• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 34
  • 26
  • 22
  • 4
  • 4
  • 3
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 109
  • 109
  • 24
  • 24
  • 17
  • 16
  • 15
  • 15
  • 12
  • 12
  • 11
  • 10
  • 10
  • 10
  • 10
  • 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.
101

Återbruk och återgivning : Om att finna det nya i det gamla och det imaginära ur det materiella

Hillborg, Linus January 2021 (has links)
Detta arbete består av ett antal verk skapade med olika återbrukade teknologier och de kompositionsmetoder som uppstår till följd av deras begränsningar, samt en text som behandlar verken utifrån några definitioner av mediearkeologisk konstnärlig praktik som föreslagits av medieteoretikern Jussi Parikka. Verken – Orphan Works, Magelungsverket och Temporal Canons: No. 1 - 3 – utgör den konstnärliga delen av arbetet. Texten tar även upp tankar om bl.a. mitt eget användande av teknik och betydelsen det haft för mitt skapande, att finna det suggestiva genom att utforska det materiella i skapandet, sociala och ekologiska aspekter av automatisering och moderna musikteknologier, olika nivåer av återbruk i konstnärligt syfte, alternativa historier och imaginära medier, konstverks livslängd under snabb teknikutveckling samt ljudåtergivning i relation till dessa.
102

Vliv herních mechanismů na uživatelskou zkušenost / Influence of games mechanisms on user experience

Kracík, Radim January 2011 (has links)
The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the example of a specific game using the concept of game design patterns. Part of the work deals with the introduction of this concept. Furthermore, the work deals with the general theories of games, models of classification and history of computer games. Part of the work is a description of the author's practical experience in creating games as a school project.
103

Deriving Operational Principles for the Design of Engaging Learning Experiences

Swan, Richard Heywood 18 July 2008 (has links) (PDF)
The issue of learner engagement is an important question for education and for instructional design. It is acknowledged that computer games in general are engaging. Thus, one possible solution to learner engagement is to integrate computer games into education; however, the literature indicates that pedagogical, logistical and political barriers remain. Another possible solution is to derive principles for the design of engaging experiences from a critical examination of computer game design. One possible application of the derived design principles is that instruction may be designed to be inherently more engaging. The purpose of this dissertation was to look for operational principles underlying the design of computer games in order to better understand the design of engaging experiences. Core design components and associated operational principles for the design of engaging experiences were identified. Selected computer games were analyzed to demonstrate that these components and principles were present in the design of successful computer games. Selected instructional units were analyzed to show evidence that these operational principles could be applied to the design of instruction. An instructional design theory—called Challenge-driven Instructional Design—and design considerations for the theory were proposed. Finally, suggestions were made for continued development and research of the instructional design theory.
104

Технологии использования развивающего потенциала видеоигр для профилактики игрового расстройства молодежи Российской Федерации : магистерская диссертация / Technology the use of development potential of video games to prevent gaming disorder young people of the Russian Federation

Голяк, А. А., Goliak, A. A. January 2019 (has links)
В данном исследовании рассмотрены проблемы использования видеоигр современным обществом, а именно проблема регулирования игрового поведения молодежи. Цель исследования: разработка технологии регулирования игрового поведения молодежи на законодательном, институциональном, аппаратном и образовательном уровнях, а также в социальной сфере. В работе были использованы следующие методы исследования: статистический анализ, контент-анализ, эмпирический анализ, вторичный анализ, обобщение, систематизация, классификация. Результаты теоретических и практических исследований отражены в таблицах, рисунках (диаграммах), в приложениях. В приложении приведена разработанная типология жанров с описанием специфики жанра и таблицы, отражающие статистические данные исследования. Материалы ВКР носят выраженный практический характер и могут быть использованы при разработке лекционного курса «Профилактика игрового расстройства», при написании учебно-методических пособий. Материалы диссертации были апробированы на Международной молодежной научно-исследовательской конференции «Инновационный потенциал молодежи: социальная, экологическая и экономическая устойчивость», научно-практической конференции «Максимовские чтения», I Международной научно-практической конференции «Наука нового поколения: конвергенция знаний, технологий, общества». / This study addresses the problems of the use of video games by modern society, namely the problem of regulating the gaming behavior of young people. The purpose of the research: the development of technology to regulate the gaming behavior of young people at the legislative, institutional, apparatus and educational levels, as well as in the social sphere. The following research methods were used in this work: statistical analysis, content analysis, empirical analysis, secondary analysis, synthesis, systematization, classification. The results of theoretical and practical research are shown in tables, figures (diagrams), in applications. The appendix contains the developed typology of genres with a description of the specifics of the genre and a table reflecting the statistical data of the study. The thesis materials are of a pronounced practical nature and can be used in the process of development of a lecture course «Gaming disorder prevention» and teaching aids. The dissertation materials were approved at the International Youth Research Conference «Innovative potential of young people: social, environmental and economic sustainability», Scientific-practical Conference «Maximovskie chtenia», I International Scientific-practical Conference «Science of a new generation: the convergence of knowledge, technology, society».
105

Validation of the recognition-primed decision model and the roles of common-sense strategies in an adversarial environment

Soh, Boon Kee 24 April 2007 (has links)
This dissertation set out to understand the decision processes used by decision makers in adversarial environment by setting up an adversarial decision making microworld, as an experimental platform, using a real time strategy (RTS) game called Rise of Nations (RON). The specific objectives of this dissertation were: 1.Contribute to the validation of recognition-primed decision (RPD) model in a simulated adversarial environment; 2.Explore the roles of common-sense strategies in decision making in the adversarial environment; and 3.Test the effectiveness of training recommendations based on the RPD model. Three related experimental studies were setup to investigate each of the objectives. Study 1 found that RPD model was partly valid where RPD processes were prevalently used but other decision processes were also important in an adversarial environment. A new decision model (ConPAD model) was proposed to capture the nature of decision making in the adversarial environment. It was also found that cognitive abilities might have some effects on the types of decision processes used by the decision makers. Study 2 found that common-sense strategies were prevalent in the adversarial environment where the participants were able to use all but one of the warfare related strategies extracted from literature without teaching them. The strategy familiarization training was not found to significantly improve decision making but showed that common-sense strategies were prevalent and simple familiarization training was not sufficient to produce differences in strategy usage and performances from the novice participants. Study 3 also found that RPD based training (cue-recognition and decision skill training) were not significant in producing better performance although subjective feedback found such training to be useful. However, the participants with RPD based training conditions were able to perform on the same level as the expert participants bridging the gap between novices and experts. Based on the findings, it was recommended that decision training should involve not just RPD based training, but comparisons of attributes as well. A more interactive training combining common-sense strategies, cue-recognition and decision skill training might be more useful. More theoretical experimentation would be required to validate the new decision model proposed in this dissertation. / Ph. D.
106

From Structured Guidance to Self-Directed Play : Applying Self-Determination Theory in Game Design

Yuheng, Liang January 2024 (has links)
This thesis investigates the use of scaffolding techniques in video game design to increase player engagement and satisfy psychological needs as defined by self-determination theory (SDT). It focuses on how games use scaffolding mechanisms to improve player autonomy, competence, and relatedness—the three fundamental needs proposed by SDT as ways to promote intrinsic motivation. The study also examines self-scaffolding strategies employed by players, exploring how they independently leverage game features to meet their psychological needs. Through case studies on games including Hearthstone, Magic: the Gathering Arena, and Path of Exile, the research analyzes the application of scaffolding and self-scaffolding using formal analysis of game tutorials and systems, as well as discourse analysis of player and specialist discussions about these aspects. The findings indicate that Hearthstone's tutorial, which effectively uses scaffolding, is well received by players, while the scaffolding in Magic: the Gathering Arena is not as effective. Path of Exile's complex skill tree promotes self-scaffolding, highlighting the importance of self-directed learning in intricate game environments. The study concludes that effective scaffolding design is essential for onboarding players, but tutorials should be skippable to accommodate experienced players. At the same time, games should provide sufficient structure to guide player learning while allowing freedom for exploration, innovation, and self-directed learning.
107

Spatial Mapping in virtuellen Umgebungen: Der Einfluss von Stereoskopie und Natural Mapping auf die User Experience

Pietschmann, Daniel 17 July 2014 (has links)
Die vorliegende Arbeit untersucht die Auswirkung von reichhaltigen, natürlichen Eingabe- und Ausgabeinformationen in virtuellen Umgebungen in Form von Natural Mapping und Stereoskopie. Dabei steht insbesondere die Kombination der Ein- und Ausgabemodalitäten mit dem damit verbundenen Interaktionsgegenstand im Fokus. Auf Basis von mentalen Modellen werden Transferprozesse von Wissen und Fertigkeiten bezüglich realer Handlungen auf virtuelle Handlungen angenommen. Diese resultieren in einer potenziell höheren User Experience und Performance bei der Interaktion. Spatial Mapping wird als Konzept der räumlichen Übereinstimmung von Wahrnehmungsräumen der Ein- und Ausgabeinformationen eingeführt und damit als holistische Erweiterung von Natural Mapping verstanden. Spatial Mapping bezeichnet in der vorliegenden Arbeit den Grad der Verknüpfung der physikalischen und virtuellen Umgebung, sodass Nutzer im Idealfall eine isomorphe Abbildung der beiden Wahrnehmungsräume erfahren und notwendige Transformationsprozesse für die Verarbeitung der virtuellen Umgebung minimiert werden können. Im Resultat stehen mehr kognitive Ressourcen für andere Inhalte zur Verfügung. Auf Basis des Spatial-Mapping-Ansatzes wurde ein Pfadmodell konstruiert, das experimentell überprüft wurde. In zwei Experimenten wurden Effekte von Natural Mapping und Stereoskopie in Szenarien mit hohem Spatial Mapping untersucht. Das erste Experiment nutzte dafür ein kommerzielles Computerspiel, bei dem Spatial Mapping für die Interaktion nicht handlungsrelevant war. Beim zweiten Experiment kam ein Virtual-Reality-Simulator zum Einsatz, bei dessen Aufgabenstellung Nutzer vom hohen Spatial Mapping deutlich profitieren konnten. Meist wird Stereoskopie auf existierende mediale Inhalte angewendet, ohne die Inhalte entsprechend darauf anzupassen. Diese Vorgehensweise lässt sich sowohl bei kommerziellen Computerspielen als auch in der Filmindustrie beobachten. Die Experimente zeigen, dass Stereoskopie keinen Einfluss auf UX und Performance hat, wenn das verfügbare Spatial Mapping für den Interaktionsgegenstand nicht handlungsrelevant ist. Die Arbeit diskutiert den Einsatz von Stereoskopie und Natural Mapping in Abhängigkeit des verwendeten Interaktionsgegenstandes und liefert damit einen Erklärungsansatz, der Eingabe- und Ausgabemodalitäten kombiniert betrachtet.:1. Einführung: Spatial Mapping in virtuellen Umgebungen 2. User Experience und Zustände fokussierter Aufmerksamkeit 3. Two Step Process Model of Spatial Presence Formation 4. Stereoskopie in virtuellen Umgebungen 5. Natural Mapping in virtuellen Umgebungen 6. Spatial Mapping von Wahrnehmungsräumen 7. Experiment 1: Spatial Mapping bei niedriger Task Adequacy 8. Experiment 2: Spatial Mapping bei hoher Task Adequacy 9. Fazit und Ausblick
108

A Hypnotic Digital Artefact

Cederlund, Micaela January 2023 (has links)
This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. With a case study analysing the game Cultist Simulator, this essay observes applications from this essay’s frameworks: NLP, Procedural Rhetorics, Flow, Trance, and Ericksonian Hypnosis. The case study serves to demonstrate how a larger scale reflection of intrinsic cross over points between hypnosis and the video game medium may take place within state-of-the-art discourse. This essay fulfils its design-aid purpose by charting factors that can be put in place to facilitate a trance and a hypnosis in a game, in a design table summarising design methods discussed. The means that may put a player’s mind in abeyance are posited here regarding how this may influence the game experience, including induction techniques, where suggestions are provided in how these might translate to a game format. Through its frameworks and case study, hypnotic content generation is put in focus, where this essay finds that games utilising metaphors and depicting inner spaces carry significance in this pursuit. It also finds that mirroring communication of the unconscious, such as adhering to rules of a dream state, and acknowledging the unconscious’ uses and capacities, has potential in this pursuit. Importantly, the essay includes a discussion on Cultist Simulator’s decadent aesthetics and its role in leading a player towards an alternate state of consciousness.
109

Zwischen Interaktion und Narration: / ein Kontinuumsmodell zur Analyse hybrider digitaler Spiele. Modellbildung – Funktionalisierung – Fallbeispiel (The Legend of Zelda: Ocarina of Time). / Between Interaction and Narration: / A Continuum Model for the Analysis of Hybrid Digital Games. Model Design – Functionalisation – Typical Example.

Matuszkiewicz, Kai 06 July 2017 (has links)
No description available.

Page generated in 0.0446 seconds