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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
441

O efeito da intervenção com realidade virtual em indivíduos com dificuldades de coordenação motora

Fischer, Franz [UNESP] 26 April 2013 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:29:48Z (GMT). No. of bitstreams: 0 Previous issue date: 2013-04-26Bitstream added on 2014-06-13T19:18:24Z : No. of bitstreams: 1 fischer_f_me_rcla.pdf: 1057756 bytes, checksum: 108715e1715a8e73f01d81d3c4e12cf8 (MD5) / Dificuldades na coordenação motora com causa desconhecida são indicativos do Transtorno do Desenvolvimento da Coordenação (TDC). Indivíduos com TDC apresentam déficits na percepção visual e integração visomotora. No presente estudo buscou-se investigar o efeito de um programa de intervenção baseado em tecnologia de Realidade Virtual (RV), com a utilização do console Nintendo Wii em crianças com TDC e de Desenvolvimento Típico (DT). Foi utilizada a bateria de testes MABC-2 para avaliação motora e a bateria de testes Beery VMI para avaliação da coordenação viso-motora. Participaram deste estudo 34 crianças com idades entre 7 e 11 anos de idade (M = 8,47; DP = 1,96), divididas em dois grupos (pTDC e DT) de igual tamanho pareadas por gênero e idade. Foram aplicadas 24 sessões de intervenção utilizando jogos do Nintendo Wii divididas em 8 semanas. Os resultados mostram melhora significativa de ambos os grupos no desempenho dos jogos, melhora no desempenho do teste MABC-2 e componente de integração visomotora do Beery VMI por parte do grupo com pTDC e melhora no componente de percepção visual do Beery VMI por parte do grupo DT. Estes resultados sugerem que um programa de intervenção baseado em RV é opção viável em termos de aplicação e benefícios para crianças e adolescente com pTDC / Difficulties in coordination with unknown cause are indicative of Developmental Coordination Disorder (DCD). Individuals with DCD have deficits in visual perception and visual-motor integration. The present study aimed to investigate the effect of an intervention program based on Virtual Reality technology (VR), using the Nintendo Wii console for children with DCD and Typical Development (TD). We used a battery of tests MABC-2 for motor assessment and Beery VMI test battery to assess visual-motor coordination. The study included 34 children aged between 7 and 11 years of age (M = 8.47, SD = 1.96), divided into two groups (pTDC and DT) of equal size matched for gender and age. 24 sessions were applied intervention using the Nintendo Wii games divided in 8 weeks. The results show a significant improvement in both groups in game performance, improved test performance and MABC-2 component of the visual-motor integration Beery VMI from the group Ptdc component and improvement in visual perception by VMI Beery DT group. These results suggest that an intervention program based on RV is viable option in terms of application and benefits for children and adolescents with pTDC
442

Social Interaction with Real-time Facial Motion Capture

Pettersson, Erik January 2017 (has links)
Context. Social interaction between player avatars is one of the fundamentals of online multiplayer games, where text- and voice chat is used as standard methods for communication. To express emotions, players have the option to use emotes, which are text-based commands to play animations of the player’s avatar. Objectives. This study investigates if real-time facial capture could be preferred and more realistic, compared to typing emote commands to play facial animations when expressing emotions to other players. Methods. By using two methods for social interaction between players, a user study with 24 participants was conducted in a private conference room. An experiment was created where each participant tested the two methods to perform facial expressions, one consisting of typing emote commands, the other by performing with the calibrated participant’s face in real-time, with a web camera. Each participant performed and ranked the realism of each facial expression, in a survey for each method. A final survey could then determine the method that each participant had greater performance with and the method that was preferred the most. Results. The results showed that there was a difference of realism between facial expressions in both methods, where happiness was the most realistic. Disgust and sadness were however poorly rated when expressing these with the face. There was no difference of realism between the methods and which method participants preferred the most. There was however a difference in each participant’s performance with the two methods, where typing emote commands had higher performance. Conclusions. The results show that there is no difference of realism and preference, in typing emote commands to play facial animations and performing facial expressions in real-time with the face. There was, however, a difference in performing each method, where performing facial expressions with the face was the lowest. This confirms that the real-time facial capture technology needs improvements, to fully recognize and track the facial features of the human face.
443

Computer gaming’s facilitation of the English subject : A quantitative research on the influence of computer gaming on students' English performance

Olsén, Jonas January 2017 (has links)
The focus of this study is the correlation between spent time on gaming and student grades. It is my hypothesis that computer gaming has potential for students to acquire communicative competences in English. The aim of the essay is to see what effect computer gaming have on grading outcomes in the English subject for upper secondary school students in Sweden. The study was conducted using a survey concerning: students’ gaming habits, how much time they spent gaming on a daily basis, what kinds of games they were playing and how they felt that they used English whilst playing those games. The survey was conducted on two English classes in an ICT school. 25 students participated from grades 2 and 3 in the Swedish upper secondary school system. Based on the data from the survey, four gamer-groups emerged based on time spent on playing computer games: Non-gamer, occasional-gamer, moderate- gamer and frequent-gamer. Results indicate that occasional game play (maximum two hours a day) led to higher proficiencies in English (as shown by their grades) than the other groups. There was also an indication that no time spent on gaming might be disadvantageous.
444

Laboratório de exergames na educação física : conexões por meio de videogames ativos

Finco, Mateus David January 2015 (has links)
A presente tese de doutorado traz como tema central o uso de exergames como uma nova proposta de integração e recurso para aulas de Educação Física. O intuito desta pesquisa é fornecer subsídios para que professores possam utilizar esta tecnologia na realização de atividades escolares em aulas ou em projetos complementares envolvendo movimentos corporais amplos. Como objetivo geral, este estudo visa investigar de que maneira um laboratório experimental de exergames pode contribuir com o engajamento de alunos que geralmente apresentam sinais de insatisfação na prática de atividades físicas. Além deste aspecto principal, este estudo investigou como os alunos colaboram, intercambiam ideias e apoiam uns aos outros na realização das atividades no laboratório. Os preceitos de engajamento envolvendo interesse, entusiasmo e curiosidade foram analisados durante as interações dos alunos com os videogames ativos nos estudos desenvolvidos. Também, foram observados os principais aspectos e desafios pedagógicos na implementação de tecnologias como o laboratório de exergames no contexto escolar e suas implicações durante as mediações em aulas com o uso dos videogames ativos. Uma metodologia de cunho qualitativo foi empregada para a coleta e análise dos dados, utilizando: a) observação não participante a partir de registros gravados nos encontros do Laboratório de Exergames; b) realização de entrevista semiestruturada com os professores de Educação Física e coordenador de Educação Física. A partir dos estudos realizados foi possível observar que o laboratório de exergames se configura como uma alternativa viável para as aulas regulares de Educação Física, podendo aumentar o nível de engajamento e colaboração de alunos com sinais de insatisfação com as atividades propostas nas aulas regulares. / The present Doctoral Thesis project brings as central theme the use of exergames as a new integration and resource proposal for Physical Education classes. The intention for this research is to provide new pedagogical tools for teachers to use this technology for interactive activities involving active body movements. As main objective, this study aims to investigate how an experimental exergames lab can contribute with students engagement that usually show signs of dissatisfaction in practices of physical activities. Furthermore, it has been our goal to understand how students collaborate, exchange ideas and support each other in the activities in the exergames lab. The concept of engagement involving interest, enthusiasm and curiosity was analyzed during the interaction of the students with the videogames. The main pedagogical challenges in the implementation of technologies with the exergames lab in the school context have been observed, as well as their implications during the use of video games in the classes. A qualitative research method was adopted for the collection and analysis of data: (a) we followed mainly a non-participant observation through recorded videos; (b) semi-structured interviews were made with the Physical Education teachers and Physical Education coordinator involved in the research. The study carried out enabled us to conclude that the exergames lab may be a viable alternative to regular Physical Education classes, being able to increase the level of engagement and collaboration of students with signs of dissatisfaction with the activities proposed in the regular classes.
445

Efeito do exercício crônico realizado no Xbox Kinect sobre o estado de humor e a capacidade funcional de idosos / Effects of Xbox exercise training on mood and functional capacity in older man

Lima, Bráulio Evangelista de 11 May 2017 (has links)
Submitted by Erika Demachki (erikademachki@gmail.com) on 2017-06-13T17:46:11Z No. of bitstreams: 2 Dissertação - Bráulio Evangelista de Lima - 2017.pdf: 1667307 bytes, checksum: f0c98dfb7ad1ca275fdc7d3a8cda5d0e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2017-06-14T15:10:36Z (GMT) No. of bitstreams: 2 Dissertação - Bráulio Evangelista de Lima - 2017.pdf: 1667307 bytes, checksum: f0c98dfb7ad1ca275fdc7d3a8cda5d0e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2017-06-14T15:10:36Z (GMT). No. of bitstreams: 2 Dissertação - Bráulio Evangelista de Lima - 2017.pdf: 1667307 bytes, checksum: f0c98dfb7ad1ca275fdc7d3a8cda5d0e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-05-11 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / Considering the increase in life expectancy, the number of older adults has been increasing significantly. The aging process may culminate in the gradual reduction of functional capacity and worsening of mood and, consequently, the quality of life of the older adults. However, scientific evidence suggests that exercise can attenuate this functional loss and improve mood. The active video games (VGAs) appear as an interesting alternative for older adults, because the games involve entertainment and fun associated with exercise practice. The aim of the present study was to evaluate the effect of six weeks of Xbox exercise on functional capacity and mood in older adults. Twenty-nine participants (6 men and 23 women), aged 67.6 ± 5.2 years were selected. They were randomly allocated in two groups, experimental group (EG) and control group (CG). EG participants were submitted to a Xbox exercise training during six weeks, 3 times per week, for 60 minutes. The CG did not perform any intervention during the study period. Both groups performed pre- and post-intervention evaluations for mood and functional capacity assessment. GE improved anxiety and depression scores as well as aerobic fitness, agility and lower limb strength when compared to GC. Thus, we could conclude that six-week training on Xbox Kinect can improve mood and the functional capacity in older adults. / Com o aumento da expectativa de vida, o número de idosos vem aumentando de forma significativa. O processo de envelhecimento pode culminar na redução gradual da capacidade funcional e piora do humor e, consequentemente, da qualidade de vida dos idosos. No entanto, evidências científicas sugerem que prática de exercícios físicos pode atenuar essa perda funcional e melhorar o humor de idosos. Os video games ativos (VGAs) surgem como uma alternativa interessante para a população idosa, uma vez que as atividades desenvolvidas nesses jogos envolvem entretenimento e diversão associado à prática de exercícios. O objetivo do presente estudo foi avaliar o efeito de seis semanas de exercícios realizados no Xbox Kinect sobre a capacidade funcional e o estado de humor de idosos. Foram selecionados 29 idosos (6 homens e 23 mulheres), com média de idade de 67,6 ± 5,2 anos. Os participantes foram distribuídos aleatoriamente em dois grupos, grupo experimental (GE) e grupo controle (GC). Os participantes do GE foram submetidos a uma intervenção com exercícios no Xbox Kinect por um período de seis semanas, com frequência de 3 vezes por semana, 60 minutos por sessão. O GC não realizou nenhuma intervenção durante o período do estudo. A avaliação do humor e da capacidade funcional foram realizadas pré e pós-intervenção. O GE melhorou os escores de ansiedade e depressão, assim como a aptidão aeróbia, agilidade e força de membro inferior quando comparado ao GC. Assim, pode-se concluir que prática regular de exercícios (6 semanas) no Xbox Kinect pode melhorar o estado de humor e a capacidade funcional de idosos.
446

Análise de medidas de aceleração do movimento na prática de jogos virtuais em adolescentes com síndrome de Down

Vianna, Daniela Carrogi 08 August 2013 (has links)
Made available in DSpace on 2016-03-15T19:40:05Z (GMT). No. of bitstreams: 1 Daniela Carrogi Vianna.pdf: 1683655 bytes, checksum: f175ca221addcf3f37c89bbe46e2ae5b (MD5) Previous issue date: 2013-08-08 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Introduction: Due to its peculiar characteristics, motor performance of the Down s syndrome population results in global development delay. These individuals do not specify a pattern of muscle contractions, and find it very difficult to establish temporal associations between the components of a task which is typically carried out with slow variable movements. Goal: Assess movement acceleration characteristics of teenagers with Down s syndrome and teenagers with typical development when playing Nintendo® Wii bowling and golf videogame. Method: Twenty one teenagers diagnosed as DS (DSG) and 33 teenagers with typical development (CG) of both sexes with ages ranging between 10 and 14 years old participated in the study. Data were collected by means of capacitive triaxial accelerometers in a sole assessment conducted in regular schools and specialized institutions in the State of São Paulo. The four groups (FDSG, MDSG, FCG and MCG) were submitted to tests of adherence to normality separated by gender (F and M). Results: In the bowling game, all four groups adhered to normality. Results indicated that the maximum acceleration peak averages are lower in the DS Group both for girls and boys. On the other hand, in the golf game, three groups FCG, MCG and FDSG adhered to normality. Results indicated that the maximum acceleration peak averages are lower in the DS Group both for girls and boys. The group of boys obtained a higher average than the girls group, both in CG and DSG. Conclusions: Through the accelerometric technique, it was possible to access the movement acceleration characteristics of teenagers diagnosed with DS during virtual bowling and golf games using Nintendo® Wii console. Studies of motor characterization of these individuals may contribute to the elaboration of intervention and performance improvement programs. / Introdução: O comportamento motor da população com síndrome de Down apresenta características peculiares, acarretando atraso global no desenvolvimento. Esses indivíduos não especificam um padrão de contrações musculares, possuindo grande dificuldade para estabelecer relações temporais entre os componentes de uma tarefa, apresentando movimentos tipicamente lentos e variáveis. Objetivo: Avaliar as características da aceleração do movimento de adolescentes com síndrome de Down e com desenvolvimento típico nos jogos de boliche e golfe do videogame Nintendo® Wii . Método: Participaram 21 adolescentes com diagnóstico de SD (GSD) e 33 com desenvolvimento típico (GC), de ambos os sexos, com idade entre 10 e 14 anos. Os dados foram coletados por meio de acelerômetros triaxiais capacitivos, em uma única avaliação, em escolas regulares e em instituições especializadas no Estado de São Paulo. Os quatro grupos estudados (GSDF, GSDM, GCF e GCM) foram submetidos a testes de aderência à normalidade, separados por sexo (F e M). Resultados: No jogo de boliche, nos quatro casos, os grupos aderiram à normalidade. Os resultados indicaram que as médias do pico máximo de aceleração são menores para o GSD tanto para meninas como para meninos. Já, para o jogo de golfe, três grupos aderiram à normalidade com valores para GCF, GCM e GSDF. Os resultados indicaram que as médias do pico máximo de aceleração são menores para o GSD tanto para meninos quanto para meninas. O grupo dos meninos obteve média superior ao grupo das meninas, tanto para o GC como para o GSD. Conclusões: Por meio da técnica da acelerometria foi possível avaliar as características da aceleração do movimento de adolescentes com diagnóstico de SD, durante a prática dos jogos virtuais de boliche e golfe do console Nintendo® Wii e estudos de caracterização da motricidade para estes indivíduos podem contribuir na elaboração de programas de intervenção e melhora do desempenho.
447

Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive

Rodríguez, Bruno January 2017 (has links)
Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were reviewed and a theoretical framework focused on behavioural sciences, psychology and customer culture related theories was designed to interpret the results of a quantitative study. The popular FPS (First Person Shooter), Counter Strike Global Offensive was the selected game to carry out the study. A web-based questionnaire was distributed in various specialized online forums, providing a total of 1006 respondents. A linear regression was the selected method to test the formulated model. Results showed a strong influence of emotional and symbolic perceived values in the purchase intention of aesthetic virtual items, while gaming experience and enjoyment had a minor impact.
448

Curiosity and Wayfinding

Hultkrantz, Måns, O'Brien, Paul January 2014 (has links)
Navigation and exploration of virtual environments is often referred to as an important feature of video games. As such it is worthwhile to create navigable environments that also immerse players in an imaginative world, without cluttering the visuals with forceful aids. With this study we aim to find out if certain graphical elements or arrangements of space can affect the wayfinding choices of players, and thereby contribute with knowledge of how to create well-crafted environments. We created a 3D-environment with crossroads containing paths with opposing graphical elements or arrangements of space. Participants played through this environment and with a mixed methods approach we gathered quantitative data on their choices and qualitative data from an open-ended survey question. The results showed that certain paths were more popular over their counterpart contrasting paths. / Navigering och utforskning av virtuella miljöer anses ofta vara ett viktigt inslag i videospel. Därför är det värdefullt att skapa navigerbara miljöer som också kan absorbera spelare i en fantasifull värld, utan att belamra det visuella med krystade hjälpmedel. Med denna studie vill vi ta reda på om vissa grafiska element eller rumsliga arrangemang kan påverka spelares vägval, och på så vis bidra med kunskap om hur en kan skapa välanpassade miljöer. Vi skapade en 3D-miljö med vägskäl innehållandes vägar med motsatta grafiska element eller rumsliga arrangemang. Deltagare spelade igenom denna miljö och med ett mixed methods-tillvägagångssätt samlade vi in kvantitativ data om spelarnas val, samt kvalitativ data från en öppen enkätfråga. Resultaten visade att vägar tillskrivna vissa grafiska element eller arrangemang var mer populära än dess motsatsvägar som innehöll kontrasterande element eller arrangemang.
449

Encouraging moral reflection in digital games : Feedback systems and their effects

Van, Sophie January 2016 (has links)
The aim of this study is to investigate whether some feedback systems are better at encouraging moral reflection than other in digital games. A small game was developed, which was then made into three versions, each with different feedback systems. A total of 35 people participated in the study. The results indicate that color coding the game’s options decrease the moral reflection, while some feedback in form more ambiguous text is still positively perceived.
450

Songs of Transistor : A study of sound design in video games

Asplund, Ingeborg January 2017 (has links)
While there is a lot of research about other aspects of game design, there are fairly few studies about music and sound in video games. Since music and sound are components of next to all games, it is interesting to investigate how this aspect affects the perceived immersion of gamers. The aim of this study is to investigate how sound and music affect player sense of presence in a video game, Transistor [19], which was chosen due to its distinct and strongly emotional music and sound. Five video prototypes were made using gameplay and sound from the game. The videos presented different variations of the soundscape. These were tested by a web survey with questions from the PENS questionnaire [15], providing the users a seven point Likert scale by which they could rate their experience. The answers were analyzed with a mixed model regression and compared with an estimated image of which degree of immersion would be experience for each of the videos. The result of the study showed that the complete soundscape was significantly more immersive than all the other soundscapes, while silence was significantly less immersive than the other soundscapes. The conclusions were the more complete the soundscape is, the more immersive it is, and that even a small part of the total soundscape is more immersive than complete silence.

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