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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.
91

Kognitiv kostnad av UIelement : Går det att sänkakognitiv kostnad av ettgränssnittselement somindikerar riktning? / Cognitive costs of UIelements: : Is it possible toreduce the cognitive cost ofa user interface elementthat indicates direction?

Söderberg, Sigrid, Orlov, Joacim January 2021 (has links)
Denna studie undersökte rimligheten av att applicera kognitiva teorier och interaktionsdesigns koncept på ett datorspelsgränsnitt med rollen av att hävda en riktning som en användare ska vända sig mot för att hitta sitt mål. För att skapa ett gränssnitt som gör detta valdes olika kognitiva teorier och interaktionsdesign koncept exempel på dessa är Cognitive workload theory” (Kosch, 2020) och Sökbarhet (ware, 2011, s 23-64). Ett gränssnitt skapades för ett FPS-spel där målet var att hitta och sikta mot olika objekt och gränssnittets roll var att hjälpa användaren att hitta dessa mål oavsett vart de var i förhållande till vart användaren tittade. En studie utfördes med två UXD-experter där experterna fick spela genom artefakten och intervjuades efter genomspelningen. Datan visar på att det finns starka bevis för att det går att skapa ett gränssnitt som med låg kognitiv kostnad pekar ut en riktning genom att följa kognitiva teorier och interaktionsdesign koncept. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
92

Using Biofeedback to Enhance Player Experience in a First-Person Shooter

Molin, Martin, Kristiansson, Nicolina January 2018 (has links)
This paper investigates if real-time biofeedback can be used to enhance individual player experience by increasing the sense of flow and immersion with the player and to what extent this can be achieved. We used an oximeter, the Contec CMS50D+ to capture live biometric data which was in turn interpreted and implemented in the game Half-Life 2. The data was used to alter the damage taken and inflicted by the player, the timescale and the field of view, all to enhance the players sense of flow and immersion.An experiment group playing the modification and a control group playing the original game were evaluated, whose test results were compared to one another to analyze the alterations. The test subjects filled out a game experience questionnaire customized to this game and research, and were lastly interviewed. While the results indicate that it is possible to enhance gameplay experience by using biometric data, further research is needed in order to conclude to what extent this is possible.
93

Examination of first person stealth games through content analysis andcomparison : Thief Gold compared to subsequent gamesfeaturing a similar design

Pålsson Abrahamsson, Anton January 2023 (has links)
There are multiple games which can be classified as “first-person stealth” and an early game in this genre called Thief Gold has been directly influential in it. Defining the genre through certain qualifiers and using games which have directly been stated tohave been influenced by Thief Gold, Thief Gold has here beencompared to six subsequent games in the genre. What has been discovered is that while core similarities always exist, the same problems have different solutions depending on the overall designfor individual games.
94

Substituting Live Training With Virtual Training By Means Of A Commercial Off The Shelf, First Person Shooter Computer Game And the Effect on Performance

Kneuper, George, II 01 January 2006 (has links)
This research measures the change in Army ROTC cadets' tactical performance when up to 75% of their tactical live training is replaced with training done on a computer. An ROTC instructor from any of the 270 programs across the nation can take this research and implement a training plan utilizing a relatively cheap off the shelf computer game and save their program: cadet and cadre time, training dollars, and transportation/equipment/training area resources, while seeing no degradation in their cadets' performance. Little research has been done on the effect of replacing live simulation with virtual simulation. With this in mind, six groups of individuals were run through the experiment for over five months at various levels of virtual/live training and scored across 16 leadership skills. These results were then formulated into a guideline defining how much training should be virtual training and how much live, to optimize an individual's performance.
95

Visual Attention and Reaction Times in FPS Games

Behm, Jacob January 2022 (has links)
Visual cues are a technique used for the purposes of guiding a viewer towards points of interest. Most commonly this is done with the use of color and contrast to make objects stick out more from its environment. Within the context of video games, visual cues are implemented to guide player actions in otherwise complex scenarios. Due to the steady increase of high-fidelity graphics in video games, visual cues are becoming more important for players so that visual clarity can still be maintained. In the video games analyzed in this thesis this is primarily done by adding a glowing outline (highlight) around the object or entity that the game designers want the player to interact with. Thus, this thesis attempts to explore two different qualities of visual cues: color and glow intensity, to see their effects on player performance and experience. To do this, an experiment was conducted in a scaled-down version of an FPS game with the purpose of testing these different qualities in four different scenarios and how they may influence both reaction time and player satisfaction. The results from this study indicate that neither of the tested qualities had any significant impact on a participant’s ability to complete their task. On the other hand: color had a big effect on player experience where one color, purple, was deemed irritating by most participants. Finally, the differences in glow intensity went unnoticed in most of the tested scenarios which points towards color being the more important quality of the ones tested in this study.
96

Psychologists' Hope for Recovery at First Diagnosis Schizophrenia: A Training Model

Sicley-Rogers, Marissa 08 May 2018 (has links)
No description available.
97

The Mind Styles of Spinning Silver : A Stylistic Approach to the Narratorial Voices in Naomi Novik’s Novel

Hellberg, Elise January 2023 (has links)
The purpose of this essay is to explore the construction of character in Naomi Novik’s 2018 fantasy novel Spinning Silver. As the story unfolds in the first-person perspectives of several characters, a stylistic approach is assumed in order to examine the linguistic features unique to each narratorial voice of the novel. Using Roger Fowler’s concept of mind style, these narratorial voices are then analysed through their distinct uses of syntax and lexis, deixis, and figurative language. The essay argues that Novik shapes the characters of Spinning Silver by crafting unique mind styles through which she conveys each individual character’s identity and background. Moreover, it is argued that this is reflected in a range of idiosyncratic linguistic patterns present in the individual narrations, which in turn constitute an integral part of the way character is constructed in the novel.
98

How is a Woman Like a Watermelon?: Advocating a Psychological and Comparative Examination of Brautigan's Novels

Plummer, Sarah E. 08 June 2010 (has links)
"How is a Woman Like a Watermelon" examines two of Richard Brautigan's novels, In Watermelon Sugar and An Unfortunate Woman, as they relate to each other in ways that offer a better understanding of each. This paper enriches an understanding of Brautigan's work by exploring the historical context of his writings, studying his style and presenting diverse interpretations in a mutually inclusive way that complements the multifaceted qualities of his writing. By studying Brautigan's novels in a comparative manner, the essential and distinctive principles that drive Brautigan's work—his manipulation of genre, use of memory and a complex first person narrator as an author persona—are better understood. Because of Brautigan's use of the first person, this study advocates an analytical psychological analysis aimed at discerning underlying emotion within apparent personal detachment, the use of projection as a defense mechanism, and the psychological associative value of words, images and memories. An inclusive and comparative study that foregrounds these psychological elements will ultimately allow for a more complete and subtle analysis of Brautigan's work. / Master of Arts
99

The Third-Person and First-Person Effects of Sports Fandom

Spinda, John S. W. 08 May 2009 (has links)
No description available.
100

Experiences, networks and uncertainty : parenting a child who uses a cochlear implant

Adams Lyngbäck, Liz January 2016 (has links)
The aim of this dissertation project is to describe the ways people experience parenting a deaf child who uses a cochlear implant. Within a framework of social science studies of disability this is done by combining approaches using ethnographic and netnographic methods of participant observation with an interview study. Interpretations are based on the first-person perspective of 19 parents against the background of their related networks of social encounters of everyday life. The netnographic study is presented in composite conversations building on exchanges in 10 social media groups, which investigates the parents’ meaning-making in interaction with other parents with similar living conditions. Ideas about language, technology, deafness, disability, and activism are explored. Lived parenting refers to the analysis of accounts of orientation and what 'gets done' in respect to these ideas in situations where people utilize the senses differently. In the results, dilemmas surrounding language, communication and cochlear implantation are identified and explored. The dilemmas extend from if and when to implant, to decisions about communication modes, intervention approaches, and schools. An important finding concerns the parents’ orientations within the dilemmas, where most parents come up against antagonistic conflicts. There are also examples found of a development process in parenting based on lived, in-depth experiences of disability and uncertainty which enables parents to transcend the conflictive atmosphere. This process is analyzed in terms of a social literacy of dis/ability.

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