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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.
1

Barns bilder av staden : Minecraft, preferenser och lek

Karlsson, Eva January 2015 (has links)
Barnperspektivet inom fysisk planering har fått större uppmärksamhet de senaste decennierna, och då barns åsikter om miljöer har visat sig vara viktiga men svåra för planerare att tolka testas ständigt nya dialogmetoder för att kommunicera med barn. De senaste åren har datorspelet Minecraft börjat användas för detta, där barnen själva får visualisera och gestalta sina stadsbilder. Detta innebär att tolkningen av dessa bilder sker senare i skaparprocessen än vid annan dialog, varvid frågor om huruvida Minecraft kan ge något nytt i barnperspektivet väcks, och hur tydligt barnens preferenser kan utläsas. Syftet är därför att undersöka de bilder av staden som visas när barn själva får visualisera och bygga upp en stadsdel i Minecraft, för att identifiera vilka preferenser som framkommer samt vilka faktorer som påverkat dessa bilder. Uppsatsen ska även i ett vidare sammanhang syfta till att utveckla diskussionen om barn och ungas deltagande i den fysiska planeringen och hur denna kan förstås. Genom att studera Minecraft-modeller från tre olika fall där idétävlingar riktade mot barn har genomförts kan det konstateras att barns önskade stadsbilder innehåller många funktioner, färger och odefinierade rum. De bilder som framkommer är tydligt påverkade av kontexten de skapades i, dock är de inte påverkade av rådande normer och trender inom fysisk planering. Det uppdagas att barnens bilder av staden ibland är svårtolkade, trots den förenklade dialogformen, vilket leder till ett ifrågasättande om huruvida barns perception någonsin kan förstås av vuxna. Utifrån detta ges förslag på hur ett barnperspektiv kan intas genom att lämna vissa ytor oplanerade för barn att skapa sina egna platser på. Minecraft visar sig ha potential som en brygga mellan barnet och planeraren då det är en värld som båda kan förstå, men det uppdagas att instruktionerna till barnen i vidare studier där de ska bygga självständigt bör vara så minimala som möjligt, då barn enligt studien har en tendens att eftersträva en vuxen stadsbild och kompetens.
2

Ponto de equilíbrio entre a nova teoria da comunicação, o ví­deo game e o minecraft / -

Corrêa, Francisco Tupy Gomes 15 December 2017 (has links)
Eu jogo, tu jogas e nós? Nós jogamos ou somos jogados? Eu me comunico? Tu te comunicas comigo? Nós nos comunicamos enquanto jogamos? Talvez a resposta rasa a qual somos induzidos a pensar seja: \"Sim! e como nos comunicamos.\" De forma mais elaborada, a ideia da pesquisa em questão é: qual a sinergia que ocorre entre o jogar e o comunicar, considerando que o comunicar não é algo que emula a comunicação, que promove o êxodo para o virtual, que coloca o jogador enquanto objeto de jogo tal como um peão. Comunicar é algo que sente, que frui, que nos atravessa, que permeia a nossa sensibilidade e imbrica aquilo que somos com aquilo que passamos a ser. Por isso, a proposta aqui é a de buscar apreensão do fenômeno que o jogo promove, considerando a Nova Teoria da Comunicação, O Princípio da Razão durante, o metáporo e demais terminologias desenvolvidas por Ciro Marcondes Filho e o Grupo FiloCom. Abordar o jogar pelo suporte do videogame para buscar o sutil, o ponto de equilíbrio do lúdico interativo na comunicação, que não nos mantém a mesma pessoa ao terminarmos de jogar. O jogo proposto como objeto de estudo, Minecraft, trata de um fenômeno, pois não só coloca o jogador como um produtor de conteúdo audiovisual mas permite que os usuários transformem e traduzam a realidade para eles. A questão, contudo é: será que os usuários traduzem os blocos que manipulam, que lhes é informado e supostamente comunicado em realidade? O objetivo aqui é o de compreender o jogo por este olhar, buscando as contribuições teóricas do ponto de vista do Princípio da Razão Durante (viés Comunicacional, Tecnológico e Sistêmico) e práticas (Reflexão, Criação, Apreensão e Popularização do conhecimento). / I play, you play, and what about us? Do we play or are we played? Do I communicate myself? Do you communicate with me? Do we communicate while we play? Perhaps the shallow answer we are led to think is, \"Yes! and how we communicate. \" More elaborately, the idea of the research in question is the synergy that occurs between playing and communicating, considering that communication is not something that emulates communication, which promotes a escape to the virtual, which places the player as an object like a pawn. Communicating is something that one feels, that flows naturally, that permeates our sensitivity and connects what we are with what we become. Therefore, this proposal involves studying the phenomenon that the game promotes, considering the New Theory of Communication, The Principle of Reason During, the metapore and other terminologies developed by Ciro Marcondes Filho and the FiloCom Group. The best approach to playing the game is through the support of the video game in order to seek the subtle, the point of balance of interactive playful communication, which somehow changes us when we finish playing. The game is proposed as an object of study. Minecraft, deals with a phenomenon, as it not only places the player as an audiovisual content producer but allows users to transform and translate reality into them. The question, however, is: do users translate the blocks they manipulate, which are informed and supposedly communicated in reality? The objective here is to understand the game through this lens, seeking the theoretical contributions from the point of view of the Principle of Reason During (Communication, Technological and Systemic bias) and practices (Reflection, Creation, Seizure and Popularization of knowledge).
3

Ponto de equilíbrio entre a nova teoria da comunicação, o ví­deo game e o minecraft / -

Francisco Tupy Gomes Corrêa 15 December 2017 (has links)
Eu jogo, tu jogas e nós? Nós jogamos ou somos jogados? Eu me comunico? Tu te comunicas comigo? Nós nos comunicamos enquanto jogamos? Talvez a resposta rasa a qual somos induzidos a pensar seja: \"Sim! e como nos comunicamos.\" De forma mais elaborada, a ideia da pesquisa em questão é: qual a sinergia que ocorre entre o jogar e o comunicar, considerando que o comunicar não é algo que emula a comunicação, que promove o êxodo para o virtual, que coloca o jogador enquanto objeto de jogo tal como um peão. Comunicar é algo que sente, que frui, que nos atravessa, que permeia a nossa sensibilidade e imbrica aquilo que somos com aquilo que passamos a ser. Por isso, a proposta aqui é a de buscar apreensão do fenômeno que o jogo promove, considerando a Nova Teoria da Comunicação, O Princípio da Razão durante, o metáporo e demais terminologias desenvolvidas por Ciro Marcondes Filho e o Grupo FiloCom. Abordar o jogar pelo suporte do videogame para buscar o sutil, o ponto de equilíbrio do lúdico interativo na comunicação, que não nos mantém a mesma pessoa ao terminarmos de jogar. O jogo proposto como objeto de estudo, Minecraft, trata de um fenômeno, pois não só coloca o jogador como um produtor de conteúdo audiovisual mas permite que os usuários transformem e traduzam a realidade para eles. A questão, contudo é: será que os usuários traduzem os blocos que manipulam, que lhes é informado e supostamente comunicado em realidade? O objetivo aqui é o de compreender o jogo por este olhar, buscando as contribuições teóricas do ponto de vista do Princípio da Razão Durante (viés Comunicacional, Tecnológico e Sistêmico) e práticas (Reflexão, Criação, Apreensão e Popularização do conhecimento). / I play, you play, and what about us? Do we play or are we played? Do I communicate myself? Do you communicate with me? Do we communicate while we play? Perhaps the shallow answer we are led to think is, \"Yes! and how we communicate. \" More elaborately, the idea of the research in question is the synergy that occurs between playing and communicating, considering that communication is not something that emulates communication, which promotes a escape to the virtual, which places the player as an object like a pawn. Communicating is something that one feels, that flows naturally, that permeates our sensitivity and connects what we are with what we become. Therefore, this proposal involves studying the phenomenon that the game promotes, considering the New Theory of Communication, The Principle of Reason During, the metapore and other terminologies developed by Ciro Marcondes Filho and the FiloCom Group. The best approach to playing the game is through the support of the video game in order to seek the subtle, the point of balance of interactive playful communication, which somehow changes us when we finish playing. The game is proposed as an object of study. Minecraft, deals with a phenomenon, as it not only places the player as an audiovisual content producer but allows users to transform and translate reality into them. The question, however, is: do users translate the blocks they manipulate, which are informed and supposedly communicated in reality? The objective here is to understand the game through this lens, seeking the theoretical contributions from the point of view of the Principle of Reason During (Communication, Technological and Systemic bias) and practices (Reflection, Creation, Seizure and Popularization of knowledge).
4

Computer-Mediated Communication as Situated Phenomenon in Massive Multiplayer Online Servers : A Minecraft-based investigation

Colombo, Simone January 2021 (has links)
The present study investigated Computer-Mediated Communication (CMC) as situated phenomenonin Massive Multiplayer Online (MMO) servers. The popular videogame of Minecraft was chosen as a testbed to examine CMC within its simulated environment. Previous research on videogames explored CMC without considering the role of the server. This research suggests that the onlineserver represents an integral part of the digital environment, in which communication is situated. Data were collected from four servers that shared the same game play mode. A total of 11,658 chatmessages were collected and analyzed with Basic Content Analysis based on word frequencies. Codes were developed and sorted into three predetermined categories: socioemotional positive, socioemotional negative and task area. Results showed that communication significantly differed between almost all servers. Furthermore, it also appeared that in three of the four servers, communication varied between the two weeks of recordings. Future research on CMC is encouraged to consider the role of the online servers. The social construct that may be represented by the MMO servers ought to be explored more thoroughly. / I föreliggande studie så undersöks datormedierad kommunikation (CMC) som fenomen baserat iMMO-servrar (Massive Multiplayer Online). Detta utförs genom det populära TV-spelet Minecraft. Tidigare forskning har fokuserat på CMC utan att överväga olika servrar som faktorer. Resultatet av föreliggande studie indikerar att online-servern väsentligen hör ihop med den digitala miljön, där den kontextuella kommunikationen sker. Datainsamling skedde från fyra servrar som har överensstämmande spellägen. Totalt 11 658 chatmeddelanden samlades in samt analyserades genom innehållsanalys vilket baserades på ordfrekvens. Koder utvecklades och sorterades i tre förutbestämda kategorier: socioemotionell positiv, socioemotionell negativ och ”task area”. Resultatet indikerar att kommunikationen skiljde sig signifikant mellan servrar. Dessutom såvarierade kommunikationen mellan de två veckorna av insamlade data på tre av fyra servrar. Framtida forskning rörande CMC bör vidare överväga serverns roll. Därutöver bör det sociala konstrukt som framkommit ur MMO-servrar vidare utforskas.
5

The “Reality” of Misogyny in Online Gaming Communities : A Qualitative Study on Female Minecraft Players

Graso, Jana January 2016 (has links)
This study explores the implications of misogyny in the virtual and physical worlds. The 2014 GamerGate scandal shed light on the immense violence to which female gamers and gaming entertainment consumers are so frequently exposed to. Minecraft is the most played mass online multiplayer game in the world with over 100 million copies sold. The open gameplay mode of Minecraft and the non-linearity of the objective of the game has grown into a lush ground for violence, as there are seldom physical or virtual repercussions for verbal violence online. Gendertrolling has become a pastime within the gaming world on its own and focuses on specifically targeting women and ranges from benign jokes to violent threats of rape and murder. There seems to be a feeling of lack of physical world consequences for those that keep women from fully participating online. By drawing upon the concept of digital dualism, this study discusses the implications of being exposed to online threats online and women’s self-regulation and ways of navigating the hostility of the online gaming world.
6

Foreclosing Possibility in Virtual Worlds: An Exploration of Language, Space, and Bodies in the Simulation of Gender and Minecraft

Bull, Iris 29 September 2014 (has links)
This thesis is a textual analysis and discourse analysis that examines the social and programmatic construction of the videogame Minecraft by interrogating how code, design, and fan modifications limit and facilitate play in and outside the game. This thesis will argue that the constitution of gender--and subjectivity, more broadly--is reflected in the language, space, and bodies that shape the boundaries of the virtual world. What makes a player "cyborgian" when they embody a virtual avatar may have less to do the abstraction of agency into a computerized self and more to do with the way in which humans create and maintain conduits to exist between worlds that are both digital and material.
7

Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen / Minecraft in the classroom : A qualitative study of students' and teachers' experiences of Minecraft in education

Dang, Denny January 2014 (has links)
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used. ICT and learning as a field of research is not used as a theoretical basis for the analysis, but is presented because the use computer games in education can be considered as use of ICT (computers). The purpose is also to present the frontier in which research about computer gaming and learning originates.     Findings indicate that the students' personal interest and knowledge of Minecraft are determining factors concerning how they are experiencing the game in education, as well as what they perceive that they are learning through it. For example, students with high personal interest and knowledge of Minecraft tend to be more focused on the game play and creative activity, while students with low or no interest and prior experiences of the game tend to be excluded from the activity, either voluntarily or by more the experienced students. Both students and teachers think that the benefits with Minecraft in education are mainly motivational in terms of learning, but that the game is poorly adapted for educational purposes.
8

Minecraft på fritidshemmet : Ett block i taget, vägen till gemensamt lärande. / Minecraft at the recreational center : Block by block, the way to cooperational learning.

Tholén, Alfred January 2017 (has links)
Syftet med utvecklingsarbetet är att erbjuda elever och pedagoger på fritidshemmet ett nytt arbetssätt med hjälp av spelet Minecraft. Det var 25 elever och två pedagoger som deltog i arbetet. I arbetet beskrivs inledningsvis datorspel och dess användning som ett pedagogiskt verktyg. Därefter presenteras Minecraft och en diskussion kring dess popularitet. Arbetet och den litteratur som använts analyseras utifrån det sociokulturella perspektivet, främst Vygotskijs teorier. Utvecklingsarbetet utfördes efter Kemmis och McTaggart’s version av Lewins aktionsforskninsmetod som bygger på tre steg. Minecraft som undervisningsverktyg på fritidshemmet visade sig vara en lämplig plattform för att samlärande skulle kunna ske.
9

Developing tools for streamlining the map creation process in Minecraft

Johansson, Simon January 2021 (has links)
This thesis gives an understanding of how to develop tools for streamlining the map creation process in Minecraft. The thesis was done in collaboration with House of How. To study how to streamline the map creation process the subject was researched thoroughly. A literature study and 8 interviews with experts in the field were conducted to gather information and find pain points in the current way of creating maps and to get a better understanding of the subject. Prototyping and user tests were then created based on that information. There was 2 lo-fi prototypes with 2 user tests, 1 Hi-Fi prototype with 1 user test. Lastly, a tool was developed for House of How based on these findings. The results from interviews showed that there is an abundance of logistical issues while creating maps, which could potentially be solved by a tool. To make changes in a map, multiple operations has to be done in order for the changes to function correctly. To highlight the issue, here is an example of one pain point, creating a new block requires textures in the correct folder and JSON entries in multiple different JSON-files. This makes it time consuming to implement a single block to a new map. By creating prototypes based on the interview findings and developing them through user tests, we have started to come to grips with a design for a tool to streamline the map creation process. The resulting hi-fi prototype, developed in WPF C\#, is also the initial implementation of the tool for House of How. The conclusion is that functions that should be implemented in a tool used for streamlining the map creation process is: A way to create a new map. Functions for creating/editing and importing entities. Functions for creating/editing and importing blocks. How these should be implemented remains to be discovered, this thesis provides an alternative of how this could be done. / Denna studie innehåller information om utvecklingen av ett verktyg för att effektivisera skapandet av världar i spelet Minecraft. Studien gjordes i samarbete med företaget House of How. För att undersöka hur skapandet av Minecraft-världar kan effektiviseras har ämnet i sin helhet forskats genomförligt. En litteraturstudie och 8 intervjuer med experter inom ämnet utfördes för att samla in information och hitta eventuella problem med skapandet av Minecraft-världar idag, det gjordes även för att få en bättre förståelse för ämnet. Prototyper och användartester skapades baserat på den insamlade informationen. 2 lo-fi prototyper med 2 användartester, 1 hi-fi prototyp med 1 användartest skapades. Till sist, började utvecklingen för verktyget åt House of How baserat på resultatet från forskningen. Resultaten från intervjuerna visar att det finns ett flertal logistiska problem i samband med utvecklingen av Minecraft-världar, vilket möjligtvis kan lösas med ett specialiserat verktyg. För att göra förändringar i en värld behövs ett flertal handlingar utföras för att ändringarna ska fungera på korrekt vis. Här kommer ett exempel för att understryka problemet. Att skapa ett nytt block kräver texturer i rätt mapp och ett flertal JSON referenser till den texturen och hur den ska användas i olika filer. Detta gör det väldigt tidskrävande att implementera ett enda block till en ny värld. Genom att ha skapat prototyper baserat på resultatet från intervjuerna och fortsatt utvecklat dem genom användartester, har vi börjat närma oss en design för det slutgiltiga verktyget som ska effektivisera skapandet av Minecraft-världar. Den resulterande hi-fi prototypen, utvecklad i WPF C\#, är även den första implementationen av vertyget som överlämnas till House of How. Slutsatsen är att funktioner som borde implementeras i ett verktyg som ska effektivisera skapandet av Minecraft-världar är de följande: Ett sätt att skapa nya världar. Funktioner för att skapa, redigera och importera entiteter i världar. Funktioner för att skapa, redigera och importera block i världar. Hur dessa funktioner borde bli implementerade återstår att utforska, denna studie ger ett alternativ till hur detta kan göras.
10

Multi-Agent Based Settlement Generation In Minecraft

Esko, Albin, Fritiofsson, Johan January 2021 (has links)
This thesis explores the uses of a multi-agent system(MAS) for procedural content generation(PCG) in the Generative Design in Minecraft (GDMC) competition. The generatorconstructed is capable of surveying the terrain and determining where to start building a roadnetwork. Extendor and connector agents build the road network used for the settlement. Aplotting agent surveys the area around the created roads for plots appropriate for buildinghouses. A house building agent then generates basic buildings on these plots. Finally afurniture agent places furniture in these buildings. The result of the thesis shows that thegenerator is capable of generating an interesting road network that is appropriate to its terrain.The buildings have potential but are lacking in form of adaptability to the current biome andbuildings are overall too similar to be interesting, causing it to get low scores in the userstudy and competition. The generator was entered to the GDMC-competition in 2021 where itplaced 17th of 20th place.

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