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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.
431

Effects of the Nintendo Wii Fit on Functional Gait, Balance and Quality of Life in Ambulatory Individuals with Incomplete Spinal Cord Injury

Wall, Tracy E 01 January 2013 (has links)
Purpose: To assess if a balance retraining program using the NintendoTM Wii Fit: 1) can improve balance, gait, and quality of life in ambulatory individuals with incomplete spinal cord injury (iSCI), 2) can improve standing tolerance in individuals with iSCI, 3) requires individuals to work outside of their limits of stability, 4) can determine if there is a relationship between changes in standing balance measures and the RAND Short Form 36 (RAND SF-36) health measure, 5) can determine if there is a change in postural stability, control, and adaptation to the virtual reality (VR) environment. Problem Statement: There are no studies to date on the effects of an intensive virtual reality balance training program on gait, balance, or quality of life in the iSCI population. Relevance: There is a need for continued research to support effective treatment techniques in individuals with iSCI to maximize each individual's potential. Subjects: Five males with a mean age of 58.6 years who had an iSCI greater than one year post injury. Inclusion: 1) iSCI, 2) ambulate with or without assistive devices, AFOs, and no greater than minimal assistance for a minimum of 10 meters, 3) tolerate static standing for at least 5 minutes at a time with no greater than minimal assistance. Exclusion: 4 Significant orthopedic impairments, pain or a spinal stabilization device that may limit standing or ambulation. Methods: A repeated measures design with three pretests over three weeks, a post-test within one week of the intervention, and a four week follow up. Outcome measures: 10 meter walk test (10MWT), Timed Up and Go (TUG), Forward Functional Reach Test (FFRT) and Lateral Functional Reach Test (LFRT), RAND SF-36. Intervention consisted of one hour sessions with varied games using the Nintendo Wii Fit twice per week for seven weeks. Subjects' subjective reports were collected during the intervention phase. Survey data was also collected at post-test. Results: There were statistically significant changes found in FFRT that were clinically meaningful (Z = -1.84, p = 0.07; average change scores 8.00 centimeters). The changes were also maintained at the four week follow up post-test. Subject reports suggested improvements in balance, endurance, and mobility with daily tasks at home. There was a high correlation between the change scores of the TUG and the RAND SF-36 (r=0.90). Discussion: The training using the NintendoTM Wii Fit improved balance in all five individuals with iSCI. There was an increase in standing during the intervention with decrease in rests. VR training practices task specific training of standing balance. Further research is needed to assess different gaming options to focus on task specific training of gait and mobility.
432

THE EFFECTS OF GENDER PAIRINGS ON PERFORMANCE AND ATTITUDES DURING SERIOUS GAMING

McCombs, Kristin M. 09 May 2019 (has links)
No description available.
433

"Är det ett bra socialt umgänge så mår man bra av det" : En kvalitativ uppsats om ungdomars sociala relationer i online gaming och dess betydelse för den psykiska hälsan.

Rosén Larsson, Lisa, Tedenljung, Cornelia January 2023 (has links)
Sociala relationer har en betydande roll för den psykiska hälsan. Idag är det populärt bland ungdomar att ha sociala relationer online vilket sker bland annat via online gaming.  Det finns ett flertal studier som undersökt negativa konsekvenser av online gaming på den psykiska hälsan men det saknas kunskap om hur online gaming kan bidra till psykisk hälsa. Följaktligen har denna uppsats för avsikt att undersöka ungdomars upplevelser av sociala relationer i online gaming och dess betydelse för deras psykiska hälsa. Uppsatsen utgår från en kvalitativ ansats där semistrukturerade intervjuer genomförts. Sex ungdomar rekryterades utifrån ett målstyrt urval med krav på erfarenhet av online gaming. Efter genomförda digitala intervjuer, gjordes en innehållsanalys. Resultatet av undersökningen visade att ungdomar upplever sociala relationer i online gaming som något positivt och stärkande för den psykiska hälsan. Ungdomarna motiverade att sociala relationer var en avgörande del i deras fortsatta spelande och bidrog till positiva känslor som glädje. Det fanns dock en medvetenhet bland ungdomarna att vissa sociala relationer i online gaming kan påverka den psykiska hälsan negativt. Utifrån uppsatsens resultat dras slutsatsen att sociala relationer i online gaming är betydelsefullt för ungdomarna och deras psykiska hälsa. Uppsatsen leder också till slutsatsen att vidare forskning behövs inom området.
434

Water Animation using Coupled SPH and Wave Equations

Varun Ramakrishnan (13273275) 19 April 2023 (has links)
<p>This thesis project addresses the need for an interactive, real-time water animation tech-<br> nique that can showcase visually convincing effects such as splashes and breaking waves while<br> being computationally inexpensive. Our method couples SPH and wave equations in a one-<br> way manner to simulate the behavior of water in real-time, leveraging OpenGL’s Compute<br> Shaders for interactive performance and a novel Uniform Grid implementation. Through a<br> review of related literature on real-time simulation methods of fluids, and water animation,<br> this thesis presents a feasible algorithm, animations to showcase interesting water effects,<br> and a comparison of computational costs between SPH, wave equations, and the coupled<br> approach. The program renders a water body with a planar surface and discrete particles.<br> This project aims to provide a solution that can meet the needs of various water animation<br> use-cases, such as games, and movies, by offering a computationally efficient technique that<br> can animate water to behave plausibly and showcase essential effects in real-time.</p>
435

Designing an Effective System to Reduce Adverse Behavior Towards Girl Gamers Within the Valorant Competitive Gaming Community

Huffman, Kimberly Ann 21 April 2023 (has links)
No description available.
436

Exploring Natech Risk Communication for Participatory Risk Management:Understanding citizens’communicative behaviour through a comparative study and a serious game / 参加型リスク管理のためのNatechリスクコミュニケーションに関する研究:比較研究とシリアスゲームを通じた市民のコミュニケーション行動の理解

TZIOUTZIOS, Dimitrios 23 May 2022 (has links)
京都大学 / 新制・課程博士 / 博士(工学) / 甲第24099号 / 工博第5021号 / 新制||工||1784(附属図書館) / 京都大学大学院工学研究科都市社会工学専攻 / (主査)教授 CRUZ Ana Maria , 教授 須崎 純一, 准教授 松島 格也 / 学位規則第4条第1項該当 / Doctor of Philosophy (Engineering) / Kyoto University / DFAM
437

An exploratory study of the Swedish gaming industry's global value chain : With a focus on the regional game hub in Skövde / En explorativ studie av den svenska spelindustrins globala värdekedja : Med fokus på det regionala spelnavet i Skövde

Enander, Markus, Dernestam, Ida-Maja January 2022 (has links)
The Swedish game industry has seen tremendous growth and a global impact in the market. Despite the successes there is a lack of research on the matter. By exploring the global value chains of game companies in Skövde (a game industry hub in Sweden) the thesis intends to generate understanding of and map out value chain paths along with identifying critical factors for future growth and maintenance of the leading position in the market. A comprehensive overview of the industry cluster case of Skövde has been achieved through the use of semi-structured interviews with six local game companies. As a result of the study confirmation and extension of the thesis grand theory, the GVC literature, was achieved. A number of critical factors for practical utilization were identified, specifically the relationship with the publisher, the developer’s passion for the project &amp; creative freedom together with contacts in the industry.  A number of scientific contributions have been made through our research. By exploring the GVC in a previously under-researched context we have made a contribution by confirming previous theory as well as laying a base for future research and an extension of the literature in the institutional context-section of the GVC literature. The critical factors findings have the potential of a direct impact on the practical management of the business side of the industry. Finally, as a result of the discovery of close connections with the Transaction Cost Analysis (TCA), Resource Dependency Theory (RDT) and Relational Exchange Theory (RET) theories we have laid the groundwork for future research in these areas as well. / Den svenska spelindustrin har sett en stor tillväxt och har en påverkan på den globala marknaden. Trots framgångarna råder en brist på forskning inom området. Genom att utforska den globala värdekedjan hos spelföretag i Skövde (ett nav för spelindustrin i Sverige) ämnar studien att generera en förståelse av och att kartlägga den globala värdekedjan samt identifiera kritiska faktorer för framtida tillväxt och upprätthållandet av den ledande positionen i marknaden. En omfattande översikt av industri-klustret i Skövde har uppnåtts genom semistrukturerade intervjuer med sex lokala spelföretag. Som resultat av studien har uppsatsens bas-teori, GVC-litteraturen, bekräftats och utvidgats. Ett antal kritiska faktorer för praktisk användning identifierades, specifikt relationen med publiceraren, utvecklarnas passion för projektet &amp; kreativ frihet tillsammans med kontakter inom industrin. Ett antal teoretiska bidrag har frambringats genom vår forskning. Genom att undersöka GVC i en tidigare underforskad kontext har vi bidragit genom att bekräfta tidigare teori samt lagt grunden för framtida forskning och utvidgning av det institutionella kontextavsnittet inom GVC-litteraturen. Upptäckten av de kritiska faktorerna har potential för en direkt inverkan på den praktiska förvaltningen av industrins affärssida. Slutligen, som ett resultat av studien upptäckte vi nära anknytningar med teorier som Transaction Cost Analysis (TCA), Resource Dependency Theory (RDT) and Relational Exchange Theory (RET) vilket innebär att vi lagt en grund för framtida forskning även inom dessa områden.
438

Improving First-Person Shooter Player  Performance With External Lighting

Dahlström, Erik January 2017 (has links)
This thesis project focuses on the creation and usage of external light effects to accommodate the needs of competitive gamers. Prior to the creation of these light effects, the function of audio in films and games was analyzed by examining the works of Michel Chion, who is the leading scholar in studying audio-vision: the relationship between the screen and sound. Subsequently, the possible application of these theories onto the lighting domain was discussed, showing the similarities and usefulness of these two different modalities. The goal of the thesis project was to improve the gamers’ perceived and objective performance in first-person shooter games. A counterbalanced within-group study was conducted; each participant played the game Doom 3 for 25 minutes with and without light effects. Four functional and informative light effects were created to accommodate the in-game content in an attempt to improve their performance. The players were given identical instructions on how to play the game. Four Philips Hue Go lights were placed in a rectangular shape around the participant with the TV in front. An additional Philips Hue LED strip was placed behind the TV. After each session, a standardized Game Experience Questionnaire (GEQ) was used to collect data on the players’ perceived performance. In-game logs were collected to determine how the players fared in combat. A linear checkpoint system was created to judge how far the participants progressed. The GEQ data showed that the light effects improved the players perceived performance. However, the results from the in-game logs and player progression are inconclusive and not statistically significant. The identified potential reasons were the low sample size (n=14), too little practice time, potential differences in player skill and physical light positioning. / Detta examensarbete fokuserar på skapandet och användandet av externa ljuseffekter  för att ackommodera tävlingsinriktade gamers behov. Inför skapandet av dessa  ljuseffekter genomfördes en utforskning av ljudets funktion i film och spel genom att  analysera Michel Chions verk inom audio-vision (eng); det vill säga förhållandet mellan  bild och ljud. Fortsättningsvis diskuterades huruvida dessa teorier kunde appliceras på  domänen ljus, genom att visa på användbarheten samt de likheter som dessa två olika  modaliteter har.    Målet för examensarbetet var att förbättra gamers upplevda och objektiva prestation i  förstapersonsskjutare (eng: First Person Shooter / FPS). En motviktad användarstudie  (within-group) genomfördes. Fyra funktionella och informativa ljuseffekter skapades för  att ackommodera spelets innehåll i ett försök att förbättra spelarnas prestation. Varje  deltagare spelade FPS-spelet ​Doom 3​ i 25 minuter med och utan ljuseffekter. Spelarna fick  identiska instruktioner om spelets grunder. Fyra Philips Hue Go-lampor var utplacerade  rektangulärt runt spelaren med TVn längst fram i mitten. En ytterligare Philips Hue LED  strip var placerad bakom TVn.    Efter varje session användes ett standardiserat Game Experience Questionnaire (GEQ) för  att insamla data av spelarnas upplevda prestation. Data loggades även inifrån spelet för  att uppmäta hur spelarna presterade i strid. Ett linjärt kontrollstationssystem upprättades  för att avgöra hur långt in i spelet deltagarna nådde.    Datan från GEQ-enkäterna visade att ljuseffekterna förbättrade spelarnas upplevda  prestation. Datan från spelloggarna och kontrollstationssystemet gav ett ofullständigt  resultat och var statistiskt insignifikant. De identifierade potentiella anledningarna var det  låga antalet deltagare (n=14), för lite övningstid, skillnader i spelarfärdighet och fysisk  ljuspositionering.
439

The Impact of User-Generated Interfaces on the Participation of Users with a Disability in Virtual Environments: Blizzard Entertainment's World of Warcraft Model

Merritt, Donald 01 January 2015 (has links)
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. A rubric was also created to study a selection of addons for evidence of the principles of Universal Design for Learning (UDL). The study found that World of Warcraft players with disabilities do not use addons more than able-bodied players, but some of the most popular addons do exhibit many or most of the principles of UDL. UDL principles appear to have emerged organically from addon iterations over time. The study concludes by suggesting that the same approach to user-generated content for the game interface taken by the creators of World of Warcraft, as well as high user investment in the environment, can lead to more accessible virtual world learning environments in the future.
440

Dimensions Of Identity

Kramer, Alice 01 January 2009 (has links)
Imagination and fantasy environments created by writers and artists have always drawn people into their worlds. Advances in technology have blurred the lines between reality and imagination. My interest has always been to question the validity of these worlds and their cultures and to transcend the evolving virtual dimension by fusing it with what we perceive to be reality.

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