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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

Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology

Morales, Matthew 09 January 2018 (has links)
Since the birth of the New Hollywood blockbuster out of the Hollywood Renaissance in the 1970s, popular moving image media has continually exhibited an intense interest in play with Newtonian physics and tactile, immediate experience. As the entertainment industry has moved further away from analog and celluloid and deeper into a digital media space, we have begun to see new a new breed of media project that differently engages with our sensorium in order to newly use (and abuse) this interest. I term this digital media project “corporealized media.” Corporealized media, as I define it, refers to media that includes, but is not limited to, the current undertaking in virtual reality technology and other media that has the primary focus of calling attention to or recognizing the user’s physicality, corporeal form, and embodiment. Through phenomenological readings of contemporary corporealized works, I suggest that current popular use of corporealized media is potentially dangerous and inhibiting to society. It has the ability not just to inform aesthetics, but also to shape our greater understanding of our potential connections to others. Instead of embracing physical contraction, we should aim to collectively accept the possible expansion that abstraction in media allows.
2

Forensic Analysis of the Nintendo Switch / Forensic Analysis of the Nintendo Switch

van den Berg, Jelle, Lagerholm, Filip January 2020 (has links)
In this thesis, we did a forensic analysis of a Nintendo Switch gaming console. It is both a portable and a stationary device, which makes it so that it could contain valuable information about the usage of the console at home and elsewhere. Multiple methods of data extraction were used, including using an exploit to obtain storage memory, extracting the contents of the SD card and capturing network traffic. The findings from the analysis of these data sources were compared to the information on the user interface. Any information that could not be found on the user interface was reported. The main findings of memory analysis were a detailed log file of user interactions, JSON files with personal information such as email addresses, and crash logs with information about the state of the console during the crash. The SD card mainly contains screenshots with embedded timestamps, and the network capture does not contain any forensically relevant information. The combination of these different types of information could makethe Nintendo Switch a useful source of evidence during an investigation.
3

The Impact of motion-sensing exercise games on young adults : Take “Ring Fit Adventure” as example

Li, Jiaxin January 2022 (has links)
With the continued expansion of the market share of video games and the growing numberof obese people in recent years, public and business interests in exercise games have been aroused. The period when exercise games emerged maybe can be counted down from AtariPuffer. In 1982, Atari created a home exercycle with two-hand grip controllers, a wheel speedpickup, and the necessary attachment for an Atari computer or 5200. Then following this breakthrough, a lot of new types of equipment combined with video games and fitness popped up. Among those new consoles, Nintendo Wii is one of the best sellers. Then after Wii Sports, a more comprehensive and professional exercise game, Ring Fit Adventure, came out in 2019. It sold around 10,110,000 copies until March 2021. Furthermore, over7.38 million came from April 2020 to March 2021 alone. (Resource from the Fiscal Year Ended March 2021 Financial Results Explanatory Material Nintendo Co., Ltd. May 6, 2021) This thesis aims to find more detailed reasons to explain why people start playing exercise games and how exercise games change their lives. Because all of the participants are Chinese, the conclusions drawn in this thesis may have some geographical characteristics. Although in China, there is still only a tiny percentage of people playing exercise games in recent years due to the COVID-19 pandemic and other reasons, this is a new trend that cannot be ignored.

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