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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

Papegojor och spel : En analys av monologen och dialogen i Samuel Becketts I väntan på Godot och Slutspel / Parrots and Play : An Analysis of Monologue and Dialogue in Samuel Beckett’s Waiting for Godot and Endgame

Juliusson, Carl Magnus January 2009 (has links)
Jag har i denna studie av Samuel Becketts (1906-1989) två dramer I väntan på Godot (En Attendant Godot) (1952) och Slutspel (Fin de Partie) (1957) studerat dialogen och monologen i de båda dramerna och diskuterat kring vilka slutsatser man därav kan dra om språk och berättande. Fokus har legat på hur dialogen tar sig ut, vilka faktorer den är under stor påverkan av och dess relation till monologens fundamentala roll i Becketts dramer. Analysen har jag delat upp i två delar vilka för sig behandlar var sitt drama i kronologisk ordning. Först I Väntan på Godot och därefter Slutspel. De båda delarna är sedan i sin tur uppdelade i två delar varav den första diskuterar dialogen och den andra monologen. Första delen av analysen av I väntan på Godot har kallats ”Missförstånd och minne” och där har jag reflekterat kring, som titeln avslöjar, missförståndets roll – hur det tar sig ut och varför – samt dialogens påverkan av karaktärernas bristande minne. I delen som följer har jag fokuserat på berättandet i dramat med utgångspunkt i bland annat Pozzos spel och Luckys förbryllande tal. I första delen av analysen av Slutspel, ”Spelet”, har jag studerat dialogen i relation till det spel vilket karaktärerna i dramat utsätter varandra för. Vidare tar jag upp vanan under samma rubrik och hur den påverkat dialogen. I sista delen, ”Hamms berättande”, har jag undersökt Hamms berättelse, vilket även kommer nämnas under rubriken innan, och monologens roll även i detta drama. För att kunna förankra analysen i de båda dramernas handling, vilka i sig stått fokus för en mängd forskning, har jag valt att använda mig av verk vilka presenterar generella och översiktliga tolkningar av Becketts författarskap, t.ex. Charles R. Lyons Samuel Beckett (1983), Richard N. Coes Beckett (1968) samt portalverket till den absurda teatern, Martin Esslins The Theatre of the Absurd (1961). Jag kommer också bland annat använda mig av två samlingar vetenskapliga essäer om Beckett, Samuel Beckett now (1970) och Samuel Beckett: A Collection of Critical Essays (1964) samt en mer språkinriktad studie om Beckett, Six dramatists in search of a language (1975) av Andrew K. Kennedy. Som stöd till analysen kommer även andra skönlitterära verk av Samuel Beckett användas som kan belysa den tematik om språk och berättande vilket kommer diskuteras i denna analys. Analysen kommer vara en närläsning och allt skönlitterärt material kommer vara i svensk översättning.
22

"Well? Shall we go?" "Yes, let's go." [They do not move.] : -Vernacular Comedy and Waiting for Godot.

Rönne, Nanna Bjørg Flensborg January 2014 (has links)
This essay discusses the relationship between the characters Vladimir and Estragon in Samuel Beckett’s play Waiting for Godot and the vernacular clowning tradition. The discussion is supported by analyzing similarities between Waiting for Godot and Mikhail Bakhtin’s concept of grotesque realism as it is presented in his work Rabelais and His World, as well as elements of the Italian Commedia dell’Arte and 20th century silent movie comedy. The essay concludes that Beckett was considerably influenced by vernacular comic elements and utilised these influences in his play Waiting for Godot in order to question the high level of artificiality in Modernist literature.
23

Game developer experience : A cognitive task analysis with different game engines

Flomén, Rasmus, Gustafsson, Micaela January 2020 (has links)
Context: Today there are a lot of different kinds of game engines to choose from, but is one of these engines more suitable for a developer with a beginners' experience in game development? Objective: This is something we explore in order to help teachers choose a suitable engine for teaching game development to beginners.In this study, two teams of two persons each compare two of these engines, Godot and Unity. Method: We conducted a study, consisting of six iterations, to observe the development of a prototype game using the two engines. We collected data during the development of the game using a think-aloud protocol and a questionnaire, and after the development using a questionnaire that included the SUS scale for assessing the overall usability of the game engines. Results: The Godot engine have been focused on completing their documentation and the documentation is somewhat directed to more experienced developers. In comparison the Unity engine got more solutions outside of the documentation and also got their own special guides towards beginners.Although Godot engine got a more simpler GUI which will be easier at first but as the tasks became more difficult this became more of a disadvantage and some solutions were not found easily among the documentation. In comparison the Unity engine got more menus and can seem a lot to a beginner but became to be more helpful the harder the tasks became and even though most solutions were not found among the documentation, there were enough information from other sources to solve all problems with an easy search.Neither of the engines provided with a lot of helpful information within the tool, although the Godot engine had some cases where the tool would let the developers know a certain component was needed. Conclusion: Our main conclusion is that Godot is a good entry point into game development but as the tasks gets more difficult students would need the teacher’s help in order to solve the tasks as easy as with Unity. In contrast, Unity starts more difficult but as tasks gets more difficult Unity have more solutions online, which makes it more suitable if students are to develop on their own.\\This study is rather small with only four participants and this limits the results, for future studies it would be best to have more participants. Keywords: Cognitive task analysis, game developer experience, Godot, Unity, game engine, usability
24

A Scenario-Based evaluation of Game Architecture

AL Halbouni, Hadi, Hansen, Frank January 2020 (has links)
When developers or organizations need to develop a game, simulation or a similar project, they phase the question of whether or not to use a game engine as well as the question on which one to use. Are all game engines the same or does the architecture change and how is the game design different between various game engines? The objective of this thesis is to research these questions as well as giving a concrete understanding of the impact of picking one engine over the other and how each engine influences the way games are developed and answer some more specific questions regarding architecture and usability.  A project was designed with the goal of developing a game. This game was developed by two separate teams over a period of 6 weeks, using two different game engines. The development was split into separate iterations done simultaneously between the teams and questionnaires were filled in to gather data. The game engines used for projects had similarities but also things which were different. Each engine offered ways to speed up development by allowing the developer to reuse and distribute changes among objects to reduce work. The differences caused one engine’s code architecture to be more complex than the other while allowing a better code structure as well as adding more time to learn how the engine handles certain things such as collisions. In conclusion, there is an importance to properly evaluating different game engines depending on the project a developer or organization is creating, not evaluating this properly will impact development speed and project complexity. Even though each engine has their differences, there is no superior game engine as it all depends on the project being developed. The game developed for this project was only touching on certain areas related to 2D games.
25

A bubble shooter as an exergame

Detter, Jacob January 2022 (has links)
As society becomes more and more sedentary new solutions must be researched. One such possible solution is exergames.They are games that require physical movement to be played.By playing exergames a player can become less sedentary and get a bit of physical exercise. This thesis will examine the viability of a bubble shooter game as an exergame in order to potentially find another kind. This is to find if a bubble shooter is a game type that fits well with being made into an exergame. To do this a bubble shooter was developed and turned into an exergame. Then a small user test wascarried out in order to gather data on the viability of the game. These results showed that a bubble shooter works well as an exergame, and it has the potential to work really well.
26

Att läsa en affisch : En studie om intermedialitet och modelläsare i teateraffischer / Reading an poster : A study of intermediality and model readers in theatre posters

Holm, Evelina January 2022 (has links)
In this essay, seven posters from productions of the play "Waiting for Godot" are studied. The purpose is to identify elements in the play's plot that are found in the design of the posters and link them to each other. The question statements is to find out what the posters tell about the plot, how the intermediality shows in the posters and who the posters aimed at. The method of the analysis is based on Gillian Rose's content analysis and Anders Marner's student exercise in semiotics. The results of the study showed that it is the characters' attributes and props, such as hats and trees, that take up space on most posters and thus communicate with the potential audience. The graphics and text in the posters are together active parts of the communication of the story each poster mediates. The model readers can both have a knowledge about the plot and no major pre-understanding of the play's plot depending on the different posters in the analysis.
27

Creating helpful and motivating motion games for active breaks in a sedentary work environment / Motiverande och hjälpande rörelsespel för aktiva raster vid stillasittande arbetssmiljö

Norström, Daniel January 2023 (has links)
One major issue that office workers face in their daily lives is a large amount of sedentary behavior. To help alleviate this, researchers at Linköping University are developing a collection of motion games to create natural and motivating active breaks named Liopep. This thesis presents the development and evaluation of one new game being added to Liopep called BoatSim. In BoatSim, the player makes real rowing motions in front of a web-camera to row a virtual boat between various islands, where they can grow crops, raise cows, etc. BoatSim was created in the game engine Godot, with a motion controller powered by Mediapipe Pose. The game was evaluated by repeated playtesting where data was gathered to determine how much movement was achieved by a player interacting with the various different parts of the game, and comparing these to each other.
28

Cross punching full body movement game using Godot

Blad, Erik January 2022 (has links)
This thesis aims to create an easy to play exergame that can be used by office workers in theirday-to-day work to battle the long-term consequences of a sedentary lifestyle. A sedentarylifestyle can lead to serious health risks such as obesity and diabetes. This gives exergames anopportunity to be implemented in the daily life of the affected. Exergames have evolved frombeing solely playable from their own console such as Wii or Xbox Kinect to only needing a webcamera, making it accessible and portable for office workers and others all around the globe. Theonly thing left is the actual exergames themselves. The goal of this thesis is to expand an existinglibrary of exergames with a unique boxing game. The research questions are as follows, 1: Howshould the game be designed to incite large body movements? 2: How will achieving higherscores impact the players' movement? Answering research question one will involve a lot of trialand error and creative thinking to come up with a solution that answers the question but alsofeels good to play. Research question two will require user data collected during the gameplay tobe analyzed to see relations between the total movement and the total score. Tracking elbows todetect whether a cube is hit as well as having cubes always spawn on opposite sides is anefficient way to incite large body movements as the player needs to rotate the entire upper bodyand reach further than tracking the wrists would have required. The analyzed user data showedthat there was a linear relation between achieving a higher score and the total movementexercised during the game. Gaps between the right-hand elbow and left-hand elbows’ totalmovement were also found.
29

PhysiKart : A 2D racing game controlled by physical activity through face-tracking software

Perisic, Hanna, Strömqvist, Theodor January 2022 (has links)
Background: A sedentary lifestyle is becoming more common as our society is shift-ing away from physical labour. Many workplaces offer work from home arrangements,schools offer tutoring over the internet and children’s playgrounds, once full of life, aremostly empty. The availability of gaming devices, smartphones and social media havemade a big impact on the way we choose to live. With that comes the challenges of neg-ative health effects on a population level. Gaming has traditionally been thought of as asedentary activity in front of a desk and screen, but the development of exergames andthe rise of gamification has changed our perception of gaming and in some cases beenshown to be directly beneficial for our health. Objectives: A gamification project led byErik Berglund at the department of Computer and Information Sciences at Linköping Uni-versity is investigating if exergames can be enjoyed, give users a feeling of control, andlead to heightened exertion levels. With this in mind, we set out to develop a 2D racingexergame, PhysiKart, controlled by a face-tracking machine algorithm from Google’s Me-diaPipe library. Method: 14 participants tested the game 3-5 times where each sessionlasted 2 minutes. The participants filled out the Exergame Enjoyment Questionnaire andrated their exertion levels on the RPE scale. Results: Most participants found the gameresponsive to the control system and that the scoring system motivated them to continueplaying. However, the users perceived the immersion of the game to be lower than desiredand is believed to be a consequence of the slow pacing and the short rounds of the game. Conclusions: Through the survey it was confirmed that using face-tracking software foran exergame is suitable to achieve low levels of exertion. By changing the control motionsof the game it would be possible to increase the exertion while still utilizing face-tracking.
30

A performance study and analysis of the role of "Lucky" in Waiting for Godot

Leake, Scott 01 January 2004 (has links)
No description available.

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