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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.
111

Measuring the Impact of Heads-Up Display on Player Experience in FPS Games. / Påverkan av Heads-Up Display på Spelupplevelsen i FPS Spel.

Hellqvist, Max, Härjeström, Herman January 2017 (has links)
In this study, we investigate the effect of Heads-Up Display on player experience and performance when playing the first person shooter games Battlefield 1 and Battlefield 4. Participants played a mission twice, once with Heads-Up Display and once without. After each session, the participant answered a PENS questionnaire. The amount of enemies killed and the amount of times the player character died during the session was recorded. No significant differences were found other than that the participants who answered that they only played first person shooter games a few times every month killed more enemies with the Heads-Up Display active, and that the overall amount of kills was generally lower when the Heads-Up Display was active. / Denna studie undersökte effekten av Heads-Up Display på spelupplevelsen samt spelarens prestationer i förstapersonsskjutspelen Battlefield 1 och Battlefield 4. Deltagarna spelade ett uppdrag två gånger, en gång med Heads-Up Display och en gång utan. Efter varje spelomgång svarade deltagarna på ett PENS-frågeformulär. Antalet eliminerade fiender samt antalet gånger spelkaraktären dog noterades.  Inga tydliga skillnader framkom mer än att deltagarna som svarat att de spelade förstapersonskjutspel några gånger i månaden lyckades eliminera fler fiender när Heads-Up Display var aktiverat, samt att antalet eliminerade fiender var allmänt lägre när Heads-Up Display var aktiverat.
112

First Person Exposure therapy for acrophobia

Gkaris, Konstantinos January 2017 (has links)
This thesis is focused on the development of games as a treatment for people who suffer from acrophobia, the fear of being in high-heighted situations. The purpose is to look over the immediate reactions of the players and study what effect first person gaming has on them in a short term. To achieve this, a series of three mini games is employed. Each game corresponds to a level. The first level is a tutorial which makes the player familiar with the game. In the second level, players are required to do a simple task. Finally, in the third level, the task is more pressuring and players need to be quicker to achieve the necessary goals. What is expected from this study is that the full control of the playable character makes the players feel immersed. Additionally, as the game progresses, the players will be more comfortable with heights. Last but not least, it is assumed that fast pace enhances immersion, a major factor of this study. As a result of our experiment, it is demonstrated that the control of the character from the player is a great tactic for immersion. Furthermore, it shows that the players start feeling better with heights even after one session. Finally, the study indicates that the fast pace enhances immersion, but over the time the increase of the pace has lower impact. These statements come as a result from the answers of the experiment‟s participants and will be shown in detail in this paper.
113

Gestural communication in Parkinson's disease : language, action and cognition

Humphries, Stacey Alexandra January 2016 (has links)
Parkinson’s disease (PD) is a neurodegenerative condition which results in severe motor impairment. Deterioration in multiple domains of cognition is another hallmark of PD. Together, these motor and cognitive impairments impact substantially on language and communication. Co-speech gestures are a form of action and are also part of linguistic processes, yet have rarely been explored in PD. Gestures can provide imagistic depictions of concepts described by speech and contribute to communication in healthy individuals. They rely on visual, spatial, and motor simulations and imagery, which may be impaired in PD. It is therefore of clinical importance to evaluate how co-speech gestures might be impaired to understand the extent of communicative impairment in PD. PD can also provide a useful model to understanding the cognitive basis of co-speech gesture in healthy people. In Chapter 2, participants described isolated actions. Gesture rate did not differ between the two groups, however, the groups differed in terms of the visual perspective they adopted when depicting actions in gesture. Controls preferred a “character viewpoint” or first-person perspective where their hands represented the hands of the actor, whereas PD patients preferred an “observer viewpoint” or third-person perspective, where their hand represented a whole person. This finding was replicated and extended in Chapter 3 where low-motion and high-motion actions were described in a longer narrative task. PD patients produced fewer character viewpoint gestures when describing high-motion action events, suggesting a difficulty in simulating these events from a first-person perspective. In addition, PD patients had difficult depicting “manner” (how an action is performed) features in gesture during high but not low motion. Extending the findings of Chapter 2, whilst overall rate of gesture production was not affected, PD patients produced action gestures at a significantly lower rate than controls. Chapter 4 took a different focus by investigating gesture depictions of static spatial (rather than dynamic action) features via a house description task. Gesture rate did not differ, but the groups depicted different types of spatial properties to a different extent. Whilst both groups predominantly gestured about location and relative position information, PD patients gestured more about directions whereas controls gestures more about shape and size information. This suggests that different strategies were being employed by the two groups. Finally, testing young adults’ comprehension of these spatial gestures in Chapter 5 revealed that gestures did not significantly improve comprehension of either PD patients’ or controls’ spoken messages, though there may have been ceiling effects. However, both PD patients and controls were viewed as more competent when their messages were viewed with gestures. The findings suggest a selective action-gesture deficit in PD which complements work demonstrating action-verb impairments in these patients, and supports gesture production theories which hypothesise a role for motor simulations and imagery. Overall gesture rate appears to be largely unaffected. The effects of PD can be felt beyond changes to goal-directed action, in the realms of language and social behaviour, but gestures may be able to improve listeners’ social perceptions of PD patients.
114

Should I use I? : A corpus-based study of first-person pronouns in scientific journals of different rankings / Bör jag använda jag? : En korpusbaserad studie av förstapersons-pronomen i vetenskapliga tidsskrifter med olika ranking

Aronson, Olov January 2015 (has links)
According to earlier research, first-person pronouns are used in academic writing for a multitude of reasons. In this paper, the aim is to investigate if first-person pronouns are used to different extents or with different functions in articles from highly ranked scientific journals and articles from less highly ranked scientific journals. The investigation is based on a corpus study of 20 highly ranked sociological articles and 20 less highly ranked sociological articles. The corpus data provide statistics for frequencies of first-person pronouns and frequencies of so-called genre roles, in accordance with Tang and John’s (1999) model. The results reveal that the recounter genre role and first-person pronouns of all types combined are significantly more frequent in highly ranked articles in comparison to less highly ranked articles. / Enligt tidigare forskning finns ett flertal anledningar till att förstapersonspronomen används i akademiskt skrivande. I denna uppsats är målsättning att undersöka om förstapersonspronomen används olika ofta eller med olika funktioner i artiklar från högt rankade vetenskapliga tidsskrifter och artiklar från mindre högt rankade vetenskapliga tidsskrifter. Undersökningen baseras på en korpusstudie av 20 högt rankade artiklar i sociologi och 20 mindre högt rankade artiklar i sociologi. Korpusdatan tillhandahåller statistik över förstapersons-pronomen och så kallade genreroller, vilka definieras i Tangs och Johns (1999) modell. Resultatet visar att genrerollen återberättaren och en sammanvägning av alla förstapersonspronomena har signifikant högre förekomst i högt rankade artiklar än i mindre högt rankade artiklar.
115

The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games

Carly D Fox (8695122) 17 April 2020 (has links)
Achieving a state of balance is essential when developing a video game (Schell, 2019, “Game Mechanics Must Be in Balance,” para. 1). Despite this, game balancing is frequently overlooked in game development curricula (Schreiber, 2016, 00:30). This research describes the development and pilot study of a framework that junior game designers can utilize to gain valuable skills in the area of game balance. The framework produced by this research provides users with the ability to tune weapon parameters and see the effects these changes have on a first-person shooter deathmatch game in real time. Participants in the study utilized the framework to achieve three pacing and balance goals. Data regarding the weapon parameters selected by participants and information about the participants’ usage of the framework is described in detail. This study serves as the groundwork for future research focused on finding a method for teaching junior game designers about game balance.
116

Eye tracking complemented HUD for video games : A perception evaluation of information display in FPS games

Andersson, Emma January 2020 (has links)
Background. The heads-up display (HUD) is a useful tool for displaying information to the player in a game, but the HUD is not a part of the game world. This could take away from the desired experience of the game and block important parts of the main action screen. To counteract this the HUD mostly occupies the edges of the screen and avoids drawing the player’s attention away from the main action scene except when it has important information for the player. Only having the HUD visible when it has important information to the player could remove the distraction of the HUD while keeping all the benefits of having one. Objectives. By using eye tracking to complement the HUD, the HUD can be invisible when the player does not use it, and change how the information is presented depending on where the player is looking. By creating a first-person shooter (FPS) game with a HUD complemented by eye tracking, then comparing it to how a normal HUD differed in terms of visibility and clutter, using a survey. Methods. The game was created using the Tobii Unity SDK and modifying the FPS demo scene. To create the gaze sensitive HUD three scripts were created to produce the finished result. Giving the HUD the ability to make all HUD elements invisible and able to appear after passing a specific value or when the element has new information, the HUD also has the ability to present information close to the player’s gaze point in the of notifications. The game was then presented to the participants in the form of two videos one using the normal HUD and one using the gaze sensitive HUD. After watching the partisans answered a survey related to the videos. Results. The gaze-based HUD was generally on par with the normal HUD. The most noticeable significant difference being that the normal HUDs ammunition counter and health bar was proffered over a less visible one. Conclusions. From the results gathered having a gaze-based HUD does not make it harder to notify the player of important information and dos not make the HUD less cluttered, compared to a normal HUD, but there is a difference between them.
117

Player-Driven UI Design for FPS-Games

Flensburg, Allan, Nilsson, Simon January 2020 (has links)
This paper explores the appeal of customizable user interfaces (UI) in video games, and the choices players make when this option is available to them. In the video game industry at present, players aren't given much choice in regards to the UI, even though it is usually a vital element that will support them throughout their whole experience. To determine the value of customizable UIs, players were provided a testing environment with tools that allowed them to modify their UI, and quantitative data was collected during this test. A qualitative study has also been conducted with a focus on the players attitude towards the subject. The results of the study show a high favor for UI customization among the players. It does however show that players are split on several aspects within the topic and further research is required. This can hopefully lead to developers adapting more uses of user experience (UX) and implementing UI customization within their games.
118

Menstrual health : Design tensions in raising awareness of the impacts of environmental pollution / Menstruationshälsa : Designspänningar inom att öka kännedomen om miljöförorenings påverkan

Huang, Xuni January 2023 (has links)
Pollutants can harm menstrual health, and raising awareness of this is vital. This study is a research-through-design project that aims to investigate the design qualities of interactive technologies that aim to raise this kind of awareness. This study used first-person experiment method to design and develop cultural probes. The probes were iterated based on the results of a pilot study. The cultural probes were deployed with five women from Asia and Europe, followed by a semi-structured interview. The probes were designed to prompt participants to reflect on pollution and menstrual health. The results present confusion about pollutants, negative feelings and conflicting feelings while awareness is raising, being watched by technology, lack of more profound knowledge of menstrual health, infringement upon individual bodily autonomy and human responsibility on pollution, and connection between our bodies and environment. This paper highlights the importance of designing and mitigating these design tensions in designing technologies to raise awareness of pollution’s impacts on menstrual health. / Föroreningar kan skada menstruationshälsa, och att öka kännedomen av detta är viktigt. Denna studie är ett research-through-design-projekt som försöker undersöka designkvaliteterna i interaktiv teknologi som försöker att öka kännedom om detta. Studien använde sig av metoden förstapersonsexperiment för att designa och utveckla kulturella sonder. Sonderna itererades baserat på resultaten från en pilotstudie. Kultursonderna utplacerades hos fem kvinnor från Asien och Europa, och följdes upp av en semistrukturell intervju. Sonderna var designade för att få deltagarna att reflektera på förorening och menstruell hälsa. Resultaten presenterar förvirring kring föroreningar, negativa känslor och motstridiga känslor när kännedomen ökar, bli bevakad av teknologi, brist på mer djupgående kunskap kring menstruationhälsa, kränkning av den personliga autonomin och mänskligt ansvar kring förorening, samt kopplingen mellan våra kroppar och miljön. Studien lyfter fram vikten av design och mitigering av dessa designspänningar när man designar teknologi för att öka kännedomen om föroreningens påverkan på menstruationshälsa.
119

An analysis of political discourse : First-person personal pronoun ‘I’ in Joe Biden’s speeches

Stasz, Dominika January 2023 (has links)
This study investigates the use of the first-person personal pronoun ‘I’ in political discourse and, more specifically, the functions of Represented ‘I’ and Situated ‘I’, including subcategories, present in Joe Biden’s speeches. A corpus was compiled, consisting of 12 speeches that brought up the topic of the war in Ukraine. The aim of the analysis was to examine the frequency of the pronouns in the speeches and their functions. The study is based on categories from Roitman’s (2014) and Albalat-Mascarell and Carrió-Pastor’s (2019) research on presidential debates. The results reveal that Represented ‘I’ is the most frequent use of the pronoun, which presents speakers as politicians in the real world rather than positions them in the discursive situation, as in the case of Situated ‘I’. Since Situated ‘I’ was categorized only with regard to the discursive verbs of the current discourse, it might have contributed to the big difference in frequencies between Represented ‘I’ and Situated ‘I’.
120

Up in the Air: My Chuck Overby Story

Cothrel, Maxwell M. 03 June 2013 (has links)
No description available.

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