• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 4
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 10
  • 10
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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.
1

Unlocking the Tablet: Parasocial Interactions and Scaffolding Found in Interactive Educational Games

Akers, Chelsie, Akers, Chelsie January 2017 (has links)
The present study examined whether the exposure to likeable characters and educational content would affect the attitudes and behaviors of children after playing an educational children's game. The parasocial interaction (PSI) experienced by children was measured between children playing an educational game with interactive characters and those children who watched videos with the same character. This study also investigated the presence of mediated scaffolding provided by the interactive character in the educational game. A three group between subjects experimental design was employed. Subjects were randomly assigned to play an educational game, watch a video, or color on a tablet for 10 minutes. They were asked a series of questions about their experience on the tablet and the interaction with the character and then offered an educational prize or non-educational prize at the end. This study found that children in both the educational game and video condition reported experiencing a PSI with the character Alpha-Pig. Additionally, it was found that when kindergarteners were exposed to the educational game and the educational video, they chose an educational reward more often than the control group. This study also found that with this particular age group and the use of tablets, there were many findings that were impacted by a ceiling effect: children in all groups scored high on the educational worksheet and showed high levels of motivation for current and future learning. These findings support past PSI research, showing that children are experiencing a PSI while interacting with a likeable character in an educational game. Additionally, this study adds to the understanding of scaffolding, extending its effects from only personal interactions to mediated interactions. Ultimately, this study helps parents and teachers to understand the importance of likeable characters in educational games for children.
2

Designing Video Games and Interactive Applications to Enhance Learning in Children with Autism Spectrum Disorders

Mahmood, Naureen 2011 December 1900 (has links)
Autism Spectrum Disorders (ASD) are a group of developmental neuropsychiatric disorders that can be highly variable in their intensity and in the types of symptoms displayed among different people. Over the years, various intervention techniques using computer-based or computer-assisted therapy have been explored to help individuals with autism in their everyday lives. This paper proposes a set of special guidelines for developing computer-based interactive applications and games to assist learning in children on the autism spectrum. The guidelines proposed here form a framework of interactive and adaptive techniques to be employed in designing computer games and applications that can be used to enhance various aspects of learning and development in children on the autism spectrum. These guidelines are based on the learning activities and other peer-to-peer interactions employed by teachers in inclusive classrooms which help optimize learning in a classroom environment. Other sources of game design considerations include prior research on the limitations encountered by children with ASD in motion, sensory perception, communication and cognition. Prior and ongoing research relating to their abilities in these particular areas are also utilized in this study as important factors in designing the interactive applications and games. Lastly, studies regarding the use of technologies and augmented communication devices are used to help outline the necessary mediums of delivery for the games and applications. The guidelines created in this study are introduced to parents and researchers of children on the autism spectrum through a survey in which these participants are asked to evaluate the techniques and technologies presented in this paper. This research delves into one of the new areas of exploration that have a huge potential in intervention techniques for children with ASD. It is expected that the outlines developed here will offer helpful insight into design and development for future efforts and advancements in gaming technologies for children with ASD.
3

A comparison between techniques for color grading in games

Oldenborg, Mattias January 2006 (has links)
<p>Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches. The results show no unanimously superior approach but rather aim to break down the results in categories and attempt to explain the benefits and drawbacks in using either one of them, aiding the decision for anyone inclined to implement color grading effects in games.</p>
4

A comparison between techniques for color grading in games

Oldenborg, Mattias January 2006 (has links)
Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches. The results show no unanimously superior approach but rather aim to break down the results in categories and attempt to explain the benefits and drawbacks in using either one of them, aiding the decision for anyone inclined to implement color grading effects in games.
5

Spelet om konsumentens uppmärksamhet : En studie av upplevelsebaserad varumärkeskommunikation i interaktiva spel / The Attention Game : A study of experience based brand communication in interactive games

Mohall, Sara, Cederlund, Claes January 2006 (has links)
<p>Bakgrund</p><p>Företags varumärkeskommunikation står idag inför stora förändringar. Det finns allt fler varumärkesinnehavare som vill kommunicera sina varumärken till konsumenter, vilka i sin tur lever i ett överkommunicerat samhälle. Detta har gjort att de inte tar till sig budskapen i samma utsträckning längre. Samtidigt har konsumenterna även flyttat en stor del av sin uppmärksamhet och tid från traditionella medier till bland annat interaktiva spel. Varumärkesinnehavarnas jakt efter nya kommunikationsvägar och konsumenternas intresse för interaktiva spel har därför legat till grund för uppsatsens syfte.</p><p>Syfte</p><p>Studiens syfte är att utreda interaktiva spels potential till att vara kommunikationskanal för varumärken samt undersöka vilken syn varumärkesinnehavarna bör ha på varumärket vid upplevelsebaserad kommunikation i interaktiva spel.</p><p>Genomförande</p><p>Uppsatsen är genomförd som en kvalitativ studie med en induktiv ansats. Den empiriska studien är uppbyggd kring intervjuer med individer som har kunskaper inom varumärken, spelutveckling samt konsumentbeteende.</p><p>Resultat</p><p>Studien visar att interaktiva spel möjliggör att konsumenten kan interagera med det kommunicerade varumärket och därmed erhålla en upplevelse av hur verklig konsumtion av varumärket är. Dessutom tyder denna studie på att varumärket i ett interaktivt spel måste integreras på ett sätt som gör att det fyller en funktion i spelet. För att konsumentens förtroende till varumärket ska bibehållas bör produktegenskaperna inte ligga allt för långt från verklig konsumtion. Det är även betydelsefullt att det kommunicerade varumärkets värderingar stämmer överens med spelets kontext vid varumärkets exponeringstillfälle. Då interaktiva spel genererar en unik upplevelse för konsumenten resulterar detta i att bilden av det kommunicerade varumärket kan skilja sig åt mellan olika individer. Vår studie visar dock på att då konsumenten interagerar med varumärket och blir medskapare av detta indoktrineras även bilden av varumärket djupare, och en starkare relation mellan konsument och varumärke kan skapas.</p> / <p>Background</p><p>Brand communication is facing extensive changes. This is because the numbers of communicated brands on the market are constantly increasing. This abundance of communication has resulted in consumers who are much more selective in what messages they listen to. The consumers are furthermore devoting a greater part of their time and attention to newer medias, such as interactive games. The brand owners’ need for new ways of communication in combination with the consumers’ interest for interactive games has generated this thesis’ purpose.</p><p>Objective</p><p>The objective of this thesis is to investigate interactive games’ potential as a brand communication channel and also to study what view brand owners ought to possess towards their brand.</p><p>Method</p><p>The thesis is an inductive, qualitative study. The empirical material originates from interviews with individuals within three different competences; branding, game development and consumer behaviour.</p><p>Result</p><p>The study shows that interactive games provide an environment where the consumer can interact with the communicated brand, and thereby obtain an experience of real consumption of the brand. Furthermore this thesis states that it is desirable that the communicated brand are integrated in the game in a way that it is serving a purpose. To keep the consumers’ trust for the brand it is essential that the communicated characteristics are not exaggerated in a too large extend. Furthermore, it is important that the communicated brand’s values are coherent with the game’s context at the time of the brand’s exposure. Interactive games generate a unique experience for the consumer, and the perception of the communicated brand can therefore vary between different individuals. This study also shows that when the consumer interacts with a brand, and thereby becomes a co-producer of its values, the image of it are indoctrinated deeper in the consumer’s mind and a stronger relationship between the consumer and the brand can be created.</p>
6

Spelet om konsumentens uppmärksamhet : En studie av upplevelsebaserad varumärkeskommunikation i interaktiva spel / The Attention Game : A study of experience based brand communication in interactive games

Mohall, Sara, Cederlund, Claes January 2006 (has links)
Bakgrund Företags varumärkeskommunikation står idag inför stora förändringar. Det finns allt fler varumärkesinnehavare som vill kommunicera sina varumärken till konsumenter, vilka i sin tur lever i ett överkommunicerat samhälle. Detta har gjort att de inte tar till sig budskapen i samma utsträckning längre. Samtidigt har konsumenterna även flyttat en stor del av sin uppmärksamhet och tid från traditionella medier till bland annat interaktiva spel. Varumärkesinnehavarnas jakt efter nya kommunikationsvägar och konsumenternas intresse för interaktiva spel har därför legat till grund för uppsatsens syfte. Syfte Studiens syfte är att utreda interaktiva spels potential till att vara kommunikationskanal för varumärken samt undersöka vilken syn varumärkesinnehavarna bör ha på varumärket vid upplevelsebaserad kommunikation i interaktiva spel. Genomförande Uppsatsen är genomförd som en kvalitativ studie med en induktiv ansats. Den empiriska studien är uppbyggd kring intervjuer med individer som har kunskaper inom varumärken, spelutveckling samt konsumentbeteende. Resultat Studien visar att interaktiva spel möjliggör att konsumenten kan interagera med det kommunicerade varumärket och därmed erhålla en upplevelse av hur verklig konsumtion av varumärket är. Dessutom tyder denna studie på att varumärket i ett interaktivt spel måste integreras på ett sätt som gör att det fyller en funktion i spelet. För att konsumentens förtroende till varumärket ska bibehållas bör produktegenskaperna inte ligga allt för långt från verklig konsumtion. Det är även betydelsefullt att det kommunicerade varumärkets värderingar stämmer överens med spelets kontext vid varumärkets exponeringstillfälle. Då interaktiva spel genererar en unik upplevelse för konsumenten resulterar detta i att bilden av det kommunicerade varumärket kan skilja sig åt mellan olika individer. Vår studie visar dock på att då konsumenten interagerar med varumärket och blir medskapare av detta indoktrineras även bilden av varumärket djupare, och en starkare relation mellan konsument och varumärke kan skapas. / Background Brand communication is facing extensive changes. This is because the numbers of communicated brands on the market are constantly increasing. This abundance of communication has resulted in consumers who are much more selective in what messages they listen to. The consumers are furthermore devoting a greater part of their time and attention to newer medias, such as interactive games. The brand owners’ need for new ways of communication in combination with the consumers’ interest for interactive games has generated this thesis’ purpose. Objective The objective of this thesis is to investigate interactive games’ potential as a brand communication channel and also to study what view brand owners ought to possess towards their brand. Method The thesis is an inductive, qualitative study. The empirical material originates from interviews with individuals within three different competences; branding, game development and consumer behaviour. Result The study shows that interactive games provide an environment where the consumer can interact with the communicated brand, and thereby obtain an experience of real consumption of the brand. Furthermore this thesis states that it is desirable that the communicated brand are integrated in the game in a way that it is serving a purpose. To keep the consumers’ trust for the brand it is essential that the communicated characteristics are not exaggerated in a too large extend. Furthermore, it is important that the communicated brand’s values are coherent with the game’s context at the time of the brand’s exposure. Interactive games generate a unique experience for the consumer, and the perception of the communicated brand can therefore vary between different individuals. This study also shows that when the consumer interacts with a brand, and thereby becomes a co-producer of its values, the image of it are indoctrinated deeper in the consumer’s mind and a stronger relationship between the consumer and the brand can be created.
7

Μελέτη και ανάπτυξη διαδικτυακών εφαρμογών παιχνιδιών κοινωνικών χώρων

Παπαδοπούλου, Δήμητρα 10 March 2014 (has links)
Στα πλαίσια αυτής της διπλωματικής εργασίας μελετούνται οι ιστότοποι κοινωνικής δικτύωσης, καθώς και οι εφαρμογές παιχνιδιών μέσα σε αυτούς με σκοπό την ανάπτυξη μιας εκπαιδευτικής εφαρμογής μέσα σε έναν από αυτούς, το Facebook. Έχοντας εξετάσει αρκετούς χώρους κοινωνικής δικτύωσης και αφού καταλήξαμε να κάνουμε χρήση του Facebook σαν πλατφόρμα ανάπτυξης της εφαρμογής μας, προχωρήσαμε στην ανάπτυξη του παιχνιδιού, αφού πρώτα διατυπώσαμε την ιδέα του. Ποιο είναι το παιχνίδι; Το Back to School είναι ένα ατομικό, διαδραστικό παιχνίδι ερωτήσεων κυρίως γεωγραφικού, αλλά και εν μέρει ιστορικού περιεχομένου. Πιο συγκεκριμένα, ο παίκτης καλείται να εντοπίσει πάνω στο χάρτη (Google Maps) κάποια χώρα, πρωτεύουσα, ή τον τόπο γέννησης κάποιας ιστορικής προσωπικότητας, ανάλογα με την κατηγορία και αντίστοιχα το ένα από τα τρία επίπεδα δυσκολίας που θα επιλέξει, πραγματοποιώντας ένα διαδραστικό τεστ γεωγραφίας. Ο χρόνος που έχει στη διάθεσή του για κάθε παιχνίδι είναι 3 λεπτά, ενώ για κάθε σωστή απάντηση λαμβάνει 100 πόντους. Επιπλέον του δίνονται 3 ζωές (lives) προτού χάσει, ανεξαρτήτως του χρόνου που του απομένει, καθώς και ένας αριθμός βοηθειών (hints) για παράλειψη ερωτήσεων που δε γνωρίζει. Έχοντας αποσαφηνίσει το περιεχόμενο του παιχνιδιού και γνωρίζοντας το που θα αναπτυχθεί, μελετήσαμε το απαραίτητο υλικό για την ανάπτυξη της εφαρμογής στον κοινωνικό χώρο του Facebook, προκειμένου να μπορέσουμε να ενσωματώσουμε το παιχνίδι μέσα σε αυτόν, αξιοποιώντας κατάλληλα και τις δυνατότητες που προσφέρονται στους κοινωνικούς χώρους. Η εφαρμογή είναι διαθέσιμη προς χρήση στον παρακάτω ιστότοπο: apps.facebook.com/backtoschooool / Within this thesis, we study the social networking sites and game applications within these,in order to develop an educational application within one of these, Facebook. Having examined several social networking sites and ended up to use Facebook as a platform for our application development, we proceeded with the development of the game after we first formulated its idea. What's the game? Back to School is a single player, interactive quiz with mainly geographical, but also partially historical content. Specifically, the player is asked to locate on the map (Google Maps) a country whether a capital or the birthplace of a historical personality, depending on the category and on the one of the three corresponding levels of difficulty that he will choose, in order to take an interactive geography test. The time available for each game is 3 minutes, and for each correct answer receives 100 points. In addition he is given lives before losing, regardless of the time remaining as well as a number of hints in order to skip questions that he doesn’t know. Having clarified the content of the game and knowing where it would be developed, we studied the necessary material for the development of the application in the social space of Facebook, so that we can incorporate the game into it, while making appropriate use of the possibilities offered by social sites. The application is available for use on the following site: apps.facebook.com/backtoschooool
8

Uso de modelagem computacional, gamificação e PBL no processo de ensino e aprendizagem do protocolo de classificação de risco do sistema Manchester

Pontes, Alessandra Nascimento 17 September 2018 (has links)
In Brazil, the emergency and emergency area is considered by the Ministry of Health (MS) an important component of health care. In recent years, we have seen a considerable increase in the demand for emergency and emergency services, mainly due to the population growth and the increase in the number of accidents. Since 2007 the Ministry of Health has adopted the Manchester system as the standard protocol for risk classification and clinical priority throughout the national emergency and emergency system, be it public or private. Thus, the use of computational facilitators to learn the Manchester risk classification system consists of two parts: Computational modeling of the Manchester system in a dynamic model; and use of problem-based learning PBL and gamification to favor learning the system of risk classification. The dynamic model allows simulation as a means of visualizing the steps of the protocol operation, highlighting the key criteria that justify the classification. In addition to using the Petri Net, a modeling technique that allows the representation of systems, using as a foundation a strong mathematical base. The guiding objective was to produce a game as a scenario of the Manchester Protocol Risk Classification for professionals responsible for screening (doctors and nurses), offering a rating experience as close to reality as possible. It is also known that today, access to information is much easier, and the use of the language of games to promote learning makes the teaching method more playful and fun. It is concluded that, despite the importance of this protocol, through a review of the literature and a semi-structured research, the current research found that the protocol is not yet approached adequately in the nursing and medical training curriculum, delegating such knowledge of the practical experience of compulsory traineeships or the beginning of working life. / No Brasil, a área de urgência e emergência é considerada pelo Ministério da Saúde (MS) um importante componente da assistência à saúde. Nos últimos anos nos deparamos com um aumento considerável na demanda por atendimentos de urgência e emergência, principalmente devido ao crescimento populacional e ao aumento do número de acidentes. Desde 2007 o Ministério da Saúde adotou o sistema Manchester, como protocolo padrão para classificação de risco e prioridade clínica em todo o sistema nacional de urgência e emergência, seja ele público ou privado. Dessa forma, o uso de meios facilitadores computacionais para o aprendizado do sistema de classificação de risco Manchester consiste em duas partes: Modelagem computacional do sistema Manchester em um modelo dinâmico; e uso de aprendizagem baseada em problemas PBL e gamificação para favorecer o aprendizado do sistema de classificação de risco. O modelo dinâmico possibilita simulação como meio de visualizar as etapas do funcionamento do protocolo, destacando os critérios-chave que justificam a classificação. Além de utilizar a Rede de Petri, uma técnica de modelagem que permite a representação de sistemas, utilizando como alicerce uma forte base matemática. O objetivo norteador foi produzir um game como cenário da Classificação de Risco do Protocolo Manchester para profissionais responsáveis pela triagem (médicos e enfermeiros), oferecer uma experiência da classificação o mais próximo da realidade possível. Sabe-se também que hoje, o acesso à informação é muito mais fácil, e a utilização da linguagem dos jogos para promover a aprendizagem torna o método de ensino mais lúdico e divertido. Conclui-se que, apesar da importância desse protocolo, através de uma revisão da literatura e de uma pesquisa semi-estruturada, a atual pesquisa constatou que o referido protocolo ainda não é abordado adequadamente na grade formativa dos cursos de enfermagem e medicina, delegando tal conhecimento para as experiências práticas dos estágios obrigatórios, ou do início da vida profissional.
9

Performance of Physics-Driven Procedural Animation of Character Locomotion : For Bipedal and Quadrupedal Gait

Larsson, Jarl January 2015 (has links)
Context. Animation of character locomotion is an important part of computer animation and games. It is a vital aspect in achieving believable behaviour and articulation for virtual characters. For games there is also often a need for supporting real-time reactive behaviour in an animation as a response to direct or indirect user interaction, which have given rise to procedural solutions to generate animation of locomotion. Objectives. In this thesis the performance aspects for procedurally generating animation of locomotion within real-time constraints is evaluated, for bipeds and quadrupeds, and for simulations of several characters. A general pose-driven feedback algorithm for physics-driven character locomotion is implemented for this purpose. Methods. The execution time of the locomotion algorithm is evaluated using an automated experiment process, in which real-time gait simulations of incrementing character population count are instantiated and measured, for the bipedal and quadrupedal gaits. The simulations are measured for both serial and parallel executions of the locomotion algorithm. Results. Simulations of up to and including 100 characters are performance measured providing an overview of the slowdown rate when increasing the character count in the simulations, as well as the performance relations between bipeds and quadrupeds. Conclusions. The experiment concludes that the evaluated algorithm on its own exhibits a relatively small performance impact that scales almost linearly for the evaluated population sizes. Due to the relatively low performance impacts it is thus also concluded that for future experiments a broader measurement of the locomotion algorithm that includes and compares different physics solvers is of interest.
10

ART/CONSCIOUSNESS SCIENTIFIC EXPLANATION AND ITS CORRELATION / YSO

Juarez Gonzalez, Naun Rodrigo January 2013 (has links)
This essay is more or less a very boring analog game in paper, which is trying to find the similitude between ART and CONSCIOUSNESS, as well as the boundaries of legality of taking over or stealing someone else's work. The dynamic of this game of mine starts by choosing a lecture of any research and change some keywords to create a new research. The format of this essay suggests an interaction and will need an interaction of the reader with the essay itself in order to add more concepts and could make it more personal and transform the main subject of this essay. It does not necessarily have to be an art topic, so it is very open to any personal interest. There are no rules of this game, you can change the subject, the actors, the author or try to change it back to the original lecture. Everything is possible; at the end the reader could acquire by signing this essay or theory. / [I examensarbetet ingår utställningen "YSO":] YSO explore metaphysical information in order to expand the idea of Art and consciousness, which experience and perception are both essential as a part of the information processing. Condensing this information to be able to exchange it on different states the Meta, Virtual and physical state. The formal aesthetic display of YSO is an interpretation of the different inputs objects or data that will or could construct an assumption with deliberate inputs through the senses to be able to interpret the correlation between Art and Consciousness. Material: Freezer, pick-up car, silicon form, water, wood, plastic sheet, tv, ice machine, media player and paint. Teknik: Installation/video/variable. Längd på video: 01:54:00. / <p>The video, essay and installation is a unit and represent different states of consciousness and non-physical matter's reality (nonphysical-matter Reality) and all of these contribute to the information.</p><p>Examensarbetet består av en skriftlig del och en gestaltande del. Alternativ titel anger namnet förden gestaltande delen. </p><p>The master work includes a written essay and a forming part. The alternative title is the name of the forming part.</p>

Page generated in 0.0652 seconds