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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

GLaDOS: Integrating Emotion-Based Behaviours into Non-Player Characters in Computer Role-Playing Games

Smith, Geneva 04 1900 (has links)
Non-Player Character (NPC) believability is a game aspect that can be exploited to increase a game's replayability, but little research has been conducted on the topic. One method for enhancing a NPC's believability is to integrate human-like behaviours into their design, so that they react to players in a realistic and interesting way. A large part of human behaviour can be explained by their emotions; therefore it was selected as the inspiration for the GLaDOS system. Two psychological theories of emotion, Lazarus's cognitive appraisal and Plutchik's psycho-evolutionary synthesis, guided the design of the GLaDOS system, although several components are not unique to these theories. An implementation of the design was created as a "mod" for the popular CRPG "The Elder Scrolls V: Skyrim" to test its feasibility within the context of a commercial game. This task required an additional psychological model, PAD space, to map appraisal values to emotion codes and intensities. Feasibility testing was done via a user study to determine if the GLaDOS system increases player engagement when compared to the original game. While the objective analysis found that there were no significant differences between the two versions, subjective participant responses expressed a strong affinity for the GLaDOS system. Since player engagement is inherently subjective, it is encouraging to see positive responses from participants. This indicates that the GLaDOS system, and NPC believability in general, is one aspect of video games that has the potential to increase a game's replayability and should be investigated further. / Thesis / Master of Applied Science (MASc) / Realistic video game characters are a desirable game component to increase a game's value. Even if the game's ending does not change, realistic character behaviours encourage players to replay a game multiple times to see what happens along the way. This is closer to tabletop games where players know the game's outcome, but still play because no two sessions are alike. Despite its advantages, few developments have been made towards realistic game characters. An easily recognizable factor of human decision-making and behaviour is emotion and integrating emotion into character design is one way to improve their realism. The GLaDOS system is a proof-of-concept product that incorporates psychological models of emotion into its design. To test its impact on player engagement, the system was implemented as an extension for the popular computer game "The Elder Scrolls V: Skyrim". Preliminary test results are promising and show that further development could prove fruitful.
2

Rewarding the Multiplayer : How rewards and objectives influence Multiplayer games

Helin, Henry January 2014 (has links)
In this thesis I analyse the reward systems of cooperative and competitive Multiplayer games – the games I have chosen were built for a Single-player campaign with Multiplayer as additional content. My main focus is on the Multiplayer and the reward systems of that game mode. The reward systems are important to consider when designing a game for fans of Multiplayer games, as a faulty reward system might hinder the aspect which makes Multiplayer games special – to be playing together and go for the same goals with other people whether it is of a competitive or cooperative nature.The games I research are as recent as they were first released in 2012. These games are Kid Icarus: Uprising and Resident Evil: Revelations – the latter receiving a port to the HD consoles in 2013. The games were primary made for a single-player experience and therefore may not be fully implemented to support social needs of a Multiplayer game.To do my research I have played and tested the reward systems of the games myself and analysed how they may influence player behaviour and what effects that may have on the Multiplayer experience.
3

Erfolgsfaktor Produktdesign? Einfluss vom Produktdesign auf die Bewertung der technischen Produktfunktionen sowie die Beurteilung des Produktpreises /

Banjac, David. January 2008 (has links) (PDF)
Master-Arbeit Univ. St. Gallen, 2008.
4

The Impacts of Weather on a Mid-American Conference University Football Team and Players' Perceptions Regarding Weather

Olszak, Candace A. 16 April 2012 (has links)
No description available.
5

The Effects Of Interactive Metronome Training On Female Soccer Players Timing Ability

Frimalm, Ronja January 2012 (has links)
The aim of this study was to investigate how timing training by Interactive Metronome ® (IM) affects motor timing and rhythmicity in soccer players. Twenty-four female soccer players (age 19 ± 2.8) participated, and were randomly assigned to either a control or an IM training group. All participants took part in a functional magnetic resonance imaging (fMRI) session before the start of the training period, to find out what brain areas are activated during different tempos. The fMRI outcomes indicate that some of the active areas are the inferior parietal cortex (BA 40), frontal/SMA and precentral cortex and postcentral (BA 6) and inferior frontal cortex (BA 45). Pre- and post-measurements of motor timing deviation and variability was made. The result shows that after four week of IM training a significant improvement of motor timing was found for the IM group in comparison to the control group. The findings indicate that timing training can improve timing ability in healthy sport perpetrators.
6

Don’t Worry, College Doesn’t Make You Successful In the NBA

Van, Cameron E. 01 January 2017 (has links)
This paper explores the value of attending college to Division I National Collegiate Athletic Association (NCAA) basketball players in terms of future success in the NBA. Future success is measured by both salary and minutes played per game. A dataset of 660 athletes from the 2006 through 2016 drafts was collected from Basketball-Reference. An empirical model is estimated using this data in order to identify the determinant factors in a player’s success in the NBA. It is found that college is not a determinant of success in the NBA.
7

The Design of a CD Transport for Audio Applications

Benton, Carl Dennis January 2006 (has links)
The project to design a CD transport (CD player) in conjunction with Perreaux Industries came about from the need for a source component in their Silhouette series of products. This project describes the design a high quality CD player, at a low price, to compliment Perreaux's Silhouette series. A CD drive is selected over a proprietary optical pickup due to the former's low cost and the standardisation of the interface. The control circuitry includes a micro controller and discrete logic to provide the correct data and clock signals to the SPDIF transmitter and DAC circuits. These two circuits provided a high quality analogue output, and facilitate an upgrade path by connecting the SPDIF output to an external DAC. After three board iterations, a final production ready revision was achieved. The design includes a high quality toroidal transformer, low jitter crystal oscillator, and a very high quality SPDIF pulse transformer output. The design also allows a remote input to control the player, and an optional digital cable via an RJ45 connector to provide synchronisation with a future design of the SXD2 DAC module, or to transmit SPDIF to a remote location. The specifications of the final design were higher than expectations. The digital output boasts equal or superior performance to competitive products in the same price range, with the analogue output attaining exceptionally high performance.
8

Masculinities in Player Piano : Hegemonic Masculinity as a Totalitarian State

Birgersson, Jonas Unknown Date (has links)
<p>Player Piano, published in 1952, primarily deals with the theme of men, or masculinities, made redundant by technological advance. This theme has in more recent years been highlighted by, for instance, Men's Liberation groups. The machinery introduced in the Industrial Revolution has, in Vonnegut's future, been refined to the point that manpower has been replaced with mechpower, where those deemed unfit for “academic” studies either must serve twenty-five years in the military or working with the "Reeks and Wrecks", the Reconstruction and Reclamation Corps. This structure is enforced and maintained by a totalitarian state. However, Vonnegut’s state is slightly different from the popular image of ‘Big Brother’, i.e. an impersonal, near-omniscient and inhuman government. It is highly human, meaning that Vonnegut examines the men behind the machinery on a more personal level, thus making possible an examination of their motives and ideas.</p><p>I argue that the hegemonic masculinity, or the masculinity of the patriarchy, provides both motivation and justification for the men who are constructing the totalitarian state of Player Piano. I will furthermore look at the effects, on both society and the individual, of a hegemonic masculinity.</p>
9

Masculinities in Player Piano : Hegemonic Masculinity as a Totalitarian State

Birgersson, Jonas Unknown Date (has links)
Player Piano, published in 1952, primarily deals with the theme of men, or masculinities, made redundant by technological advance. This theme has in more recent years been highlighted by, for instance, Men's Liberation groups. The machinery introduced in the Industrial Revolution has, in Vonnegut's future, been refined to the point that manpower has been replaced with mechpower, where those deemed unfit for “academic” studies either must serve twenty-five years in the military or working with the "Reeks and Wrecks", the Reconstruction and Reclamation Corps. This structure is enforced and maintained by a totalitarian state. However, Vonnegut’s state is slightly different from the popular image of ‘Big Brother’, i.e. an impersonal, near-omniscient and inhuman government. It is highly human, meaning that Vonnegut examines the men behind the machinery on a more personal level, thus making possible an examination of their motives and ideas. I argue that the hegemonic masculinity, or the masculinity of the patriarchy, provides both motivation and justification for the men who are constructing the totalitarian state of Player Piano. I will furthermore look at the effects, on both society and the individual, of a hegemonic masculinity.
10

Apprendre à jouer le jeu : une ethnographie réflexive auprès des joueurs amateurs de poker / Learning to play the game : a reflexive ethnography with amateur poker players

Brody, Aymeric 07 December 2015 (has links)
Cette étude porte sur la communauté des joueurs amateurs de poker en France. Qui sont-ils ? En quoi consistent leurs pratiques du jeu ? Comment se représentent-ils le poker ? Comment apprennent-ils à jouer le jeu ? Et qu’apprennent-ils en jouant ? Si ces questions de recherche renvoient essentiellement à la pratique et aux apprentissages du jeu lui-même, il s’agit bien in fine d’interroger les apprentissages associés à cette pratique dans la vie quotidienne des joueurs. Or, pour répondre à cette dernière question, encore nous fallait-il préalablement déconstruire l’idée selon laquelle le jeu est une activité séparée de la vie quotidienne. Tel fut l’enjeu du premier chapitre de notre thèse. Partant du traitement de la question du jeu dans l’histoire des idées, nous nous sommes d’abord tournés du côté des définitions socio-anthropologiques qui ont promu cette idée-force d’une séparation du jeu et de la vie courante. Un travail d’analyse critique fut alors nécessaire pour resituer le jeu dans l’économie des pratiques quotidiennes. Dans un second chapitre, nous nous sommes plus particulièrement intéressés au traitement de la question des jeux d’argent dans la littérature scientifique, en nous penchant sur la façon dont le poker y était étudié. Contrairement aux différentes études qui abordent la pratique de ce jeu d’argent sous l’angle de l’addiction ou de la déviance, nos propres recherches auprès des joueurs amateurs de poker nous conduisaient alors à étudier cette pratique sous l’angle du jeu lui-même. Dans un troisième chapitre, nous nous sommes donc intéressés à l’histoire et aux représentations du poker pour découvrir comment ce jeu avait progressivement produit sa propre mythologie, sa propre culture, ses propres médias, etc., jusqu’à ce qu’il devienne un loisir de masse pour des centaines de milliers de joueurs, notamment en France. Après cette plongée dans l’histoire du jeu, nous avons présenté, dans une deuxième partie de la thèse, le processus qui préside à la réalisation de notre enquête auprès des joueurs amateurs de poker. Sous la forme d’une ethnographie réflexive, nous sommes d’abord revenu sur l’enquête exploratoire que nous avons réalisée entre 2006 et 2007 auprès des joueurs de notre entourage (chapitre 4), alors que nous étions nous-même joueur de poker. Puis, nous avons successivement présenté les deux enquêtes menées en 2010 et 2011 sur les sites de poker en ligne et lors d’un tournoi de poker à grande échelle (chapitre 5). La troisième partie de notre thèse s’appuyait alors sur l’analyse des données empiriques issues de cette dernière enquête pour tenter de décrire la population des joueurs rencontrés sur le terrain (chapitre 6). Grâce à une analyse approfondie de leur trajectoire d’apprentissage et de leur récit de pratique, nous avons progressivement cherché des réponses à nos questions de recherche en nous interrogeant, d’une part, sur la façon dont ces joueurs amateurs apprennent à jouer au poker (chapitre 7) et, d’autre part, ce qu’ils en retirent dans leur vie quotidienne (chapitre 8). Nos analyses nous amènent finalement à remettre en question les définitions du jeu présentées dans la première partie de la thèse et à penser un nouveau cadre théorique pour penser les pratiques et les apprentissages du jeu. / This study focuses on the community of amateur poker players in France. Who are they? What do their practices of the game consist in? How do they picture poker? How do they learn to play the game? And what do they learn as they play? Although these research questions mostly refer to practicing and learning the game itself, they do ultimately aim at questioning the learning associated with this practice in the players’ everyday lives. But answering this question involved a previous deconstruction of the idea that the game is an activity apart from everyday life. That was what the first chapter of this dissertation has been about. Based on how the question had been addressed in the history of ideas, we first turned to the socio-anthropological definitions promoting this key idea of a separation between game and everyday life. Then a critical analysis was needed to place the game in the economy of everyday practices. In the second chapter we dealt with how the question of gambling was handled in scientific literature, looking into the way poker was studied there. Unlike various studies approaching the practice of this gambling game from the standpoint of addiction or deviance, our own research with amateur poker players led us to study this practice from the standpoint of the game itself. Thus, in the third chapter, we examined the history of poker to find out how the game had gradually built up its own mythology, culture, media, etc., until it became a mass entertainment for hundreds of thousands of players, especially in France. After this journey deep into the history of the game, in the second part of the dissertation we have set out the process through which our survey with amateur poker players was conducted. As a reflexive ethnography we first went back to the exploratory survey we had performed in 2006-07 with players we knew (chapter 4) at a time when we would play poker ourselves. Then we have successively shown the two surveys we did in 2010-11 about on-line poker sites as well as during a large-scale poker tournament (chapter 5). The third part of the dissertation is based on an analysis of the empirical data from the latter survey in an effort to describe the population of players we met in the field (chapter 6). Through an in-depth analysis of their learning trajectories and accounts of practice we have gradually tried to answer our research questions wondering how these amateur players learn playing poker on the one hand (chapter 7) and what they are gaining from it in their everyday lives on the other hand (chapter 8). Finally our findings led us to challenge the definitions of the game as set out in the first part of the dissertation and to offer a new theoretical framework for considering the practices and learning of the game.

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