence on thegameplay. Most of these games are currently developed with a specific location in mind, so asto provide the user with a more immersive experience. Thus, procedural content generation haspotential to be of great value to this type of games, as they can be extended to arbitrary locationsin a less labor-intensive fashion.The main goal of this dissertation is to create a tool that is able to generate a model of thecurrent location based on geographical data. Non-player characters containing knowledge of thelocation are used to interact with the player. Procedural Content Generation techniques will beused to generate the components, and a possible impact of the use of this tool for tourism purposeswill be studied.
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spelling Procedural Content Generation for Location-based GamesEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringLocation-based games are games where the physical position of the player has influence on thegameplay. Most of these games are currently developed with a specific location in mind, so asto provide the user with a more immersive experience. Thus, procedural content generation haspotential to be of great value to this type of games, as they can be extended to arbitrary locationsin a less labor-intensive fashion.The main goal of this dissertation is to create a tool that is able to generate a model of thecurrent location based on geographical data. Non-player characters containing knowledge of thelocation are used to interact with the player. Procedural Content Generation techniques will beused to generate the components, and a possible impact of the use of this tool for tourism purposeswill be studied.2014-07-162014-07-16T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/73193TID:201295156engAna Margarida Cardoso Carracainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:42:17Zoai:repositorio-aberto.up.pt:10216/73193Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:46:08.494724Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Procedural Content Generation for Location-based Games
title Procedural Content Generation for Location-based Games
spellingShingle Procedural Content Generation for Location-based Games
Ana Margarida Cardoso Carraca
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Procedural Content Generation for Location-based Games
title_full Procedural Content Generation for Location-based Games
title_fullStr Procedural Content Generation for Location-based Games
title_full_unstemmed Procedural Content Generation for Location-based Games
title_sort Procedural Content Generation for Location-based Games
author Ana Margarida Cardoso Carraca
author_facet Ana Margarida Cardoso Carraca
author_role author
dc.contributor.author.fl_str_mv Ana Margarida Cardoso Carraca
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description Location-based games are games where the physical position of the player has influence on thegameplay. Most of these games are currently developed with a specific location in mind, so asto provide the user with a more immersive experience. Thus, procedural content generation haspotential to be of great value to this type of games, as they can be extended to arbitrary locationsin a less labor-intensive fashion.The main goal of this dissertation is to create a tool that is able to generate a model of thecurrent location based on geographical data. Non-player characters containing knowledge of thelocation are used to interact with the player. Procedural Content Generation techniques will beused to generate the components, and a possible impact of the use of this tool for tourism purposeswill be studied.
publishDate 2014
dc.date.none.fl_str_mv 2014-07-16
2014-07-16T00:00:00Z
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dc.identifier.uri.fl_str_mv https://repositorio-aberto.up.pt/handle/10216/73193
TID:201295156
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dc.language.iso.fl_str_mv eng
language eng
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eu_rights_str_mv openAccess
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