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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.
1

Hra typu nekonečný běh s dynamickou úpravou složitosti / Hra typu nekonečný běh s dynamickou úpravou složitosti

Kočur, Jan January 2021 (has links)
Endless runner (ER) is a game genre where the player controls a constantly running character. The player's enjoyment is closely tied to the difficulty of the game, which makes it an interesting platform for dynamic difficulty adjustment (DDA). DDA is a way of balancing game's difficulty by the use of computer-aided adjusting methods. First, we have developed an endless runner type of game using Unity and utilizing client-server architecture. Second, we have implemented a DDA system using player modeling and genetic algorithms. We have tested the validity of our approach on live users. We were able to adjust the game difficulty to increase player enjoyment and reduce player death rates in levels. This approach can be used in a production environment to improve players' enjoyment of endless runner games.
2

Dynamic Difficulty Adjustment & Procedural Content Generation in an Endless Runner

Vidman, Simon January 2018 (has links)
Games are irritating when they are too hard, and boring when they are too easy. Level Eight is a game development company which is, during this project, developing an endless runner. This thesis describes research and implementation of a dynamic difficulty adjustment system in Level Eights’ endless runner by considering several conditions of the player. This was accomplished with the help of the game environment by implementing procedural content generation and combine it with the dynamic difficulty adjustment system. / Spel är irriterande när de är för svåra, och tråkiga när de är för lätta. Level Eight är ett spelutvecklingsföretag som under detta projekt utvecklar ett ändlöst löparspel. Denna avhandling beskriver forskning och genomförande av ett dynamiskt svårighets justeringssystem i Level Eights ändlöst löparspel genom att överväga flera villkor för spelaren. Detta uppnåddes med hjälp av spelmiljön genom att implementera procedurell innehållsgenerering och kombinera den med det dynamiska svårighets justering systemet.
3

Effekter av dynamisk leveldesign : Baserat på Multiplayer Dynamic Difficulty Adjustment / Effects of Dynamic Leveldesign : Based upon Multiplayer Dynamic Difficulty Adjustment

Andersson, Filip January 2017 (has links)
I denna studie har effekterna av en dynamisk leveldesign undersökts som baserat sig på konceptet Multiplayer Difficulty Adjustment. Konceptet baseras på flera olika källor men handlar igrunden om att behålla spelare i Flow.Baldwin (2014)gjorde en undersökning där effekterna av en ändring till HP för den förlorande spelaren utvärderades. Till skillnad har denna studie ändrat på nivåns design för att undersöka dess effekter och eventuella likheter till Baldwin. Det gjordes med spelet CS: GO (2013) där en egengjord nivå skapades medett system som simulerade en dynamisk förändring i nivån.Med denna nivå utfördes studien med 24 deltagare där matchstatistik, kvantitativadata och kvalitativa intervjuer samlades in. Även om deltagarantalet var lågt, så kan man se tydliga indikationer på att systemet balanserar ut spelet för deltagarna. Man kan även dra slutsatsen från intervjuerna att deltagarna föredrarsystemet men att det enbart får inkluderas i ”casual” spellägen.
4

A Hybrid Difficulty Balancing Method on “Casual” Mobile Game

Chatzilias, Dimitris January 2015 (has links)
A new hybrid Video Game Difficulty Balancing method which stands in between the two traditional methods (Static and Dynamic) has been suggested in this project aiming to discreetly estimate the player’s difficulty preference and make the respective in-game adjustment. This method has been based on the hypothesis that the user’s difficulty preferences can be to some extent predicted by some of their in-game actions. A casual mobile game containing a User Testing part has been developed for this purpose and played by 56 participants. The extracted results offer some insights on various gamers’ demographic groups behaviors and some indications that the intended prediction is feasible.
5

Integrating touch screen tablets in early childhood education ? : inquiry and experimentation in a French kindergarten / Intégrer des tablettes tactiles dans l'éducation dès la petite enfance ? : enquête et expérimentation dans une école maternelle française

Liu, Chenchen 13 April 2018 (has links)
L'intégration des tablettes numériques à écran tactile dans l'éducation de la petite enfance est prometteuse, mais difficile. Les trois principaux acteurs impliqués dans cette intégration sont l'enfant, le parent et l'enseignant. Cette thèse porte sur la manipulation des tablettes par le jeune enfant, les attitudes des parents et l'acceptation de ces dispositifs par l'enseignante ou par l'enseignant, afin de répondre à la question de l'efficacité de l'intégration des tablettes à écran tactile dans l'éducation de la petite enfance. Dans la partie sur l'enfant, deux études ont été menées. La première étude explore les comportements de manipulation numérique des enfants sur des tablettes à écran tactile et a conclu que la difficulté technologique d'une application de jeu dans les tablettes importe plus que la difficulté du contenu. La deuxième étude porte sur l'efficacité de l'ajustement des difficultés d'adaptation dans l'apprentissage basé sur le jeu pour ce qui est de l'acquisition des habiletés cognitives et du plaisir de l'enfant. De plus, les résultats indiquent que la conception du jeu a des répercussions importantes sur la compréhension de l'enfant et la manipulation numérique, et que l'adaptation aux difficultés d'adaptation a eu une influence positive sur le rendement cognitif de l'enfant en littératie, en mathématiques de base et en dessin, alors qu'aucune différence significative n' a été constatée dans l'expérience de plaisir de l'enfant entre le groupe expérimental et le groupe témoin. Dans la partie parents et enseignants, basée sur les résultats de l'enquête et des entretiens, les parents ont une attitude positive à l'égard des tablettes à écran tactile intégrés dans l'éducation de la petite enfance et ils croient fermement que les tablettes peuvent améliorer l'apprentissage des enfants. Pour les enseignants, il a été constaté que l'âge est l'élément clé qui influe sur leur acceptation de l'utilisation des tablettes numériques dans leur pédagogie, et les enseignants s'attendaient à recevoir des instructions plus pratiques sur l'utilisation de ces outils. / Integrating touch screen tablets in early childhood education is promising but challenging. The main three subjects involved in this integration are child, parent and teacher. This dissertation investigated child manipulation, parent attitudes and teacher acceptance respective to answer the question of the effectiveness of integrating touch screen tablets in early childhood education. In the Child part, two studies were conducted. The first study explored child digital manipulation behaviors on a touch screen tablets and made a conclusion that technology difficulty in a game app in the tablets matters more than content difficulty. The second study investigated the effectiveness of the adaptive difficulty adjustment in game-based learning in child cognitive skills achievement and enjoyment experience. And the results indicated that the game design significantly impacts on child comprehension and digital manipulation and the adaptive difficulty adjustment positively influenced child cognitive skills achievement in literacy, basic mathematics and basic drawing while no significant difference was found in child enjoyment experience between the experiment and control group. In the Parent and Teacher part, based on the survey and interview results, parents hold positive attitude towards touch screen tablets integrated in early childhood education and they strongly believed the potential of tablets to improve children learning. For teachers, it was found that the age is the key element impacting their acceptance of using tablets in their pedagogy, and teachers expected more practical instruction of using tablet in their teaching.

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