fixed building thesis
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24
bib.bib
24
bib.bib
@@ -1,23 +1,3 @@
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@IEEEtranBSTCTL{IEEEexample:BSTcontrol,
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CTLuse_forced_etal = "yes",
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CTLmax_names_forced_etal = "3",
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CTLnames_show_etal = "2"
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}
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@book{InfH,
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address = {M\"{u}nchen -- Wien},
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author = {Rechenberg, Peter and Pomberger, Gustav and Blaschek, G\"{u}nther and Bode, Arndt and Bohn, Wilhelm Friedrich and Borrmann, Lothar and Buchberger, Bruno},
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edition = {4th},
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publisher = {Hanser Verlag},
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title = {{Informatik Handbuch}},
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year = {2006}
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}
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@misc{APCW2006,
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note = {letzter Zugriff am 23.05.2021},
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author = {{Association for Progressive Communications}},
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title = {{Wireless technology is irreplaceable for providing access in remote and scarcely populated regions}},
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url = {http://www.apc.org/en/news/strategic/world/wireless-technology-irreplaceable-providing-access},
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year = {2006}
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}
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@misc{BITKOM_2021,
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year = {2021},
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url = {https://de.statista.com/statistik/daten/studie/1247695/umfrage/umfrage-zu-beliebten-einsatzszenarien-fuer-virtual-reality-in-deutschland/#professional},
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@@ -183,8 +163,6 @@ year = {2006}
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publisher = {Encyclopedia Britannica},
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}
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@misc{GamesRadar_HaloRing_2022,
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note = {letzter Zugriff am 07.02.2022},
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author = {GamesRadar},
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@@ -208,5 +186,3 @@ year = {2006}
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url = {https://docs.unity3d.com/Manual/GridSnapping.html},
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year = {2020},
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}
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@@ -83,18 +83,25 @@ Es gibt hierbei so gut wie keine Einschränkungen in der Kreativität, egal ob d
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oder eine Ansammlung an verschiedenen Planeten ist.
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~\cite{GamesRadar_HaloRing_2022}
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\begin {figure}
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\includegraphics[scale=0.18]{pics/3d_welt_halo_ring}
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%% this image and the next are not working. see issue #1
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\begin{figure}
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\centering
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\includegraphics{pics/knuthi}
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\caption{3D Welt - Halo}
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\label{fig:3d_environment_halo}
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\end {figure}
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\end{figure}
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%% Grafik für Destiny 2 Locations noch einbinden (Seite für Quelle lädt grade nicht Bungie.net)
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\begin {figure}
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\includegraphics[scale=0.18]{pics/3d_welt_halo_ring}
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\begin{figure}
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\centering
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\includegraphics{pics/knuthi}
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\caption{3D Welt - Destiny 2}
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\label{fig:3d_environment_destiny2}
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\end {figure}
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\end{figure}
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Spielehersteller bauen die Spielwelten so auf, wie es am besten zu der Vision den Spieles passt.
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Gleichzeitig wird darauf geschaut, dass sich die Umgebung nicht langweilig oder leer anfühlt.
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