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<title>Project Report</title>
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<rdf:li rdf:resource="http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16926"/>
<rdf:li rdf:resource="http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16925"/>
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<dc:date>2026-04-27T00:31:17Z</dc:date>
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<title>Lost in the Screen: The Final Touches in Post- Production</title>
<link>http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16927</link>
<description>Lost in the Screen: The Final Touches in Post- Production
Ali, Ashraf
An awareness short film based on visual effects is really hard to make with a team of three. The VFX market in the world is huge and it is growing day by day. Bangladesh along with the world is moving into a digitalization world. As, this digital sector is huge and can play a big part in the future or in the 4th industrial revolution so people are becoming very eager to learn and know VFX. With this growth, hope our future will be based on this digital technology. Our final project is a VFX short film. As VFX industry is huge and there are many areas to explore. So,we selected the short film route by seeing the Marvel and DC movies, and some others short videos on YouTube. Also, other film industry like Bollywood, Tollywood and in our Bangladeshi film we can see the use of VFX. A short film based on any kind of addiction and visual effects is pretty common nowadays but very hard to fully make it right in the eyes of audience. To make a good film first we have to understand what the audience want which the audience will like. So, we did some research and found what will the audience like. To make a short film first we need a goal so story selection is very important and give it a perfect &amp; suitable name. This name will bear the identity of the short film. As our film is based on addiction and revolve around hallucination we selected the name of short film is “LOST IN THE SCREEN”. The short film about a young boy who is oppressed with game addiction. In the short film we will show how game addiction destroyed his physical and mental health and behavior towards others.
Project Report
</description>
<dc:date>2025-01-11T00:00:00Z</dc:date>
</item>
<item rdf:about="http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16926">
<title>Lost in the Screen: A Comprehensive Study Of Pre -  Production Techniques</title>
<link>http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16926</link>
<description>Lost in the Screen: A Comprehensive Study Of Pre -  Production Techniques
Yesmin, Mst. Tamanna
An awareness short film based on visual effects is really hard to make with a team of three. The VFX market in the world is huge and it is growing day by day. Bangladesh along with the world is moving into a digitalization world. As, this digital sector is huge and can play a big part in the future or in the 4th industrial revolution so people are becoming very eager to learn and know VFX. With this growth, hope our future will be based on this digital technology. Our final project is a VFX short film. As VFX industry is huge and there are many areas to explore. So, we selected the short film route by seeing the Marvel and DC movies, and some others short videos on YouTube. Also, other film industry like Bollywood, Tollywood and in our Bangladeshi film we can see the use of VFX. A short film based on any kind of addiction and visual effects is pretty common nowadays but very hard to fully make it right in the eyes of audience. To make a good film first we have to understand what the audience want which the audience will like. So, we did some research and found what will the audience like. To make a short film first we need a goal so story selection is very important and give it a perfect &amp; suitable name. This name will bear the identity of the short film. As our film is based on addiction and revolve around hallucination, we selected the name of short film is “LOST IN THE SCREEN”. The short film about a young boy who is oppressed with game addiction. In the short film we will show how game addiction destroyed his physical and mental health and behavior towards others.
Project Report
</description>
<dc:date>2025-01-11T00:00:00Z</dc:date>
</item>
<item rdf:about="http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16925">
<title>Comparison Between Cycles and V-Ray Render Engines Through  TVC and 3D Product Visualization.</title>
<link>http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16925</link>
<description>Comparison Between Cycles and V-Ray Render Engines Through  TVC and 3D Product Visualization.
Nyeem, Abdullah An
Render engines are an integral part of any 3D production pipeline and have a much deeper impact on the render quality, workflow as well as overall production process for 3D TV commercials and product visualizations. These engines render complex 3D scenes, such as models, colors (called textures), lights, and animations into high-quality (photo realistic or stylized) 2D images or motion sequences. The render engine used influences the final appearance, sense of realism, and overall feel of a content piece — only enhancing its ability to attract audiences and showcase products. 3D TVCs: Balancing Artistry &amp; Speed — Render engines need to strike a sweet spot between visual richness and speed as most of the high quality imagery needs to be produced at a rapid pace during these narrow windows of time when they are required to grab eyeballs. It usually needs quick rendering, real-time illumination, and dynamic animation. In product visualizations, hyper realistic renders normally have the highest priority because they focus on complex surface structures, materials, and interactions with light that enable better perception for consumers as well as brand value. This impact is illustrated by render engines like Cycles and V-ray. They also shot a lot with physical models—but again, cycles in Blender provide you great quality for iterations on short notice and without spending a ton. In contrast, V-Ray is a render engine that standardizes ultra-realistic renders with flexible precision for high-end projects. However, the engine makes or breaks how efficient, realistic, and creative our 3D ends up being.
Project Report
</description>
<dc:date>2025-01-11T00:00:00Z</dc:date>
</item>
<item rdf:about="http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16924">
<title>User-Centered UI &amp; UX Enhancements in FPS Mobile  Games: A Case Study of Standoff 2</title>
<link>http://dspace.daffodilvarsity.edu.bd:8080/handle/123456789/16924</link>
<description>User-Centered UI &amp; UX Enhancements in FPS Mobile  Games: A Case Study of Standoff 2
Rahim, Md. Solaiman Hasan
This study examines user-centered UI and UX enhancements for Standoff 2, an FPS mobile game, to improve player engagement and satisfaction. FPS mobile games face unique challenges in providing intuitive controls, responsive feedback, and clear navigation within limited screen space. Through user surveys, gameplay observations, and usability testing, this research evaluates the impact of design adjustments, such as optimized control layouts and improved visual hierarchy, on user experience. Findings indicate that these UI and UX refinements significantly enhance and enjoyment, enabling quicker recognition of game elements and smoother interactions. The study underscores the importance of prioritizing user-centered design in FPS mobile games to elevate player experience. In conclusion, targeted UI/UX improvements can foster more engaging and satisfying gameplay, providing a foundation for future developments in mobile FPS game design.
Project Report
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<dc:date>2025-01-11T00:00:00Z</dc:date>
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