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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

Effekten av game feel : Hur tillägget av ren game feel påverkar en spelares immersion, jämfört med tillägget av detaljerad grafik, i ett actionspel med kort utvecklingstid / The impact of game feel : The addition of pure game feel's impact on a player’s immersion in an action game with short development time compared to the addition of detailed graphics

Andersson, Kim January 2015 (has links)
Syftet med detta arbete är att jämföra effekterna av game feel och detaljerad grafik på en spelares immersion. Arbetet är riktat mot korta produktioner och har som mål att redovisa data som gör att spelutvecklare kan göra informerade val vid implementation av funktionalitet och grafik. Tre prototyper skapades för att mäta spelarnas immersion: en med abstrakt grafik, en med detaljerad grafik och en med game feel. Försökpersonernas upplevelse av prototyperna samlades in med hjälp av en webbbaserad enkät. Försökpersonernas svar visar inga säkra resultat men pekar på att försökspersonerna som spelade prototypen med game feel upplevde mest immersion.
2

Young people and organised outdoor activities : a study of opportunities in national parks

Houghton, Helen Lesley January 1998 (has links)
This thesis examines young people's opportunities to participate in organised outdoor activities. It is set within a context of changing leisure interests, a growth in private sector leisure provision, and increasing emphasis on consumer choice. It argues that whilst, in principle, there is widespread support for young people's participation in outdoor activities, in practice, opportunities are becoming increasingly limited. The study aims to examine the nature of outdoor facilities, to determine their use by young people, to identify changes occurring within the outdoor sector, and to consider the changes in relation to young people's access to the outdoors. The empirical research focuses~ on outdoor activity centres, in acknowledgement that the residential experience offered by such centres can contribute to the social and personal development of young people. It also focuses on the National Parks of England and Wales. These areas possess a wealth of natural resources suitable for a wide range of outdoor activities and, collectively, contain the highest number of outdoor centres in the UK. A combination of quantitative and qualitative methods of data collection, including a questionnaire survey of outdoor centres, interviews with centre operators, and a review of National Park policies, has been used to build up a picture of centre operations, visitor profiles, and the nature of outdoor programmes. The study findings suggest that a number of factors influence young people's opportunities to participate in outdoor activities. These include centre ownership, safety and educational reforms, planning and environmental policies, and young people's leisure behaviour. Recent years have seen a significant growth in privately owned centres and an associated rise in skills-based activities and non-sporting special interest holidays. These programmes have been largely directed at the adult market. There are few indications that this pattern is about to change. Regulation of the outdoor industry, including safety licensing, has put increasing pressures on under-resourced centres and has led to readjustments in centre operations and in the profile of visitor groups. Young people's opportunities to take part in adventurous activities, as a result of safety licensing, have diminished. Educational reforms have further dictated the direction of outdoor courses. Since the late 1980s, there has been a marked increase in primary school visits to outdoor centres and in field studies, whilst secondary schools visits and involvement in physical pursuits have continued to decline. Centre diversification has led to an overall reduction in the number of places available for young people. Planning and environmental policies have shaped the pattern of centre development. The emphasis on environmental protection in the National Parks has led to constraints on outdoor provision although policies, across Parks, vary. Changes in young people's lifestyles have also begun to impact upon the content of outdoor courses, such as the demand for more varied programmes and less traditional activities. Sporting and recreational organisations can, by addressing factors of motivation, play. a significant role in increasing levels of participation. Given the dynamics of the outdoor industry, the relative importance of these factors is difficult to determine, although the provisions of the Education Reform Act 1988 have induced some of the most radical and widespread changes within the outdoor sector in recent years. In trying to encourage and assist young people to take up outdoor opportunities, the outdoor community faces a number of difficulties. These include a lack of cohesion and poor image, increasing commercialisation, and the effects of changing leisure interests. The thesis recommends greater collaboration within the community, possibly through a new organisation, to represent a wider range of interests and to act as a more effective lobbying mechanism. It also recommends a strengthening of the links between the outdoor sector and the key players involved in facilitating outdoor opportunities. Finally, it advises organisations to take heed of newly emerging Government statements on out-of-school learning. These may offer viable alternatives to help safeguard young people's opportunities to participate in outdoor activities.
3

Tomographie optique diffuse et de fluorescence pour la détection de tumeurs / Diffuse optical tomography and fluorescence for tumour detection

Dollé, Guillaume 24 September 2018 (has links)
La tomographie optique diffuse et de fluorescence résolue en temps (TR-TODF) est une méthode qui permet de fournir une information sur les propriétés optiques de diffusion et d’absorption des tissus biologiques. Ce manuscrit de thèse fait l’état de l’art de la méthode et propose des pistes pour reconstruire des images multidimensionnelles 2D/3D des cartes optiques du milieu. L’objectif ultime du projet présenté dans ce document est de concevoir un appareil de mesure (tomographe), éventuellement portatif, pour détecter la présence de tumeurs. Le défi est de pouvoir obtenir des images avec une ré- solution suffisante pour être utilisée en milieu hospitalier à des fins de diagnostic préclinique. Hors le caractère naturellement mal posé du problème inverse rend la tâche complexe. La première partie du document est consacrée à la modélisation du problème physique. En particulier nous nous intéressons à l’approximation de diffusion de l’équation du transfert radiatif dans un milieu quelconque. Dans une deuxième partie, nous traitons le problème du point de vue mathématiques en considérant le problème direct de diffusion couplé avec de la fluorescence pour deux type de mesures: en mode contact et non-contact. Puis nous nous intéressons au problème inverse comme un problème de minimisation d’une fonctionnelle que nous traitons par une méthode de l’adjoint. Enfin et pour finir, la troisième partie du document détaille les différents aspects numérique pour parvenir à un code de reconstruction efficace à l’aide de techniques issues du calcul haute performance. / The Time-Resolved Diffuse Optical Tomography and Fluorescence (TR-DOTF) is a method to obtain optical properties information on diffusion and asbsorption of biological tissues. This Phd manuscript details this method state of the art and highlight the different possible path to reconstruct multidimensionnal 2D/3D images for the optical maps of the turbid medium. The project ultimate goal is to build a measurement instrument (tomograph), eventually portative, in order to detect tumours presence. The challenge is to obtain images with sufficient resolution to be used in medical environment for preclinical diagnosis. However the inverse problem ill-posedness makes the situation more difficult. The first part of this document is devoted to the problem modelization. In particular, we are interested to the diffusion approximation for the radiative transfer equation in a turbid medium. In a second part, we treat this problem from a mathematical point of view considering the diffusion problem coupled with fluorescence for two measurement types: contact and non-contact. Then we focus on the inverse prob- lem as a minimization problem for cost objective function solved by an adjoint method. Last, but not least, the third part of this document details the different numerical aspects involved to achieve an efficient reconstruction code using advanced technics from the high performance computing world.
4

The Utilization of the Q-Sort Methodology to Develop a Measure of Women's Response to Intimate Partner Violence

Young, Tiffany Lenell 22 January 2007 (has links)
Q- sort methodology was used to detect underlying structures in 45 statements that reflect women’s attempts to make themselves feel better after incidents of abuse. Eight dichotomous categories were created as plausible descriptors of the 45 statements within the measure. Graduate and advance undergraduate students used the categories to sort the 45 statements. The individual sorts were input with PQMethod software. The Centroid method was used for data analysis. Three of the eight proposed categories were supported: perspective (i.e. the woman’s thought and perceptions regarding the abusive relationship), health behavior, and social relationship. Data analysis displayed that the 45 “feel better” items are able to be grouped into meaningful categories.
5

The Utilization of the Q-Sort Methodology to Develop a Measure of Women's Response to Intimate Partner Violence

Young, Tiffany Lenell 22 January 2007 (has links)
Q- sort methodology was used to detect underlying structures in 45 statements that reflect women’s attempts to make themselves feel better after incidents of abuse. Eight dichotomous categories were created as plausible descriptors of the 45 statements within the measure. Graduate and advance undergraduate students used the categories to sort the 45 statements. The individual sorts were input with PQMethod software. The Centroid method was used for data analysis. Three of the eight proposed categories were supported: perspective (i.e. the woman’s thought and perceptions regarding the abusive relationship), health behavior, and social relationship. Data analysis displayed that the 45 “feel better” items are able to be grouped into meaningful categories.
6

Toward a Perceptual-Cognitive Account of Double-Time Feel in Jazz

Voglewede, Matthew 03 October 2013 (has links)
The New Grove Dictionary of Jazz defines “double time” as “the apparent doubling of the tempo […] achieved by halving the prevailing note value.” A more precise term for this concept is “double-time feel.” The question of how a musical performance creates double-time feel has received little scholarly attention. Grove’s explanation is incomplete because “halving the prevailing note value” is sometimes perceived by listeners as diminution within an unchanged tempo. My hypothesis is that swing rhythm, pervasive in many styles of jazz, not only facilitates the use of double-time feel but allows for subtle gradations in its use. I offer a model that classifies rhythms according to how strongly they support (or undermine) a double-time feel in a swing rhythm context, and I apply the model to performances by Louis Armstrong and Lee Morgan. My analysis demonstrates these artists’ fine-grained control over double-time feel and suggests directions for future research.
7

En undersökning av Artificiell Intelligens i spel : AI och dess koppling till spelkänsla i spelet Alien: Isolation / An investigation of Artificial Intelligence in games : AI and its connection to game feel in the game Alien: Isolation

Palm, Marcus January 2023 (has links)
I detta arbete utförs en undersökning av spelet Alien: Isolation för att se hur dess artificiella intelligens används för att bidra till inlevelse i spelet och spelkänsla. Alien: Isolation valdes till denna undersökning då det är ett spel vars antagonist styrs av ett avancerat AI-system som tycks lära sig efter spelarens beteende. Spelkänsla är en term inom spelutveckling som handlar om det påverkan som spel kan ha på spelare. För att testa detta kommer tre youtubers Let’s Plays av spelet analysers. Specifika ögonblick har valts från spelet baserat på dess mekaniker och deras vikt i spelkänsla. Dessa ögonblick kommer sedan att sammanställas i en tabell där nivån av skräck de kände under spelandet kommer graderas. Dessa graderingar kommer sedan diskuteras och jämföras med insamlade källor som pratar om hur akademisk forskning och spelindustrin går till väga för att uppnå verklighetstroligt beteende i AI.
8

Game Feel Aesthetics : Finding the Fun Factor

Fredriksson, Pontus, Sandred, Malin January 2018 (has links)
Spel är något som ligger oss nära om hjärtat, och är en industri som fortsätter växa hejdlöst. Vi var nyfikna på hur man gör ett spel “roligt” att spela. Steven Swink har presenterat konceptet “game feel”, i sin bok med samma namn, och hur man kan använda det för att beskriva samarbeten som uppstår mellan de visuella och taktila komponenterna i ett spel för att skapa känslor hos spelaren. En liknande term är “immersion”, som behandlar själva spelarens påverkan av vad Swink kallar game feel. Utöver de här koncepten, tar vi i detta arbete upp hur game feel fungerar som en estetisk upplevelse, med hjälp av Graeme Kirkpatricks tankar kring ämnet. Vi går igenom hur negativa känslor kan bli en positiv spelupplevelse, med en artikel av Kristine Jørgensen, och hur ett spels tekniska begränsningar kan påverka dess visuella estetik, i en artikel av Andrew Hutchinson. Vår frågeställning är: “vad är de visuella komponenterna i game feel, och hur påverkar de en spelupplevelse?”, och vi har valt att gestalta detta genom att utveckla ett spel. Med hjälp av en kvalitativ undersökning har vi fått feedback på vad de visuella komponenterna i game feel är. Spelet inkluderade fem game feel-upplevelser som Swink diskuterar. Speltestarna fick gå igenom en 10-15 minuters speldemo, och ge svar på ett frågeformulär, baserade på sina spelupplevelser. Vi analyserade deras svar efter en “ad hoc” analysmetod. Vi kom fram till att de visuella komponenterna är svåra att separera från de taktila komponenterna, så det är svårt att prata om spel som enbart visuella. Inlevelsen i spel kommer från det kombinerade visuella med de fysiska knapptryckningarna. Vi anser att det går att undersöka vidare på detta ämne, då vi bara skrapat ytan på vad de visuella komponenterna i game feel egentligen är. / Games are close to our hearts, and belong to an industry that continues to grow without an end in sight. We were curious about how you make a game “fun” to play. Steve Swink has presented the concept of “game feel”, in his book with the same name, and how it can be used to describe the collaboration between the visual and the tactile components in a game to create feelings in the player. A similar term is “immersion”, which describes the influence a game has on the players themselves — what Swink calls game feel. We also discuss game feel as an aesthetic experience, with the help of Graeme Kirkpatricks thoughts on the subject. We cover how negative feelings can become a positive game experience, with the help of an article by Kristine Jørgensen, and how a game’s technical limits can affect its visual aesthetics, with an article by Andrew Hutchinson. Our research question is: “what are the visual components in game feel, and how do they affect a gaming experience?”, and we’ve chosen to showcase this by developing a game. With the help of a qualitative study, we got some feedback of what the visual components in game feel are. The game included five game feel experiences that Swink discusses. The play testers got to go through a game demo, and answer a questionnaire, based on their gaming experiences. We analysed their answers using an “ad hoc” method of analysis. We arrived at the conclusion that the visual components are hard to separate from the tactile ones, making it hard talk about games as only visual experiences. The feeling of involvement in playing a game comes from the combination of the visual aesthetics and the physical feeling of pressing buttons. We see the possibility of continuing the research on the topic of game feel, because we’ve only scraped the surface on what the visual components of game feel truly are.
9

Un Framework de calcul pour la méthode des bases réduites : applications à des problèmes non-linéaire multi-physiques / A computational reduced basis framework : applications to nonlinears multiphysics problems

Veys, Stéphane 26 November 2014 (has links)
Aujourd'hui, dans de nombreux champs d'applications, de plus en plus de problèmes d'ingénierie demandent d'avoir une évaluation précise et efficace de quantités d'intérêt.Très souvent, ces quantités dépendent de la solution d'une équation aux dérivées partielles (EDP) paramétrée où les paramètres -- physiques ou géométriques -- sont les entrées du modèle et les quantités d'intérêt -- valeurs moyennes -- en sont les sorties.Les techniques de réduction d'ordre, notamment la méthode des bases réduites qui est la méthode utilisée tout au long de ces travaux,permettent de répondre à ces demandes.Dans cette thèse nous nous intéressons à la mise en place d'un framework en C++, supportant le calcul parallèle, permettant d'appliquer la méthode des bases réduites à des problèmes multi-physiques non-linéaires tels queles problèmes de convection naturelle (couplage fluide-thermique), ou encore la modélisation d'aimants de type résistifs à hauts champs (nous nous limitons au couplage thermo-electrique) aboutissant à une étude sur la quantification d'incertitude.La méthode des bases réduites s'appuie naturellement sur une approximation obtenue via la discrétisation élément fini du problème à traiter. Pour cela nous utilisons la librairie de calcul Feel++, spécialisée dans la résolution d'EDPs.Nous nous intéressons également aux problèmes de type multi-échelles.La particularité de ces problèmes est de manipuler un ensemble de phénomènes mettant en jeu des échelles différentes, comme c'est le cas par exemple lorsque nous considérons un écoulement en milieu poreux.La méthode des éléments finis multi-échelles permet d'avoir le comportement "global", associé aux grandes échelles, de la solution du problème sans devoir le résoudre sur les petites échelles.Nous proposons une nouvelle construction des fonctions de base élément fini multi-échelles basée sur la méthode des bases réduites. / Today, in many fields of applications, more and more engineering problems require to have an accurate and efficient evaluation of quantities of interest.Often, these quantities depend on a partial differential equation (PDE) parameterized solution -- physical or geometrical -- are the model inputs and the quantities of interest -- average values ​​-- are the outputs.The order reduction techniques, including reduced basis method which is the method used throughout this work, can meet these demands.In this thesis, we focus on the establishment of a framework in C ++ supporting parallel computing, which applies the reduced basis method to nonlinear multiphysics problems such as problems with natural convection (fluid-thermal coupling) or the high field resistive magnet modeling (we limit ourselves to thermo-electric coupling) leading to a study on the uncertainty quantification.The reduced basis method naturally relies on an approximation obtained using the finite element discretization of the problem being treated. For this, we use the Feel ++ computation library specialized in PDE resolution.We are also interested by multiscale problems.The particularity of these problems is to manipulate a set of phenomena involving different scales, as this is the case for example when we consider a flow in porous media.The multiscale finite element method allows having a "global" behavior, linked with large scales, of the problem solution without solving it on small scales.We propose a new construction of multiscale finite element basis functions based on the reduced basis method.
10

Links between Subjective Assessments and Objective Metrics for Steering

Su, He, Zhicheng, Xuxin January 2012 (has links)
The characteristics of vehicle steering perception are decisive factors concerning vehicle safety and overall pleasure behind the wheel. It is a challenge for vehicle manufacturers to achieve these features and qualities, because usually vehicle tuning almost only relies on subjective evaluation of test drivers, which is costly and time consuming. In order to optimize suspension design and develop a tool that can be used to evaluate steering with objective metrics instead of subjective assessment, links between them must be confirmed. In this master thesis, both objective and subjective testing data of over 20 vehicles across four different segments are introduced in linear and nonlinear analysis. Linear regression analysis is applied to investigate simply positive or negative correlation between a pair of subjective-objective parameters. However, even if certain linear correlations are obtained, it is still hard to define the optimal value for objective metrics. Considering that the general shape of a correlation function can reveal which objective range give higher subjective rating, it is possible to define these preferred ranges with Neural Network (NN). The best data available is adopted from three drivers who tested 15 sedans, and some interesting results are found. The initial results demonstrate that NN is a powerful tool to uncover and graphically illustrate the links between objective metrics and subjective assessments, i.e., the specific range leading to better steering feel. Given a larger sample size, more reliable and optimal links can be defined by following the same method. These confirmed links would enable vehicle dynamics engineers to more effectively develop new vehicles with nearly perfect steering feel.

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