Please use this identifier to cite or link to this item:
https://hdl.handle.net/10356/70495
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Tan, Ping Teck | |
dc.date.accessioned | 2017-04-25T09:00:34Z | |
dc.date.available | 2017-04-25T09:00:34Z | |
dc.date.issued | 2017 | |
dc.identifier.uri | http://hdl.handle.net/10356/70495 | |
dc.description.abstract | This report aims to improve upon the conventional Dead Reckoning algorithm. The conventional Dead Reckoning may not work perfectly with entities which move in a curvilinear motion. The axis biased approach was proposed as a solution to this limitation. Using Unreal Engine 4 to generate the character’s in-game path, simulation of Dead Reckoning was done on the coordinates for comparison between the two models. Biased Dead Reckoning cycles through three different options of no bias, x-axis bias and y-axis bias. This solution had a trade-off, introducing more errors while reducing the average deviation from actual path. | en_US |
dc.format.extent | 34 p. | en_US |
dc.language.iso | en | en_US |
dc.rights | Nanyang Technological University | |
dc.subject | DRNTU::Engineering::Computer science and engineering::Computing methodologies | en_US |
dc.title | An axis-biased approach for dead reckoning algorithm | en_US |
dc.type | Final Year Project (FYP) | en_US |
dc.contributor.supervisor | Liu Sze Yeung, Elvis | en_US |
dc.contributor.school | School of Computer Science and Engineering | en_US |
dc.description.degree | Bachelor of Engineering (Computer Engineering) | en_US |
item.grantfulltext | restricted | - |
item.fulltext | With Fulltext | - |
Appears in Collections: | SCSE Student Reports (FYP/IA/PA/PI) |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
TANPINGTECK_FYPREPORT.pdf Restricted Access | 1.86 MB | Adobe PDF | View/Open |
Page view(s)
404
Updated on Sep 19, 2024
Download(s)
11
Updated on Sep 19, 2024
Google ScholarTM
Check
Items in DR-NTU are protected by copyright, with all rights reserved, unless otherwise indicated.