• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 99
  • 31
  • 18
  • 18
  • 11
  • 9
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 215
  • 69
  • 43
  • 40
  • 34
  • 29
  • 27
  • 24
  • 23
  • 22
  • 20
  • 19
  • 18
  • 18
  • 18
  • 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.
191

Dungeons without Dragons : Using Tabletop Roleplaying Games for Public Archaeology / “Dungeons without Dragons” : Spel som hjälpmedel för förmedlinginom publik arkeologi

Thompson Spence, Jess January 2024 (has links)
Among the many shifts within public archaeology and heritage during recent years is an endeavour to find new methods of engagement which has been broadly undertaken within the field. This thesis suggests one such method could be found in the use of Tabletop Roleplaying Games (TTRPGs). It does so by examining the current issues in public archaeology and how an intersection between archaeology and game studies could be applied. This includes the importance of empathy and roleplaying in understanding of the past and how this could be applied to the field of public archaeology. / Under de senaste åren har det funnits en strävan av att hitta nya metoder för att presentera och engagera människor för arkeologi och kulturarv. I den här uppsatsen har en sådan metod i form av brädspel som inkluderar rollspel (TTRPGs) presenterats och analyserats. I uppsatsen tas aktuella frågor inom publik arkeologi upp och hur interaktionen mellan arkeologi och spelstudier skulle kunna tillämpas och bidra till att engagera människor i arkeologi och kulturarv.  Studien inkluderar betydelsen av empati och rollspel och hur detta skulle kunna appliceras inom området publik arkeologi.
192

Локализация и перевод видеоигр в языковой паре английский-русский : магистерская диссертация / Localization and translation of videogames in the English-Russian language pair

Некрасов, А. В., Nekrasov, A. V. January 2019 (has links)
В магистерской диссертации предложена классификация основных сфер и трудностей локализации и перевода видеоигр с английского на русский язык. Актуальность темы заключается в необходимости выработки теоретических и практических стандартов по локализации и переводу видеоигр в России ввиду повышения интереса к ним среди российского населения. Объектом исследования является видеоигра как аудиовизуальное произведение. Предметом исследования является процесс локализации видеоигр в языковой паре английский-русский. Методологической основой исследования являются работы А.Эссер и Х. Готтлиеба, а также материалы действующего американского и европейского стандарта по локализации видеоигр, разработанные Международной ассоциацией разработчиков игр (International Game Developers Association). Теоретическая значимость данной работы заключается в том, что в ней была проведена систематизация теоретических знаний по вопросу особенностей видеоигр, видеоигровой локализации и перевода видеоигр, было уточнено соотношение между терминами «перевод» и «локализация» в отношении российской игровой индустрии. Кроме того, была дана расширенная классификация основных областей перевода видеоигры и трудностей, которые может встретить переводчик при осуществлении локализации видеоигры. Данная работа представляет собой практическую значимость для переводчиков, работающих или планирующих начало карьеры в сфере перевода видеоигр и видеоигрового контента, так как в данной работе приводятся основные сложности локализации видеоигры, а также даются советы по их разрешению, поэтому данная работа может использоваться в качестве пособия для осуществления локализации и перевода видеоигр. Основное содержание диссертации раскрывается в главах: «Видеоигры: дихотомия видеоигровой продукции, видеоигра как продукт и как произведение», «Локализация видеоигр, ее разновидности и стандартный процесс», «Стандартные области локализации видеоигр, определение основных трудностей при их переводе и советы по предотвращению переводческих ошибок». В заключение даются выводы, полученные в ходе исследования. Приложение включает в себя глоссарий использованных в работе терминов. / This thesis proposes classification of main spheres and issues of localization and translation of videogames from English into Russian. This topic is relevant due to the fact that videogames grow more popular with Russian audiences, which prompts the need for the development of theoretical and practical standards of localization and translation of videogames. The object of this research is the notion of a videogame as an audiovisual product. The subject of the research is the process of localizing and translating a videogame in the English-Russian language pair. Methodological basis for this research were mainly works of A. Esser and H. Gottlieb and articles from the current European and American videogame localization standard proposed by the International Game Developers Association. This research has theoretical significance due to the fact of it containing systematization of theoretical data on the topic of videogames and videogame localization, as well as clarifying the discrepancies between the terms of “localization” and “translation” in the general Russian theory of translation and in Russian videogame industry. Moreover, this research has practical value for those translators who work or plan to start their careers in the field of videogame localization, as this thesis can be used as a manual for translating videogames. The main content of the thesis is disclosed in the chapters: “Videogames: dichotomy of videogame products, videogames as a product and as an artifact”, “Videogame localization, its types and standard process”, “Standard areas of videogame localization, classification of main issues during translation of a videogame and the ways to solve them”. In conclusion, the research findings are presented. The appendix includes a glossary of frequently used terms in the thesis.
193

AI-based modeling of brain and behavior : combining neuroimaging, imitation learning and video games

Kemtur, Anirudha 07 1900 (has links)
Les récentes avancées dans le domaine de l'intelligence artificielle ont ouvert la voie au développement de nouveaux modèles d'activité cérébrale. Les réseaux neuronaux artificiels (RNA) formés à des tâches complexes, telles que la reconnaissance d'images, peuvent être utilisés pour prédire la dynamique cérébrale en réponse à une série de stimuli avec une précision sans précédent, un processus appelé encodage cérébral. Les jeux vidéo ont fait l'objet d'études approfondies dans le domaine de l'intelligence artificielle, mais n'ont pratiquement pas été utilisés pour l'encodage cérébral. Les jeux vidéo offrent un cadre prometteur pour comprendre l'activité cérébrale dans un environnement riche, engageant et actif, contrairement aux tâches essentiellement passives qui dominent actuellement le domaine, telles que la visualisation d'images. Un défi majeur soulevé par les jeux vidéo complexes est que le comportement individuel est très variable d'un sujet à l'autre, et nous avons émis l'hypothèse que les RNAs doivent prendre en compte le comportement spécifique du sujet afin de capturer correctement les dynamiques cérébrales. Dans cette étude, nous avons cherché à utiliser des RNAs pour modéliser l'imagerie par résonance magnétique fonctionnelle (IRMf) et les données comportementales des participants, que nous avons collectées pendant que les sujets jouaient au jeu vidéo Shinobi III. En utilisant l'apprentissage par imitation, nous avons entraîné un RNA à jouer au jeu vidéo en reproduisant fidèlement le style de jeu unique de chaque participant. Nous avons constaté que les couches cachées de notre modèle d'apprentissage par imitation parvenaient à encoder des représentations neuronales pertinentes pour la tâche et à prédire la dynamique cérébrale individuelle avec une plus grande précision que divers modèles de contrôle, y compris des modèles entraînés sur les actions d'autres sujets. Les corrélations les plus fortes entre les activations des couches cachées et les signaux cérébraux ont été observées dans des zones cérébrales biologiquement plausibles, à savoir les réseaux somatosensoriels, attentionnels et visuels. Nos résultats soulignent le potentiel de la combinaison de l'apprentissage par imitation, de l'imagerie cérébrale et des jeux vidéo pour découvrir des relations spécifiques entre le cerveau et le comportement. / Recent advances in the field of Artificial Intelligence have paved the way for the development of novel models of brain activity. Artificial Neural networks (ANN) trained on complex tasks, such as image recognition and language processing, can be used to predict brain dynamics in response to wide range of stimuli with unprecedented accuracy, a process called brain encoding. Videogames have been extensively studied in the AI field, but have hardly been used yet for brain encoding. Videogames provide a promising framework to understand brain activity in rich, engaging and active environments, in contrast to mostly passive tasks currently dominating the field, such as image viewing. A major challenge raised by complex videogames is that individual behavior is highly variable across subjects, and we hypothesized that ANNs need to account for subject-specific behavior in order to properly capture brain dynamics. In this study, we aimed to use ANNs to model functional magnetic resonance imaging (fMRI) and behavioral gameplay data, which we collected while subjects played the Shinobi III videogame. Using imitation learning, we trained an ANN to play the game closely replicating the unique gameplay style of individual participants. We found that hidden layers of our imitation learning model successfully encode task-relevant neural representations and predict individual brain dynamics with higher accuracy than various control models, including models trained on other subjects' actions. The highest correlations between layer activations and brain signals were observed in biologically plausible brain areas, i.e. somatosensory, attentional and visual networks. Our results highlight the potential of combining imitation learning, brain imaging, and videogames to uncover subject-specific relationships between brain and behavior.
194

A NATION OF GAMERS

Poland, Kristofer P. 28 August 2007 (has links)
No description available.
195

Writing Bytes: Articulating a Techno-critical Pedagogy

Shovlin, Paul W. 16 April 2010 (has links)
No description available.
196

Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress / The game of the game : A discourse analysis of how the portrayel of computer- and videogames has changed from 1994 to 2014 in daily- and evening papers

Söderqvist, Marlene January 2015 (has links)
Computer and videogames has increased rapidly over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. When there are many users, it becomes important how the media chooses to portray the medium because it can affect how the society judges and looks at computer- and videogames. The purpose of this essay is to look at how the portrayal of computer- and videogames has changed in Swedish Newspapers during the period 1994-2014. How the player is being portrayed is also relevant. The method was the discourse analysis founded by Laclau and Mouffe and the material was chosen from the two biggest newspapers in Sweden, Dagens Nyheter and Aftonbladet. Theories that were used in the analysis were mainly framing, cultural studies, moral panics and theories based on gender. The result shows that there has been different kinds of portrayals of computer- and videogames from the beginning, though it was mostly negative in 1994 and 2004. When games are talked about in negative contexts the main focus is the health of children and that the games power can take players into another world. The portrayal was a lot more positive in 2014 with a focus on the beneficial parts of the games as a culture. The player was from the beginning portrayed as the stereotypic male. In 2014 women is portrayed as players, though is experiencing harassments because of their gender.
197

L'exploration de la ruine post-apocalyptique vidéoludique comme créatrice de mémoire et d'émotions

Dion, Bruno 04 1900 (has links)
Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de certains documents visuels et audio‐visuels. La version intégrale du mémoire a été déposée à la Division de la gestion des documents et des archives. / Cette recherche propose une analyse de la figure de la ruine post-apocalyptique dans le jeu vidéo. Il s’agit de questionner les effets de cette figure sur la construction d’une mémoire du lieu vidéoludique exploré, ainsi que ceux sur la formation d’émotions. Ce mémoire débute par une mise en contexte et la définition des différents concepts de base que nous utiliserons, tels la ruine, les utopies et l’apocalypse. Ensuite, nous procédons à une analyse de la formation d’une mémoire d’un lieu vidéoludique et des effets des ruines post-apocalyptiques représentées sur ce processus, le tout appuyé par une étude de notre corpus : Bastion, Journey et Fallout 3. Finalement, nous faisons le même cheminement afin d’analyser la formation d’émotions en réaction aux différents éléments de design qui forment les ruines post-apocalyptiques dans les jeux observés. / This research proposes an analysis of post-apocalyptic ruins in video games. We will question the effects of this figure on the creation of a memory based on the explored space and on the formation of emotions. This thesis will begin by establishing the context of our definitions and the different concepts we will be using throughout, such as ruins, utopias and the apocalypse. We will then analyse the creation of a memory based on a videogame space and the effects of the represented post-apocalyptic ruins on the process, all of this backed up by a study of our corpus: Bastion, Journey and Fallout 3. In the last part, we will do a similar work to analyse the formation of emotions in reaction to the different design elements that constitute the observed games.
198

Fenomén počítačových her a jejich převod do češtiny / Computer games - a phenomenon in translation

Wicha, Lukáš January 2013 (has links)
The topic of computer/video games and their translation has only recently attracted attention of translation scholars. The thesis aims at introducing the phenomenon as a legitimate topic of translation studies, presenting it as a specific and influential medium with an extensive user subculture. A description of the overall process of game localization, and specifically its practice in the Czech Republic are included. Lexical analysis of selected computer game reviews and online discussions is complemented with a questionnaire survey to reveal if and how computer games and game- focused articles influence the constitution of a characteristic sociolect and its usage outside the gamer subculture. Concepts used in intercultural and interlingual transfer of computer games are defined and compared with established terms in translation studies. A comparative analysis of original and Czech versions of two computer games is carried out to identify translation methods used in the transfer of culture- and language-specific elements in order to determine whether the process of computer game translation exhibits any specific features that may justify the introduction of new terms into translation studies. Specific features of computer games in translation are described and an analysis of several games...
199

Le processus de création de liens sociaux entre les joueurs de jeux vidéo multijoueurs en ligne

Thomas, Alban 08 1900 (has links)
No description available.
200

A linguagem de Role Playing Games Digitais e o ensino de inglês

Boscariol-Bertolino, Márcia Regina 01 December 2008 (has links)
Made available in DSpace on 2016-04-28T18:23:57Z (GMT). No. of bitstreams: 1 MARCIA REGINA BOSCARIOL-BERTOLINO.pdf: 7688545 bytes, checksum: 8aba6cbcb5c0c2e20ad3f15d29e474ee (MD5) Previous issue date: 2008-12-01 / Secretaria da Educação do Estado de São Paulo / The present interdisciplinary research is aimed at analyzing the most frequent verbs, its collocates and lexical patterns found in the texts of videogames, specifically the Digital Role Playing Games. It is proposed based in the results of the research, a material using the patterns for English Teaching using the patterns found in study corpus. There are many researches about characterization though there isn t any that make a description of the language of Digital RPGs following the theories of Corpus Linguistics and linked it to English teaching. The present aims fill in such gap. The research is based on the Corpus Linguistics theoretical frame. We use Task Based Learning how pedagogocal support. Two corpora were applied in this research : 1- the study corpus made of Digital RPGs texts with a total of about 600.000 words and the Contemporary Corpus of American English (COCA) with a total of 360 million tokens as the reference corpus used to help preparing the teaching materials. The research questions guiding the present study were: (1) what are the most frequent verbs found in the study corpus? (2) what are the typical lexicogrammar patterns found in the Digital RPG genre? (3) how is it possible to apply the patterns found in the texts to prepare task based activities? The results show many lexico-grammatical patterns that characterize the games and can be useful in English learning as foreign language, in Private and public schools, in different grade levels / O trabalho aqui desenvolvido é interdisciplinar e teve como objetivo a análise dos verbos mais freqüentes no corpus de estudo, seus colocados e os padrões lexicais que aparecem nos textos de videogames, especificamente os Role Playing Games Digitais (RPGs). Propomos, com base nos resultado, um material didático para o ensino de inglês utilizando os padrões encontrados no corpus de estudo. Embora haja uma série de pesquisas sobre caracterização de linguagem, e jogos e educação, não se conhece até o momento nenhuma que trate exatamente da descrição da linguagem dos RPGs Digitais sob a ótica da lingüística de Corpus e a alie ao ensino de Inglês. A presente pesquisa pretende colaborar para preencher essa lacuna. O arcabouço teórico da pesquisa se baseia em Lingüística de Corpus. Como suporte pedagógico utilizamos Task Based Learning. Dois corpora foram empregados na pesquisa: o corpus de estudo, que é composto por textos de RPGs Digitais, totaliza mais de 600 palavras, e o de referência, o Contemporary Corpus of American English (COCA), com mais de 360 milhões de palavras, foi usado como auxiliar na elaboração do material didático. Foram propostas as seguintes questões de pesquisa: (1) Quais são os verbos mais freqüentes no corpus de estudo? (2) Quais padrões léxico-gramaticais são típicos no gênero RPG Digitais? (3) De que forma é possível aplicar os padrões encontrados nos textos na elaboração das atividades baseadas em tarefas? Os resultados mostraram diversos padrões léxicogramaticais que caracterizam os jogos e que podem ser úteis no aprendizado de inglês como língua estrangeira, na escola pública, em vários níveis

Page generated in 0.0251 seconds