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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.
231

Identity in the millennium software, meaning and African-American girls' identity /

Black, Ella M. Shawntain, January 2004 (has links)
Thesis (Ph. D.)--Ohio State University, 2004. / Title from first page of PDF file. Document formatted into pages; contains x, 189 p.; also includes graphics Includes bibliographical references (p. 180-189). Available online via OhioLINK's ETD Center
232

An experimental study of the game of Nim

Maslar, David. Wang, X. H. Tsoi, Allanus Hak-Man, January 2009 (has links)
The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Title from PDF of title page (University of Missouri--Columbia, viewed on March 23, 2010). Thesis advisors: Dr. X. H. Wang and Dr. Allanus Tsoi. Includes bibliographical references.
233

Exploring the use of a commercial game engine for the development of educational software

Alafaireet, Hussain, January 2009 (has links) (PDF)
Thesis (M.S.)--Missouri University of Science and Technology, 2009. / Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
234

L337 soccer moms conceptions of "hardcore" and "casual" in the digital games medium /

Boyer, Steven Andrew. January 2009 (has links)
Thesis (M.A.)--Georgia State University, 2009. / Title from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
235

Accuracy and fairness in dead reckoning based distributed multiplayer games

Banavar, Hemant. Aggarwal, Sudhir. January 2005 (has links)
Thesis (M.S.)--Florida State University, 2005. / Advisor: Dr. Sudhir Aggarwal, Florida State University, College of Arts and Sciences, Dept. of Computer Science. Title and description from dissertation home page (viewed Sept. 22, 2005). Document formatted into pages; contains xi, 115 pages. Includes bibliographical references.
236

Design and measurement of a real-time peer-to-peer game /

Simonsen, Michael D., January 2006 (has links) (PDF)
Thesis (M.S.)--Brigham Young University. Dept. of Computer Science, 2006. / Includes bibliographical references (p. 67-70).
237

Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening

Janssen, Michael January 2008 (has links)
<p>Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening.</p><p>I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna text ska jag även förklara hur precautionstridsystemet fungerar med alla matematiska beräkningar för att sedan beskriva mitt verk som praktiskt resultat av arbetet. I slutet av rapporten inleder jag med en diskussion där mitt arbete sammanfattas och problem behandlas som uppstått vid arbetets gång. Texten beskriver i sin helhet hur man kan gå tillväga för att balansera ett spelsystem såsom Dreamlords precautionstridsystem. Som resultat av mitt arbete kan betraktas mitt balanseringsverktyg och denna reflekterande text som förhoppningsvis kommer att inspirera läsaren och flera andra personer som är intresserad av att balansera dataspel.</p>
238

Using a game template as a multimedia-based cognitive tool to facilitate novices' conceptual understanding of object-oriented programming

Yuen, Timothy Tung-Ming, January 1900 (has links)
Thesis (Ph. D.)--University of Texas at Austin, 2008. / Vita. Includes bibliographical references.
239

Ηλεκτρονικά παιχνίδια στην εκπαίδευση : ανάπτυξη μαθησιακής εμπειρίας με χρήση του εικονικού κόσμου Second life και αξιολόγησή της

Χατζηαλεξιάδου, Μερόπη 08 May 2012 (has links)
Σκοπός της παρούσας εργασίας είναι η αξιοποίηση ενός σοβαρού ηλεκτρονικού παιχνιδιού στη διδακτική πράξη και η διερεύνηση των επιδράσεών του στις επιδόσεις των φοιτητών. Για την αξιολόγηση των παραπάνω σχεδιάστηκε μια online εκπαιδευτική δραστηριότητα, διάρκειας 3 εβδομάδων, σε ειδικά διαμορφωμένο εκπαιδευτικό χώρο, στον εικονικό κόσμο του Second Life. Στην έρευνα συμμετείχαν 222 φοιτητές του Τ.Ε.Ε.Α.Π.Η. Πατρών, που παρακολουθούσαν το υποχρεωτικό μάθημα πρώτου εξαμήνου: ‘Εισαγωγή στις ΤΠΕ’. Αν και όλοι οι φοιτητές συμμετείχαν στις δραστηριότητές, το τελικό δείγμα είναι 174 άτομα, καθώς οι υπόλοιποι δεν ολοκλήρωσαν τη διαδικασία Τα αποτελέσματα της έρευνας δείχνουν πως η χρήση του εικονικού περιβάλλοντος Second Life μπορεί να επιφέρει θετικά αποτελέσματα στη μαθησιακή διαδικασία και μπορεί να ανταποκριθεί τόσο στις απαιτήσεις των εκπαιδευτικών, όσο και τον εκπαιδευομένων. Με την ολοκλήρωση και αξιολόγηση της εκπαιδευτικής δραστηριότητας διαπιστώθηκε αύξηση στη μέση επίδοση των συμμετεχόντων και στις δύο θεματικές ενότητες που διερευνήθηκαν. Επιπλέον, η επίδοσή τους δε φαίνεται να επηρεάζεται από εξωτερικούς παράγοντες, όπως η κατεύθυνση που ακολούθησαν στο Λύκειο, η συχνότητα χρήσης ηλεκτρονικού υπολογιστή και διαδικτύου, ή η συχνότητα ενασχόλησης με ηλεκτρονικά παιχνίδια ή παιχνίδια εικονικής πραγματικότητας. / The aim of this study is the exploitation of a serious computer game in the instructive practice and the investigation of its effects on student performance. For this reason an educational space was designed in Second Life, a popular online virtual world. The educational space was active for a period of three weeks and available to 222 students of the University of Patras. The students attended the compulsory first semester course «Introduction to ICT» and had to use the online educational environment in order to perform activities in the frame of a compulsory/ mandatory course project. The final sample size though is 174, which is the number of the students who managed to successfully complete the activity. The results show that the utilization of the virtual environment Second Life can have a positive effect in the learning process and can address both the requirements of teachers and those of learners. After the completion and evaluation of the educational activity an increase was observed in the average performance of participants in the two topics that were investigated. Moreover, their performance does not seem to be influenced by factors such as the specific courses they chose in secondary level education, the frequency of computer and internet use, the level of engagement with computer games or virtual reality games.
240

Inverse Kinematics påverkan på spelupplevelsen : Hur miljön kan användas tillsammans med Inverse Kinematics för att förbättra animationer inom spel / Inverse Kinematics impact on the player's experience : How the environment can be used together with Inverse Kinematics to improve animations in games

Nilsson, Oliver January 2018 (has links)
Denna studie har undersökt huruvida Inverse Kinematics kan användas tillsammans med spelets miljö för att förbättra en karaktärs animationer och rörelse. Artiklarna som diskuteras i arbetet har använts som inspiration för att skapa artefakterna som använts i undersökningen. En kvantitativ undersökning genomfördes där deltagarna fick spela igenom två demoversioner, en med Inverse Kinematics kombinerat med animationer och en utan. Sedan fick deltagarna svara på en enkät om hur de upplevde spelkaraktärens rörelser. Utifrån svaren i undersökningen kunde slutsatsen dras att skillnaderna i animationerna knappt var märkbara då spelarna fokuserade på andra saker i spelet. Med hjälp av en större mer utförlig undersökning skulle arbetet i framtiden kunna användas inom spelbranschen för att förbättra animationer.

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