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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.
21

Eco2Trainer möter serious gaming

Kjellson, Emma January 2008 (has links)
<p>Arbetets syfte är att studera om en ansats baserad på serious gaming kan göra ett datorbaserat träningsverktyg mer självständigt och mer motiverande för användaren.  I detta arbete beskrivs erfarenheterna från en fallstudie där ett speciellt träningsverktyg, Eco<sub>2</sub>Trainer, utvärderades med hjälp av användartest. Eco<sub>2</sub>Trainer är ett träningsverktyg för sparsam körning med buss. Träningen görs framför en dator med en ratt och pedaler. Arbetets syfte är att med hjälp av serious gaming göra Eco<sub>2</sub>Trainer självständig och mer motiverande för användaren. Arbetet baseras på ett uppdrag av StageIT AB och innefattar flera intressanta och aktuella delar. Serious gaming är en aktuell ansats som lämpar sig bra för just detta projekt och även psykologiska faktorer som driver en tv- och datorspelare generellt och hur dessa gynnsamma faktorer kan implementeras i ett träningsverktyg som Eco<sub>2</sub>Trainer beskrivs. Arbetet innefattar litteraturstudier men också användarstudier i form av två användartest med personer i målgruppen. Under användartesten gjordes observationer och frågeformulär besvarades av testdeltagarna. All information samlades ihop och analyserades för att sedan användas för vidare utveckling. Resultatet av arbetet blev en ny version av Eco<sub>2</sub>Trainer som bygger på ett upplägg baserat på serious gaming. Det nya upplägget testades i ett andra användartest och fick gott betyg av deltagarna. Eco<sub>2</sub>Trainer visade sig vara självständig och testdeltagarna var motiverade och tyckte det var underhållande. Slutsatsen är därför att projektet har lyckats uppnå sina mål och varit med och skapat en produkt som kan bidraga till en mer miljömedveten framtid.</p> / <p>Eco<sub>2</sub>Trainer is a tool for practicing Ecodriving, developed for busses. In front of a computer screen, with a steering wheel and pedals the training is performed. This method has advantages compared to practicing Ecodriving in a vehicle. No CO<sub>2 </sub>discharge, no exhaust fumes and no fuel expenses makes Eco<sub>2</sub>Trainer a tool of today. Making Eco<sub>2</sub>Trainer more independent and motivating for the user is the purpose of this paper. The project is an assignment for StageIT AB and contains interesting and current topics. Environmental matters are the background of the whole Eco<sub>2</sub>Trainer project. Serious gaming is another current subject that is brought up and adapt to the project as well as the psychology behind what makes a videogame player, play on. The paper includes literary studies and user studies. The result of this project is a new version of Eco<sub>2</sub>Trainer were the structure is based on serious gaming. The new version of Eco<sub>2</sub>Trainer was well liked at the last user test and therefore the conclusion is that the project was successful. The test also shows that the project reaches its goals and helped creating a tool for a more aware future.  </p>
22

Motivations and social conventions of online video game play among young adult males

Land, Bonnie 06 April 2015 (has links)
This study sought to understand: Why do young men play online games? How are the social aspects of the online gaming community governed? How is this virtual gaming world connected to the real world? The study explored the motivations and social conventions in online first person shooter games, and how they impact each other. As well, this study examined the relationship between this virtual world and the real physical world. A group of six young males between the ages of 18-30 years shared, in-depth, their opinions during individual interviews and a focus group discussion. First hand data were observed and collected during live online video gaming sessions. The data were coded and sorted according to themes in order to identify coding groups. The data revealed several motivating factors to play online first person shooter games, which are discussed in detail. As well, the research provided a better understanding of the social conventions in the online gaming community and how motivating factors and social conventions influence and impact one another. Many different ways in which this virtual environment is connected to the real world were discovered and many different factors can carry over into real life, such as relationships and money.
23

The Invasion: Applying the Aesthetics of Horror in a Virtual Reality Gaming Environment

Unknown Date (has links)
Many theories exist attempting to explain the allure of horror films to the human psyche. None can fully explain this fascination to the horror genre. However, there are clear visual techniques used routinely in these films to produce fear in audiences. This thesis explores the application of those cinematic techniques used in horror cinema for well over a century into a virtual reality (VR) experience, The Invasion. Using a wide range of examples from classic horror films, The Invasion endeavors to show how the lessons learned from the study of horror cinema’s use of color theory, light, shadow, and sound design, when paired with the virtual reality medium, can provide a richer, more immersive horror vehicle and create new possibilities for fear-based content. / Includes bibliography. / Thesis (MFA)--Florida Atlantic University, 2021. / FAU Electronic Theses and Dissertations Collection
24

Cyber Sexy:electronic Game Play And Perceptions Of Attractiveness Among College-aged Men

Wack, Elizabeth 01 January 2007 (has links)
The current study was conducted to determine whether or not electronic gaming is related to the formation of certain body ideals and appraisals of attractiveness. A sample of 219 college-aged males (age 18 to 32) completed a variety of measures designed to gather information about their game play habits, their perceptions of their own attractiveness (MBSRQ, SMAQ), and their perceptions of women's attractiveness (BCRS, FRS, photographs of women of different BMIs). Results indicate that men's ratings of women's attractiveness vary across the genres of games most frequently played but that frequency of play and age of commencement of game play are not related to self-perceptions of physical attractiveness, the association of positive attributes with muscularity, or the drive to become more muscular. However, results suggest that men's appearance satisfaction and the degree to which they value muscularity are influenced by the extent to which they compare their own appearance to that of the characters they play in the games. Results indicate that unlike other forms of media, electronic gaming is not related to decreased appearance satisfaction in players or the formation of unrealistic standards of attractiveness for women.
25

Experimental Analysis of Probabilistic Smart Terrain in Unity

Boulos, Emile T. 07 May 2018 (has links)
No description available.
26

Modeling Riverboat Casino Customer Behavior in the Cincinnati Market

James, Ryan Douglas 05 October 2007 (has links)
No description available.
27

Gaming as a Literacy Practice

Hall, Amy Conlin 09 September 2011 (has links)
This descriptive study was designed to be a detailed, informative study of a group of adult males who have been gamers since adolescence. The purposes of the study are to provide information regarding gaming as a literacy practice and to explore other vernacular technological literacy practices. The study sheds light on the merits of gaming and other new literacies by examining the literacy development of a select group of adult males. This research was centered on vernacular technological literacy practices, the evolution of gaming practices, gaming intersections, and supporting school-based literacy. Through extensive interviews with the researcher, the selected participants disclosed their gaming experiences as both adolescents and adults. They also shared their personal connections to gaming, and the technological literacy practices they are using in their present lives. / Ed. D.
28

Muted Blue

Ngo, Huy Quoc 01 July 2020 (has links)
Muted Blue (Whale Level) is a Virtual Reality educational experience that explores the possibility of creating an alternative learning method in an informal learning setting such as a museum. This project seeks to merge art, technology and education to create an immersive, interactive learning experience that is geared toward Gen Z and Millennial but can be enjoyed by every age group. Unreal 4 game engine along with other 3D packages made it possible to develop a Virtual Reality experience that can be used as a complimentary piece that can possibly exist along side a museum exhibit. / Master of Fine Arts / Muted Blue (Whale Level) is an interactive museum experience that aims to give audience a more informative and interactive digital experience. The main focus of Muted Blue is allowing users to explore and learn at their own pace. This Virtual Reality Museum idea in particular, is geared toward the potential museum goers that are in the Gen Z and Millennial generations because technology has been an integral part of their lives. Muted Blue (Whale Level) is capable of creating an impossible space that cannot be recreated inside of a real museum while providing meaningful, educational information along with beautiful visuals that will assist with the learning process and inspire the users to learn and care more about our ocean.
29

Archaeologists discover ancient Mayan board game – here’s what it can teach modern educators

17 May 2023 (has links)
Yes / Archaeologists have unearthed a stone scoreboard in Chichén Itzá, Mexico, shedding light on the Mayan civilization's ancient board game called Pok-a-Tok. The Mayan games held deep cultural and religious significance, reflecting the beliefs and values of the people. Winning such games was considered a sign of divine favor, while losing could result in human sacrifices. Mayan games fostered communal identity and connections between the physical, spiritual, and social realms. The concept of the "magic circle" in gaming, where players enter a temporary world with its own rules and boundaries, can be applied to modern education to promote inclusion, collaboration, and the development of critical thinking and problem-solving skills. By incorporating ancient and modern games, educators can create inclusive learning environments that cater to diverse student needs.
30

Analytics inom spel : Hur data/analytics kan hjälpa spelare att utvecklas / Analytics in gaming : How data/analytics can help gamers to improve

Nayef, Badi January 2022 (has links)
En kombination av individuellt genererad data samt ett prediktivt analytiskt system som samlar spelares historiska data undersöks för att få mer kunskap om hur mätningar och mått kan hjälpa spelare att fatta mer datadrivna beslut. Detta i hopp om att göra dem till skickligare spelare i det befintliga spelet som systemet används inom. Grunder i game analytics lyfts fram, där fokuset främst ligger på game metrics och telemetry för att tydliggöra hur data inom spelbranschen analyseras samt fångas upp. En kvalitativ metod kommer att tillämpas där individer kommer att intervjuas om ett tilltänkt system. Här betonas kunskapen om hur spelarna skulle uppleva ett sådant system, samt vad de anser är viktigt om ett sådant system skulle implementeras i deras dagliga spelande och vilket behov det finns i nuläget.

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