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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.
161

Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training

Jones, Jason M. 09 1900 (has links)
Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level. The scope of this study examined the collective and leader tasks that are required for successful execution of Infantry squad missions (using the Army Training and Evaluation Plan ARTEP 7-8 Drill), and how those tasks could be trained with the use of commercial off-the-shelf multiplayer gaming software. The end-state of this research study is to provide initial analysis on what collective skills games can be used to train at the Infantry squad level, and develop a training model recommendation for the integration of this tool into existing unit plans.
162

Datorspelande som bildning och kultur : en hermeneutisk studie av datorspelande

Falkner, Carin January 2007 (has links)
The aim of the dissertation is to understand the playing of computer games based on its own conditions, and questions are asked such as what is the meaning constructed around playing and themselves as players, what is the social construction of playing and how can playing computer games be understood from the perspective of youth culture? A basic interest in the thesis is to contribute to the understanding of Bildung in an informal context outside the institutions, activities and genres that traditionally stand for Bildung. The empirical investigation that forms the basis of this thesis i in the form of presence at various LANs and interviews with players. The research perspective includes a hermeneutic point of departure and playing computer games is interpreted and understood from three perspectives: playing computer games as a meaning of Bildung (play and mimesis), as social meaning (friendship and community) and as cultural (style). The results demonstrates that playing computer games is something the player does to relax, to have fun and it makes the time that passes meaningful. For dedicated players, playing computer games is a longing for community. To be a member of a community provides the opportunity to become someone in relation to the others. To participate in the community of players is a way to achieve understanding about how one is expected to behave in a larger community, that is to say society. The players are not much interested in clothes and fashion. Alcohol and other drugs are disapproved. Not stealing from others in the LAN, helping each other and sharing both knowledge and material things are also ways of expressing style. Playing computergames is Bildung and the experiences and insights wich playing can provide should have a place in a vision regarding Bildung in our time. The teachers and the school should make use of the free-time experiences that young people take with them to school.
163

Intrinsic and Extrinsic Adaptation in a Simulated Combat Environment

Dombrowsky, Steven P. (Steven Paul) 05 1900 (has links)
Genetic algorithm and artificial life techniques are applied to the development of challenging and interesting opponents in a combat-based computer game. Computer simulations are carried out against an idealized human player to gather data on the effectiveness of the computer generated opponents.
164

Počátky české a slovenské digitální narativity: historie textových počítačových her v Československu / Origins of the Czech and Slovak Digital Narrativity: The History of Text Computer Games in Czechoslovakia

Šidlichovský, Pavel January 2012 (has links)
The present diploma work describes the early development of digital narrative on the territory of the former Czechoslovakia in the 80's and at the beginning of the 90's of the 20th century. In that period, the text adventure game production and use were influenced by the socio-cultural and economic environment in the east-European Communist bloc, and by its following transformation into a democratic system with market economy. That brought about unique approaches to the computer game development and playing, and it also led to a formation of a cultural phenomenon of digital text games connected with the context of that time. The text deals with a brief historic development of digital game playing in the world, and a general situation in the information technologies on the territory of the former Czechoslovakia including direct participants' selected opinions. Within the framework of the present work, basic theoretical approaches have been presented, examining the adventure games genre, and especially their narrative part and the principles of intertextuality. The latter have been described using the examples of the respective Czechoslovak game production.
165

Počítačové hry v kontextu sociokulturního prostředí rodiny a genderu / Computer games in the context of socio-cultural environment of the family and gender

Mayerová, Kateřina January 2013 (has links)
Main purpose of this thesis is to pursue the question whether it is possible to find differences (and if so, which) in attitudes towards computer (or rather digital) games resulting from various family socio-cultural backgrounds and gender. In order to explore this, the thesis analyzes selected gaming behaviors along with the socio-cultural environment and gender stereotypes shaping the gamers. The research study focuses mainly on gamers' preference in choosing the game type, reflection of their approach and ways of dealing with this phenomenon exhibited by their parents. This thesis does not aim to state any general theory; it is rather attempting to offer specific insight into this issue. Keywords: digital games, computer games, games' classification, computer games entertainment, parental attitudes towards gaming, family socio-cultural standard, gender stereotypes, computer games usefulness/ harmfulness in its consumers, virtual communication in computer games.
166

Etické aspekty interakce: kvalitativní studie recepce počítačové hry Mass Effect 2 coby systému morálních rozhodnutí / Ethical aspects of interaction: Qualitative Study of Reception of Computer Game Mass Effect 2 as a System of Moral Decisions

Kořínek, Jakub January 2013 (has links)
This thesis is focused on ethical aspects of interaction between players and virtual computer game worlds, specifically on reception of situations where player faces possibility or necessity to make a moral choice that influences the future development of the game. The goal of this thesis is to find out how seriously players approach these decisions, whether they take their impact on the game world into account, what criteria they apply when deciding and what other influences affect their decisions. Another related theme is identification with the game avatar and its influence on moral decisions. This work is based on qualitative research realized with a group of five players of computer game Mass Effect 2. During the research they answered questions regarding their decisions in particular situations as well as their general approach to decisions in the game. The research is based on recent works on the related topics of game studies. Outcomes of the research are analysed by the grounded theory method. Using its procedures the answers are decomposed into basic concepts which are then put together again in mutual context. As a conclusion of the thesis the grounded theory formulated based on these analytical procedures is presented. Future thematically related research areas are also suggested.
167

Investigating the value of a computer game as introduction to piano learning for developing sight-reading skills in beginner piano students

Myburgh, Ilse 26 April 2013 (has links)
Thesis (M.Mus.)--University of the Witwatersrand, Faculty of Humanities, School of Music, 2012 / This exploratory research project investigated the multifarious effects of incorporating computer music software in the form of a computer game into beginner piano lessons. The design and implementation of an animated computer game, designed by the researcher for the purpose of the study was used to assist young beginner pianists master the layout of the piano keyboard in relation to a score with basic music notation. A detailed description of the game is included. Contributing elements central to knowing, understanding and applying the layout of the piano keyboard when sight-reading were also investigated. A pilot study which formed the basis and point of departure for the study is discussed in detail; the findings of which conclude the report. The results of a case study conducted on two control and experiment groups aged three to six, which involved the use of the specially designed computer game to teach beginner piano students the keyboard layout and introductory notation in the form of an interactive story, is recorded. Through narrative enquiry, a series of interviews with world renowned pianists and piano teachers on the value and importance of sight-reading is expounded. The researcher’s personal reflections on the entire project as well as her own personal philosophy with regard to basic piano tuition, the continued enculturation and propagation of new beginners and sight-teaching are included
168

Dataspel som ett lugnande medel : En kvalitativ studie om unga vuxna mäns upplevelser kring dataspel och dess effekter på hälsan. Akademin för häls

Fatah, Nergiz January 2019 (has links)
Studien syftar på att belysa hur dataspel påverkar unga vuxna mäns beteende samt vilka för-och nackdelar det har på hälsan. Det kommer oftast upp negativa reaktioner på dataspel och dess effekter på hälsan. Forskning visar att våldsamma spel påverkar beteendet negativt och att det leder till ett aggressivt beteende. Det är sällan positiva aspekter som tas upp i studier av dataspel och mindre forskning om unga vuxna mäns upplevelser av dataspel. Målinriktat urval valdes i studien då sex unga vuxna män från Västerås ansågs vara relevant som målgrupp för att ta reda på för- och nackdelar med dataspel samt hur de upplever påverkar deras hälsa. Studien grundar sig på en kvalitativ metod där datainsamlingen skedde genom semistrukturerade intervjuer som utformning. Intervjuerna analyserades genom en manifest innehållsanalys. Resultatet visar på att utredarna upplevde att dataspel har både negativa och positiva konsekvenser beroende på varför man spelar. Dataspel enligt utredarna i studien är avkopplande och lugnande men det kan påverka kroppen kortsiktigt. Slutsatserna är att dataspel påverkar unga vuxna män mer positivt än negativt när det gäller psykosociala faktorer men mindre positivt för fysiska konsekvenser. Detta beror på att vuxna har mer kontroll och mera kunskaper för att balansera både det dagliga livet och sin hälsa. / The study aims to demonstrate how computer games affect young men adults behaviour and the pros and cons of health. There are usually negative reactions to computer games from others and its effects on health. Research shows that violent games adversely affect behaviour and it is believed that it can lead to aggressive behaviour. There are rarely any positive aspects addressed in studies of computer games and less research on young adult men's experiences of computer games. Targeted selection was chosen in the study as six young adult men from Västerås were considered relevant as a target group to find out the pros and cons of computer games and how they experience their health being affected. The study is based on a qualitative method in which the data collection took place through semi-structured interviews as a design. The interviews were analysed through a manifest content analysis. The result shows that the investigators experienced that computer games have both negative and positive consequences depending on the reason they play. Computer games according to the investigators in the study are shown to be relaxing and calming but however, can affect the body in the short term. The conclusions is that computer games affect young men more positively than negatively when it comes to psychosocial factors but less positive for physical consequences and outcomes. This is because adults have more control and more knowledge to balance both daily life and their health.
169

Ljud och flow : En studie på hur ljud kan påverka flow i spel / Sound and flow : A study on how sound affects flow in games

Tornell, Christoffer January 2019 (has links)
Den här studien fokuserade på begreppet flow och hur detta tillstånd påverkas av två olika sorters ljudläggnigar. Flow är i studiens sammanhang en kondition som spelaren befinner sig i när den är bekant med spelets mekaniker och är medveten om dess mål och hinder. Genom att ta in information med hjälp av olika medel som exempelvis ljudeffekter och animationer kan spelaren göra snabba och reaktiva beslut. Tidigare forskning visade hur många audivitva källor av immersion påverkar flow negativt, som exempelvis ambienser. Samtidigt visade forskning hur en spelare som befinner sig i ett tillstånd av immersion lättare kommer in i ett ’flow’-tillstånd. För att förstå denna relation mellan flow och immersion, samt hur ljud kan påverka dessa tillstånd skapades ett enkelt ’first-person shooter’ spel med två olika ljudläggningar. Genom insamlad data kunde man se hur ljudläggningarna påverkade spelarens flow mycket annorlunda.
170

Comparação e classificação de técnicas de estereoscopia para realidade aumentada e jogos. / Comparison and classification of stereoscopy techniques for augmented reality and games.

Tomoyose, Alexandre Nascimento 29 June 2010 (has links)
A estereoscopia é a área do conhecimento que aborda a visão em três dimensões, mas se limita, por definição, apenas às técnicas que possibilitam a reconstituição de uma cena tridimensional observada através de pelo menos dois pontos de vista distintos, que no caso dos seres humanos é a cena reconstituída no cérebro a partir das imagens obtidas pelos olhos. Inicialmente, o presente trabalho consolida os principais conceitos e técnicas desta área abrangente, para em seguida propor formas de análise, comparação e classificação de técnicas de estereoscopia através de conceitos teóricos e métricas qualitativas e quantitativas. Complementando esta proposta, com base na revisão da literatura e nos resultados experimentais, a pesquisa busca avaliar vantagens e desvantagens entre as técnicas estereoscópicas e na estereoscopia como um todo, para alimentar discussões, tendências e desafios encontrados na aplicação da estereoscopia a sistemas de Realidade Aumentada (RA), em particular sistemas de tele-presença com vídeo-avatar, e na área de jogos. / Stereoscopy is the area of knowledge that addresses three dimensional vision, but its restricted to, by definition, the techniques that allows the reconstruction of a three dimensional scene observed from two different points of view at least, in the case of human beings it is the scene reconstructed in the brain from the images obtained by the eyes. Initially, the present work consolidates the main concepts and techniques of this extended area, considering, after that, ways of analysis, comparison and classification of stereoscopy techniques through qualitative and quantitative metrics and theorical data. Additionally, based on literature review and in experimental results, the research try\'s to evaluate advantages and disadvantages between stereoscopy techniques and in stereoscopy as a whole, to stimulate discussion, trends and challenges found when merging stereoscopy to Augmented Reality (AR) systems, in particular tele-presence systems with video-avatar, and computer games.

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