Generating Player-Traversable Paths for Cyclescape From Real World Data
| dc.contributor.advisor | Carette, Jacques | |
| dc.contributor.author | Trandinh, Thien | |
| dc.contributor.department | Computing and Software | en_US |
| dc.date.accessioned | 2024-05-08T18:38:45Z | |
| dc.date.available | 2024-05-08T18:38:45Z | |
| dc.date.issued | 2024 | |
| dc.description.abstract | Children undergoing Dialysis spend a lot of time on self-care, including three hospital visits a week, three to ve hours in length, accounting for 30% of their after-school time. As a result, many of these children lack the time to lead an active life, and combined with their ailing health, leads to deteriorating quality of life. As a result, many of these children lack con dence in their capabilities and cannot answer questions such as \Can I bike to school?". Cyclescape, an exercise VR game, aims to provide entertainment to patients undergoing dialysis, improve their quality of life, and help them answer such questions. This thesis explores converting real-world data into a personal game level, consisting of a path in a game that players (patients) can traverse on a stationary bike while undergoing dialysis. We will explore the di erent types of real-world map data available and how they are used in video games. We will then derive di erent goals the map should address to improve the player's condition and then design Cyclescape to meet them. Lastly, we will analyze how successful Cyclescape was in meeting these goals. | en_US |
| dc.description.degree | Master of Applied Science (MASc) | en_US |
| dc.description.degreetype | Thesis | en_US |
| dc.identifier.uri | http://hdl.handle.net/11375/29773 | |
| dc.language.iso | en | en_US |
| dc.subject | Map-generation | en_US |
| dc.subject | Exercise-Gaming | en_US |
| dc.subject | Geo-data | en_US |
| dc.title | Generating Player-Traversable Paths for Cyclescape From Real World Data | en_US |
| dc.type | Thesis | en_US |