Real time online multiplayer gaming framework using kinect sensors
| bracu.degree.level | Undergraduate | |
| bracu.type.group | Student Works | |
| datacite.rights | Open Access | |
| dc.contributor.advisor | Alam, Md. Ashraful | |
| dc.contributor.author | Ahmed, Imtiaz | |
| dc.contributor.author | Shabab, Khondokar Sadman | |
| dc.contributor.author | Hossain, MD. Shahadat | |
| dc.contributor.author | Akand, MD.Tashauf | |
| dc.contributor.author | Majumder, Shovon | |
| dc.contributor.department | Department of Computer Science and Engineering | |
| dc.date.accessioned | 2018-05-15T05:47:12Z | |
| dc.date.available | 2018-05-15T05:47:12Z | |
| dc.date.copyright | 2018 | |
| dc.date.issued | 2018-04 | |
| dc.description | Cataloged from PDF version of thesis. | |
| dc.description | Includes bibliographical references (pages 34-35). | |
| dc.description | This thesis is submitted in partial fulfilment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering, 2018. | en_US |
| dc.description.abstract | A real-time online multiplayer game framework is proposed and demonstrated. The proposed model is composed of multiple Microsoft Kinect sensors and Unity 3D game development tool. The motive is to make a real time multiplayer game that uses user's movement data as it's input through Kinect and build a gameplay around this concept. This type of project has not been attempted especially on windows platform and most Xbox multiplayer game only uses leaderboard as a way to connect multiple players. The game will be played solely by the interaction of players in real time even though they are apart. At first a skeleton of 25 bone joints has been made and make character models around it. And then detect user through Kinect and sync user's body with our model. This means now our character will move when user moves using the tracking data provided by Kinect sensor. A game environment for our game has been made and place user character in a specific spawn place. The process allows player characters to interact with each other within the virtual world. This whole process needs a server to perform and the server will have to manipulate data efficiently to allow player's a smooth gameplay without any lags. | en_US |
| dc.description.degree | Bachelor of Science in Computer Science and Engineering | |
| dc.description.statementofresponsibility | Imtiaz Ahmed | |
| dc.description.statementofresponsibility | Khondokar Sadman Shabab | |
| dc.description.statementofresponsibility | MD. Shahadat Hossain | |
| dc.description.statementofresponsibility | MD.Tashauf Akand | |
| dc.description.statementofresponsibility | Shovon Majumder | |
| dc.format.extent | 35 pages | |
| dc.identifier.other | ID 14101023 | |
| dc.identifier.other | ID 13221028 | |
| dc.identifier.other | ID 14101008 | |
| dc.identifier.other | ID 14101012 | |
| dc.identifier.other | ID 14101019 | |
| dc.identifier.uri | http://hdl.handle.net/10361/10150 | |
| dc.language.iso | en | en_US |
| dc.publisher | BRAC University | en_US |
| dc.rights | BRAC University theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. | |
| dc.subject | Online multiplayer | en_US |
| dc.subject | Gaming framework | en_US |
| dc.subject | Kinect sensors | en_US |
| dc.title | Real time online multiplayer gaming framework using kinect sensors | en_US |
| dc.type | Thesis | en_US |
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