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A case study in object-oriented development : code reuse for two computer games /Scott, Roger E. January 1992 (has links)
Report (M.S.)--Virginia Polytechnic Institute and State University. M.S. 1992. / Abstract. Includes bibliographical references (leaf 25). Also available via the Internet.
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Improving and extending behavioral animation through machine learning /Dinerstein, Jonathan Jeremiah. January 2005 (has links) (PDF)
Thesis(Ph. D.)--Brigham Young University. Dept. of Computer Science, 2005. / Includes bibliographical references (p. 187-196).
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Relating cognitive models of computer games to user evaluations of entertainmentPiselli, Paolo M. January 2006 (has links)
Thesis (M.S.)--Worcester Polytechnic Institute. / Keywords: interactive entertainment, computer games, human-computer interaction, cognitive models, enjoyment. Includes bibliographical references. (leaves 40-41).
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What do we learn when we change the way we play? : augmenting the computer gameplay experience /Bojin, Nis André. January 2005 (has links)
Thesis (M.A.)--York University, 2005. Graduate Programme in Communication and Culture. / Typescript. Includes bibliographical references (leaves 98-103). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url%5Fver=Z39.88-2004&res%5Fdat=xri:pqdiss &rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR11755
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Evolving visibly intelligent behavior for embedded game agentsBryant, Bobby Don, January 1900 (has links) (PDF)
Thesis (Ph. D.)--University of Texas at Austin, 2006. / Vita. Includes bibliographical references.
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Interactive media : an analysis of children's computer and video game use /Scantlin, Ronda Mae, January 1999 (has links)
Thesis (Ph. D.)--University of Texas at Austin, 1999. / Vita. Includes bibliographical references (leaves 153-165). Available also in a digital version from Dissertation Abstracts.
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Swedish Primary Teachers' Attitudes towards Integrating Gaming in the EFL Classroom / Svenska lärares tankar och attityder till att integrera spel i Engelska undervisning i årskurs 4-6Sandin, Ida January 2015 (has links)
A current topic in Swedish schools is the use of computer games and gaming. One reason is because computers are becoming more and more integrated into the schools, and the technology plays a large role in the everyday lives of the pupils. Since teachers should integrate pupils’ interests in the formal teaching, it is of interest to know what attitudes teachers have towards gaming. Therefore the aim of this empirical study is to gain an insight into the attitudes Swedish primary teachers have towards online and offline computer games in the EFL classroom. An additional aim is to investigate to what extent teachers use games. Five interviews were conducted with teachers in different Swedish schools in a small to medium-sized municipality. After the interviews were transcribed, the results were analyzed and discussed in relation to relevant research and the sociocultural theory. The results show that teachers are positive towards games and gaming, mostly because gaming often contains interaction with others and learning from peers is a main component in sociocultural theory. However, only one out of the five participants had at some point used games. The conclusion is that teachers are unsure about how to use games in their teaching and that training and courses in this area would be valuable. More research is needed within this area, and it would be of value to investigate what suggested courses would contain and also to investigate exactly how games can be used in teaching.
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Improving Computer Game Bots' behavior using Q-LearningPatel, Purvag 01 December 2009 (has links)
In modern computer video games, the quality of artificial characters plays a prominent role in the success of the game in the market. The aim of intelligent techniques, termed game AI, used in these games is to provide an interesting and challenging game play to a game player. Being highly sophisticated, these games present game developers with similar kind of requirements and challenges as faced by academic AI community. The game companies claim to use sophisticated game AI to model artificial characters such as computer game bots, intelligent realistic AI agents. However, these bots work via simple routines pre-programmed to suit the game map, game rules, game type, and other parameters unique to each game. Mostly, illusive intelligent behaviors are programmed using simple conditional statements and are hard-coded in the bots' logic. Moreover, a game programmer has to spend considerable time configuring crisp inputs for these conditional statements. Therefore, we realize a need for machine learning techniques to dynamically improve bots' behavior and save precious computer programmers' man-hours. So, we selected Q-learning, a reinforcement learning technique, to evolve dynamic intelligent bots, as it is a simple, efficient, and online learning algorithm. Machine learning techniques such as reinforcement learning are know to be intractable if they use a detailed model of the world, and also requires tuning of various parameters to give satisfactory performance. Therefore, for this research we opt to examine Q-learning for evolving a few basic behaviors viz. learning to fight, and planting the bomb for computer game bots. Furthermore, we experimented on how bots would use knowledge learned from abstract models to evolve its behavior in more detailed model of the world. Bots evolved using these techniques would become more pragmatic, believable and capable of showing human-like behavior. This will provide more realistic feel to the game and provide game programmers with an efficient learning technique for programming these bots.
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Hraní počítačových her jako specifický problém období dospívání / Playning computer games as a specific problem of adolescenceDOLEJŠÍ, Petr January 2007 (has links)
The aim of this dissertation is to analyse problem of computer gaming, the relationship of adolescents who play computer games and the role of computers in young peoples´ lives. The theoretical part of this dissertation is devoted to problem of computer gaming which is covered in the specialized literature. We can look into the positive and negative aspects of playing computer games. The practical part of this dissertation is focused on obtaining the information in spirit with the aim of the work. By suitable methods the research was conduct at the chosen primary schools and the data was collected and evaluated.
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A phenomenological study of problematic internet use with massively multiplayer online gamesBopp, Stacey-Lee January 2017 (has links)
Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s.
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