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Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports IndustriesShiflet, Matthew 07 August 2019 (has links)
No description available.
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Deep Learning based Video Super- Resolution in Computer Generated Graphics / Deep Learning-baserad video superupplösning för datorgenererad grafikJain, Vinit January 2020 (has links)
Super-Resolution is a widely studied problem in the field of computer vision, where the purpose is to increase the resolution of, or super-resolve, image data. In Video Super-Resolution, maintaining temporal coherence for consecutive video frames requires fusing information from multiple frames to super-resolve one frame. Current deep learning methods perform video super-resolution, yet most of them focus on working with natural datasets. In this thesis, we use a recurrent back-projection network for working with a dataset of computer-generated graphics, with example applications including upsampling low-resolution cinematics for the gaming industry. The dataset comes from a variety of gaming content, rendered in (3840 x 2160) resolution. The objective of the network is to produce the upscaled version of the low-resolution frame by learning an input combination of a low-resolution frame, a sequence of neighboring frames, and the optical flow between each neighboring frame and the reference frame. Under the baseline setup, we train the model to perform 2x upsampling from (1920 x 1080) to (3840 x 2160) resolution. In comparison against the bicubic interpolation method, our model achieved better results by a margin of 2dB for Peak Signal-to-Noise Ratio (PSNR), 0.015 for Structural Similarity Index Measure (SSIM), and 9.3 for the Video Multi-method Assessment Fusion (VMAF) metric. In addition, we further demonstrate the susceptibility in the performance of neural networks to changes in image compression quality, and the inefficiency of distortion metrics to capture the perceptual details accurately. / Superupplösning är ett allmänt studerat problem inom datorsyn, där syftet är att öka upplösningen på eller superupplösningsbilddata. I Video Super- Resolution kräver upprätthållande av tidsmässig koherens för på varandra följande videobilder sammanslagning av information från flera bilder för att superlösa en bildruta. Nuvarande djupinlärningsmetoder utför superupplösning i video, men de flesta av dem fokuserar på att arbeta med naturliga datamängder. I denna avhandling använder vi ett återkommande bakprojektionsnätverk för att arbeta med en datamängd av datorgenererad grafik, med exempelvis applikationer inklusive upsampling av film med låg upplösning för spelindustrin. Datauppsättningen kommer från en mängd olika spelinnehåll, återgivna i (3840 x 2160) upplösning. Målet med nätverket är att producera en uppskalad version av en ram med låg upplösning genom att lära sig en ingångskombination av en lågupplösningsram, en sekvens av intilliggande ramar och det optiska flödet mellan varje intilliggande ram och referensramen. Under grundinställningen tränar vi modellen för att utföra 2x uppsampling från (1920 x 1080) till (3840 x 2160) upplösning. Jämfört med den bicubiska interpoleringsmetoden uppnådde vår modell bättre resultat med en marginal på 2 dB för Peak Signal-to-Noise Ratio (PSNR), 0,015 för Structural Similarity Index Measure (SSIM) och 9.3 för Video Multimethod Assessment Fusion (VMAF) mätvärde. Dessutom demonstrerar vi vidare känsligheten i neuronal nätverk för förändringar i bildkomprimeringskvaliteten och ineffektiviteten hos distorsionsmätvärden för att fånga de perceptuella detaljerna exakt.
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Dataspelsberoende och dess sociala problematik : En litteraturstudie om dataspelsberoende, dess sociala problematik samt utmaningar inom det sociala arbetet / Gaming disorder and its social problems : A literature review on gaming disorder, its social issues and challenges in social workRezai Yazdi, Shirin, Waseh, Maya January 2023 (has links)
The aim of this study was to address a knowledge gap by conducting a literature review on gaming disorder, specifically focusing on its social problems and challenges it presents in the field of social work. The specific objectives of this study were to identify risk factors associated with gaming disorder, explore the potential social problems arising from gaming disorder and their impact on individuals, examine the treatment approaches for gaming disorder and identify the challenges faced by social workers when working with individuals affected by gaming disorder. The theories used were social interactionism, Erving Goffman’s dramaturgical theory and social labeling theory. Results showed that mental health problems, social isolation, self-neglect as well as disruptions in social relationships, education and work were associated with gaming disorder. Several risk factors were identified, such as age, gender, poor parental attachment, lack of real-life friendships and loneliness. Additionally, challenges in the field of social work arise from limited research and knowledge, as well as the ease with which risk factors can be masked by individuals. The findings suggest that there is no singular treatment approach for gaming disorder, instead, it is important for social workers to understand problematic gaming within a broader context of life challenges. The emphasis should not be placed solely on eliminating gaming, but rather on addressing various aspects of the individual’s life to achieve a healthy balance and a purposeful existence.
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En helt vanlig gamer : En kvalitativ analys av bemötandet av kvinnor i CS:GO / An ordinary gamer : A qualitative analysis of the treatment of women in CS:GOWallenå, Josefine January 2015 (has links)
An ordinary gamer - a qualitative analysis of the treatment of women in CS:GO is an essay with the aim to examine the treatment of women who play CS:GO, and the influence of the response and to highlight the player interaction and communication in the game and its influence on the individual. With questions concerning treatment, the consequences of treatment and future interest in gaming and the gaming industry, the paper examines how a selection of women look at the treatment they receive in CS:GO. The essay also focuses on player interaction and communication in the game, and examines the importance of communication in the game, and the impact on the individual. To analyze the result, gender theories regarding femininity, masculinity, queer, gender hierarchy and patriarchal structures was used. The study was conducted with 10 qualitative interviews of girls aged 14-24 years who play or have played CS:GO. The study also uses a more ethnographic method where I play the game to observe the communication, treatment and response at close range. The result show a broad picture of the response to that woman gets, and contains stories about the good, bad and neutral approach. The results also show that the treatment is something very subjective and different for all individuals. Furthermore, the results also shows patriarchal structures within the game and how men use power and violence in order to organize women. Regarding communication and play interaction, is it through interviews and observations clear that communication plays an important role in the game and affect the individual to either play better or worse depending on what type of response and treatment the player gets. Conclusions are that women that play CS:GO are treated in different ways, some take it more personally than other and some are affected bigger than other. Some women choose not to play the game or only play with friends while other choose to play with an anonymous profile and to distort their voice.
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The Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 DevelopmentIbrahim, Karim Hesham Shaker January 2016 (has links)
The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the literature the current project presents 2 studies that examined the activities and fine-grained interactional learning dynamics of 7 learners of Arabic as a FL playing the simulation-management video game Baalty. A convenience sample was recruited at the University of Arizona to participate in the project voluntarily due to the scarcity of Egyptian Arabic learners. Qualitative case study design was used to offer a think description of the activities and fine-grained dynamics that comprise player-game interaction (Dörnyei, 2007). Ecological approaches to L2 learning (Van Lier, 2004) were used as a theoretical framework to underline the complex of factors that mediate and/or shape game-mediated L2 use. The study employed a variety of data collection instruments, including thinkaloud protocols, stimulated recall interviews, field observations, questionnaires, walkthroughs, gaming journals, and debriefing interviews, to collect data about participants' gaming activities and game-mediated languaging on cognitive, sociocultural, and virtual dimensions. The underlying reasoning for that approach is that each bit of data presents fragmented information about a specific facet of player-game interaction, and that by examining and organizing these pieces of information player-game interaction can be re-constructed. Data were coded both thematically and categorically according to a custom-made coding scheme. Data were then triangulated and analyzed for patterns and trends. Data analysis and interpretation demonstrated that player-game interaction is a dynamic multi-dimensional activity embedded in the gaming ecology and constituted by the player's participation in iterative levels of mutually constituted activity composed of languaging, play, and narration. The data further revealed that dynamic interaction between languaging and play activities situated in-game discourses in gameplay and offer opportunities for extended languaging and situated L2 development.
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The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activityEklund, Lina January 2012 (has links)
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and gamer agency and its importance for social interaction with strangers, using in-game participant observation. Lastly in Study IV, building on interviews, female gamers come to the fore as their gender construction in an online game is examined with the aim of understanding the connection between online and offline. The main result concerns how social gaming takes place in various social relations. How gaming comes to be―what it means―is dependent on the relations between gamers, be they family members, real life friends, Internet friends or strangers. In these interactions, gender and sexual identity are realized; in the relations between gamers, physical proximate or online. Finally, virtuality is shown to be a social accomplishment of the people engaging in games rather than a property of the games themselves. Focus on the relational unveils how gaming comes to be in the process of interaction, a process at the same time dependent on underlying structures, i.e. games as designed platforms with certain affordances for social behaviour. We are able, thus, to reconcile the social constructivist position that (social) gaming is created in the relations between gamers engaging in games with the more formalist approach that games are rule based structures. Games create a foundation for interaction that can further develop into the creation/maintenance of relationships and identity. / <p>At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Manuscript. Paper 2: Manuscript. Paper 3: Manuscript.</p>
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Computational models of trust for cooperative evolution : reputation based game theoretic models of trust for cooperative evolution in online business gamesBista, Sanat K. January 2010 (has links)
Online services such as e-marketplaces, social networking sites, online gaming environments etc have grown in popularity in the recent years. These services represent situation where participants do not get to negotiate face to face before interaction and most of the time parties to transaction remain anonymous. It is thus necessary to have a system that rightly assesses trustworthiness of the other party in order to maintain quality assurance in such systems. Recent works on Trust and Reputation in online communities have focused on identifying probable defaulters, but less effort has been put to come up with system that make cooperation attractive over defection in order to achieve cooperation without enforcement. Our work in this regard concerns design and investigation of trust assessment systems that not only filter defaulters but also promote evolution of cooperativeness in player society. Based on the concept of game theory and prisoner's dilemma, we model business games and design incentive method, compensation method, acquaintance based assessment method and decision theoretic assessment method as mechanisms to assure trustworthiness in online business environments. Effectiveness of each of these methods in promoting the evolution of cooperation in player society has been investigated. Our results show that these methods contribute positively in promoting cooperative evolution. We have further extended our trust assessment model to suit the needs of a mobile ad-hoc network setting. The effectiveness of this model has been tested against its capability to reduce packet drop rate and energy conservation. In both of these the results show promise.
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Playing to LearnStanko, John 01 January 2005 (has links)
This creative project explores some major issues about visual communication in digital games. The project will continue to address new questions and invite questions from my visual and communication design colleagues. My hope is that, through this document, designers will see digital games like photography was seen around the turn of the century, and movies in the 1950's and 60's. In other words, as a rich new medium that offers creative people a virtually unexplored environment in which to work and create.�
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Co děti dělají, když si hrají? Úkony hry s panenkou a s autíčkem / What do children do when they play? Acts of game with a doll and a toy carZborníková, Dana January 2016 (has links)
Game is a key activity in preschool age, theme of my thesis is therefore related to acts of game and a role of toys in this particular age. Aim of my research is to describe gaming activities with toys, primarily with a doll and a toy car, which are the most typical toys for preschool children. It is very important for kindergarten teachers to know childrens preferences and attitude to the most used types of toys, because it is them, who choose the offer of toys and equipment of class. In theoretical part, I try to find out which areas of development are affected by game. Practical part deals with a semi-structured observation of game process and it determines game's gender dimension. By a method of interview with 27 parents and 25 children I try to find out their knowledge of basic toys, choice of toy itself, which toys kids possess and which toys they prefer. It can be expected, that preschool age children have built a basic gender identity, that is perceived by them as partly changeable. For this reason, my research focuses on gender distinctiveness, which could occur during an interview or a game. The research has proved gender categorization of dolls and toy cars. Children and parents had both a similar idea about toys intended for boys or girls. Children have about 200 different toys at...
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Modifikované sportovní hry - prostředek integrace žáků s mentální retardací / Modified games -integrative factor mentally affected.Fišer, Václav January 2011 (has links)
Title: Modified games -integrative factor mentally affected. Goal of thesis: To enable to persons with mental infliction of achievement maximum self- realization, satiation of the basic human needs (biological, social and vegetative) and purposeful incorporation to the society. Method: The empirical research - the application of sport kinetic games with choice set of mentally affected boys in terms club of sport games together with pupils common school. Outcomes: My conclusions of this work confirm supposed contribution of play and games activities like the effective tool for an integration of mentally affected pupils Key words: Special needs, disability, integration, inclusion, kinetic activity, gaming activity.
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