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Realistic post-processing of rendered 3D scenes
P. 1-2.
In this talk, we show a realistic post-processing rendering based on generative adversarial network CycleWGAN. We propose to use CycleGAN architecture and Wasserstein loss function with additional identity component in order to transfer graphics from Grand Theft Auto V to the older version of GTA video-game, Grand Theft Auto: San Andreas. We aim to present the application of modern art style transfer and unpaired image-to-image translations methods for graphics improvement using deep neural networks with adversarial loss.
NY : Association for Computing Machinery (ACM), 2018
Nepiypov V., Международный журнал исследований культуры 2020 № №2 (2020) С. 130-147
The article is devoted to the scholarly rethinking of the digital film’s s concept, which today is widely used in both scientific research and industry. Lev Manovich writes about the "death" of the cinema and its transformation into animation, another point of view is presented, for example, by the creator of Star Wars, George Lucas, ...
Added: January 15, 2021
СПб. : Фонд развития конфликтологии, 2016
Второй сборник статей, посвященный рассмотрению компьютерных игр как медийной и социальной реальности. (Полная аннотация следует.) ...
Added: February 1, 2017
Бражник Т.А., Zhuravlev M., Hudiaeva E., Информационное право 2014 № 4 С. 18-23
The article reviews the main events of the Third International Summer School on Cyber Law, organized by the Laboratory of information law (National Research University Higher School of Economics, Russia).
This year applications for participation in the summer school were submitted from the UK, Italy, Germany, Slovakia, Armenia, India, Belarus, Kyrgyzstan and from different cities of ...
Added: September 20, 2014
Shirokanova A., В кн. : Медиафилософия ХI Компьютерные игры: стратегии исследования. : СПб. : Издательство Санкт-Петербургского философского общества, 2014. Гл. 13. С. 167-181.
This paper deals with the possibility of personal identity formation in the practices of gaming. A philosophical analysis of new media (Kamper, Zizek) posits that intersubjectivity and maintaining dialogue are questionable online where the body loses its multidimensionality; satisfaction is delegated to the media (interpassivity), and the Other, indispensable to identity formation, slips away from the ...
Added: March 26, 2015
Belov A. V., Sapozhnikov A., Semichasnov I., , in : Proceedings of the 2021 IEEE International Conference "Quality Management, Transport and Information Security, Information Technologies" (IT&QM&IS). : IEEE, 2021. P. 485-490.
The purpose of this work is to develop algorithms and game mechanics for controlling the car driving along a track using a genetic algorithm for training a neural network with the ability to save and load the obtained weights during training. A genetic algorithm and a neural network were developed using the C ++ programming ...
Added: January 14, 2022
Makarov I., Diana Polonskaya, Anastasia Feygina, , in : Proceedings of 15th International Conference, ICIAR 2018, Póvoa de Varzim, Portugal, June 27–29, 2018. : Berlin : Springer, 2018. P. 47-55.
In this paper, we study style transfer applications for the photo-realistic image processing tasks. First, we present the results on image quality improvement based with photo style transfer. Second, we describe the problems of learning style transfer under geometrical constraints for processing portrait images and multi-style transfer. Finally, we give a short glimpse on application ...
Added: September 3, 2018
Бражник Т.А., Zhuravlev M., Информационное право 2016 № 1 (47) С. 39-46
This paper presents a review of the main events of the Fourth International summer school on cyber law (ISSC), organized by Research laboratory on information law of the HSE. Although some aspects of law in the digital age are the subject of debate both in the professional legal community and in society in general, modern ...
Added: October 5, 2015
Shirokanova A., В кн. : Медиафилософия ХII. Игра или реальность? Опыт исследования компьютерных игр. : СПб. : Фонд развития конфликтологии, 2016. С. 117-134.
This chapter demonstrates that, as online games develop and grow in complexity, the "social" in these games, i.e. all types of interactions based on regularities of human communication, evolves as well. Multiplayer online games fulfil many functions in providing the "role distance" of players, enabling them to learn new social roles, alleviate the alienation of ...
Added: February 1, 2017
Davydov S. G., Немудрова Т. А., Социология: методология, методы, математическое моделирование 2011 № 32 С. 104-123
Результаты количественного исследования российских геймеров были использованы для разработки и апробирования методики их сегментирования. В основу этой методики были положены различия в игровых практиках, отношении к играм, месте последних в социальной жизни опрошенных. Выделены и описаны пять групп респондентов: консерваторы, фанаты, интересующиеся, казуалы и виртуалы; анализируются различия в их игровом поведении. ...
Added: August 1, 2015
Савчук В. В., Shirokanova A., Деникин А. А. et al., СПб. : Издательство Санкт-Петербургского философского общества, 2014
This collection of articles unites papers presented at the conference "Computer Games as a Theatre of Action" as well as separate papers analyzing computer games. This is the first academic collection of its kind in Russia that looks into the attraction of computer games, their pleasures, bodily experiences, language, and gamers' subjectivities.
This volume is intended ...
Added: March 26, 2015
Vasiliev V., Zaramenskikh E., Vasilieva E., , in : Digital Transformation and New Challenges: Digitalization of Society, Economics, Management and Education. : Cham : Springer, 2020. Ch. 7. P. 73-82.
The gaming industry is only approaching the stage of formalizing the monetization rules and methods. In business, there are already dozens of monetization ways, each of which has a different effect on both the company’s’ profits and the loyalty of its customers. Efficient layout of various monetization methods, based on the product provided within the ...
Added: October 1, 2020
Zavertiaeva M. A., Parshakov P., International Journal of Sport Finance 2018 Vol. 13 No. 1 P. 34-51
This study provides readers with new information about key drivers of performance in the emerging area of eSports. Competitive computer gaming (eSports) is becoming increasingly popular, and the number of gamers and amount of prize money is growing. We therefore explore some key country-level characteristics that may contribute to players’ success, measured as money won. ...
Added: May 24, 2018
Немудрова Т. А., Социология: методология, методы, математическое моделирование 2011 № 32 С. 104-123
Результаты количественного исследования российских геймеров были использованы для разработки и апробирования методики их сегментирования. В основу этой методики были положены различия в игровых практиках, отношении к играм, месте последних в социальной жизни опрошенных. Выделены и описаны пять групп респондентов: консерваторы, фанаты, интересующиеся, казуалы и виртуалы; анализируются различия в их игровом поведении. ...
Added: August 1, 2015
Trubochkina N. K., Лиховцева А. В., Мир техники кино 2015 Т. 38 № 4(9) С. 10-17
The article describes a technology for creating fractal graphics images and environments for film and television professionals, seeking new forms of realization of their creative ideas.
A part of the fractal art images by category: space, planets, landscapes, cities and architecture, series, objects, art sensationalism is presented.
These mathematical objects can be the basis for new films, ...
Added: February 23, 2016
Nosachev P., Религиоведение 2018 Т. 2 № 2 С. 131-139
The article discusses the possible perspectives of interdisciplinary research, standing on the border of the study of culture and religion. The author proposes to illustrate the specificity of such interdisciplinary character on the example of manifestation of Western esotericism in adventure computer games of the 90s. In the first part of the article main occulture ...
Added: August 25, 2018
Vetushinskiy A., Социология власти 2020 № 3 С. 14-31
The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards ...
Added: August 21, 2021