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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.
171

Samband mellan knäböjstyrka och hopp- och sprintförmåga : En tvärsnittsstudie på kvinnliga elitfotbollsspelare

Larsson, Madeleine January 2022 (has links)
Introduction Women’s soccer players need to train comprehensively to cope with the demands that exist during a soccer game. There are several studies on the relationship between muscle strength and jump and sprint ability. However, most studies are performed on male athletes.  Aim The aim of this study was to investigate the relationships between muscle strength and jump and sprint ability among elite female soccer players.  Method Nine female soccer players from a Swedish elite level team were included in the study. A quantitative approach in the form of a cross-sectional study was used. The participants performed a vertical jump, a drop jump, a 55-m sprint and a three-repetition maximum (3 RM) barbell squat test. Data collection took place at two different occasions, one at a track and field training facility for jumping and sprint tests, and one in the gym of the team facility for the squat test.  Results Significant correlations were observed between muscle strength and top running speed (r=0.77, p=0.15), 10-m (r=-0.66, p=0.05), 20-m (r=-0.73, p=0.03) and 30-m sprint time (r=-0.76, p=0.02). Muscle strength had non-significant correlation to drop jump (r=0.32, p=0.40) and vertical jump (r=0.40, p=0.28) performance.  Drop jump performance showed significant correlation with top running speed (r=0.72, p=0.03); similar correlation was not observed between vertical jump and top running speed (r=0.55, p=0.13). Sprints and jumping ability did not show a significant correlation; vertical jump and 10-m (r=-0.10, p=0.79), 20-m (r=-0.21, p=0.59) and 30-m sprint time (r=-0.31, p=0.42) respective drop jump and 10-m (r=-0.40, p=0.28), 20-m (r=-0.46, p=0.21) and 30-m sprint time (r=-0.55, p=0.13). Conclusion These results, with support from earlier research, indicated that greater lower body strength (quantified by 3 RM squat) was related to better top running speed and 10-m, 20-m and 30-m sprint time in female soccer players. On the other hand, jumping ability had a non-significant correlation to muscle strength, sprint time or top running speed, with the exception of drop jump performance and top running speed that had a strong correlation. / Introduktion Kvinnliga fotbollsspelare behöver träna allsidigt för att klara av de krav som finns under en fotbollsmatch. Det finns flera studier utförda på samband mellan styrka och hopp- och sprintförmåga. De flesta studier är däremot utförda på manliga idrottare.   Syfte Syftet med studien var att undersöka samband mellan styrka, hopp- och sprintförmåga hos elitidrottsaktiva kvinnliga fotbollsspelare.  Metod Nio (n=9) kvinnliga fotbollsspelare på elitnivå i Sverige tackade ja till att delta i studien. En kvantitativ ansats i form av tvärsnittsstudie användes för att svara på studiens syfte. Deltagarna utförde ett vertikalhopptest, ett drop jump, ett 55 meters sprinttest och ett tre repetition maximal (3 RM) knäböjstest. Datainsamlingen skedde vid två olika tillfällen varav ena var på en friidrottsanläggning för sprint och hopptester och andra i ett gym för knäböjstest.  Resultat Resultatet observerade att 3 RM skivstångsknäböj hade en stark signifikant korrelation med topphastighet (r=0,77, p=0,15) och acceleration 10 m (r=0,66, p=0,05), 20 m (r=-0,73,p=0,03) och 30 m (r=-0,76, p=0,02) och hade en svagare icke-signifikant korrelation med drop jump (r=0,32, p=0,40) och vertikalhopp (r=0,40, p=0,28). Topphastighet hade en signifikant korrelation med drop jump (r=0,72, p=0,03), liknande samband observerades inte med vertikalhopp (r=0,55, p=0,13). Hopptesterna noterade ingen signifikant korrelation till acceleration i studien; vertikalhopp och acceleration 10 m (r=-0,10, p=0,79), 20 m (r=-0,21, p=0,59) och 30 m (r=-0,31, p=0,42) respektive drop jump och acceleration 10 m (r=-0,40, p=0,28), 20 m (r=-0,46, p=0,21) och 30 m (r=-0,55, p=0,13). Slutsats Resultatet i studien ger en indikation till att högre relativ benstyrka, mätt med knäböj, har ett starkt samband till högre topphastighet och snabbare accelerationer upp till 30 m. Hoppförmåga har svagare samband med både styrka, acceleration och topphastighet. Undantag drop jump-test och topphastighet som har en stark korrelation.
172

Prototype a solution for multi-track premium music score web player

Wu, Haotian January 2014 (has links)
The current commercial version of ScorX multi-track premium music score(MPMS) player has poor support on mobile device, extra cost could be required for current product to support mobile device. This project aims to focus on developing a MPMS player1 using web based cross-platform technology. The company's commercial version is build on Adobe Flash Player. An investigation is conducted and result shows that a possible solution exist that by using which building such a player could be done by using Web Audio API and Adobe Edge Animate; a prototype is built upon this solution. Study of this project shows that alternative solution for support mobile device could be native application for single mobile hardware platform and Haxe for multiple hardware platform including desktop and mobile device. After building a prototype, a series of tests are run to evaluate both Flash player solution and HTML5 solution. It turns out that Flash player will still be the rst choice for desktop device solution in current phase since it is more stable with a rather satisfactory performance, while HTML5 solution supports better in mobile device. The most of the disadvantage of HTML5 solution lies on the performance of the audio engine (i.e. Web Audio API) rather than the animation engine. As more and more major web browser has fully supportWeb Audio API, it will for sure make the audio engine perform even better. The future development of ScorX multi-track premium music score should therefore focus on HTML5 and native application if necessary. / Den nuvarande kommersiella versionen av ScorX multi-track premium music score(MPMS) har dåligt stöd för mobila enheter och det kan medföra extra kostnader att göra så att produkten stödjer mobila enheter. Projektet syftar till att fokusera på att utveckla en MPMS baserat på en webbaserad och plattformsoberoende teknik. Bolagets kommersiella version bygger på Adobe Flash Player. En utredning genomförs och resultatet visar att en möjlig lösning finns i att använda Web Audio API och Adobe Edge Animate där det redan finns en prototyp som bygger på denna lösning. Studien av detta visar att en alternativ lösning för att göra systemet kompatibelt med mobila enheter kan vara en skräddarsydda native-versioner för respektive mobil hårdvaruplattform och Haxe för övriga stationära och mobila enheter. När prototypen var byggd kördes en serie tester för att utvärdera både Flash player lösningen och HTML5-lösningen. Det visar sig att Flash player fortfarande kommer att vara ett första val för stationära enheter i nuvarande fas eftersom den är mer stabil med en ganska tillfredsställande prestanda, medan HTML5-lösningen fungerar bättre i mobila enheter. Den huvudsakliga nackdelen med HTML5-lösning ligger på utförandet av ljudmotorn (dvs Web Audio API) i stället för animeringen av motorn. Eftersom er och er stora webbläsare har full supportWeb Audio API, kommer ljudmotorn prestera ännu bättre framöver. Den framtida utvecklingen av ScorX flerspårig premium musik poäng bör därfor inriktas på HTML5 och ursprungliga programmet om det behövs.
173

Improving Player Performance by Developing Gaze Aware Games

Navarro, Diego January 2014 (has links)
Context. Eye tracking technology has been applied to video games, mainly, as an offline analysis tool or as an input for game control. Nevertheless, eye tracking systems applied to video games is a topic considered to be on an infant state that requires further development. The following study explore a different approach in how eye tracking systems can be used for video game interaction. Objectives. By implementing a gaze based interaction technique, a gaze aware space shooting game will be developed in order to provide in-game assistance that could improve player's performance. Method. With the help of a Tobii REX eye traking system, a set of 26 volunteers played two video games in a controlled environment. Both of the games had the same mechanics and elements, but only one of them implemented the gaze based interaction technique. The player performance was calculated in terms of the time needed by the players to finish each of the games. A statistic significance analysis was done in order to determine if the testing data provided sufficient evidence to conclude a performance improvement. Results. The results showed a reduction on the time needed to finish the game on the gaze aware prototype, having an average time difference of 74.03 seconds and overcoming a confidence level of 99.9\% when submitting the testing data to a paired t-Test. Also, the majority of the players chose the gaze aware game as the most enjoyable, in terms of their personal preferences. Conclusions. The testing results provided sufficient evidence to conclude that the gaze aware game improved the performance of all of the selected participants. This study provides a starting point for further development of eye tracking systems as a task assisting method on video game interaction.
174

The Effects of Visual Style on Perceived Challenge

Berger Grönros, Viktor January 2020 (has links)
With a recent rise in popularity (and controversy) of challenging games, many have attempted to emulate their success. These games are commonly styled with dark, gritty and often surreal settings and characters. Beyond setting the tone, is there a measurable effect from these visual styles on the perception of challenge, and if so, what are those effects? This study looks at similar research and/or the fields visual style, and/or challenge in games to create a game with two distinct styles, from which as a result, a set of categories to better describe a visual style is proposed. The game is then used as an investigation into what to look for when testing for the impact of visual style on perceived challenge.
175

Using Biofeedback to Enhance Player Experience in a First-Person Shooter

Molin, Martin, Kristiansson, Nicolina January 2018 (has links)
This paper investigates if real-time biofeedback can be used to enhance individual player experience by increasing the sense of flow and immersion with the player and to what extent this can be achieved. We used an oximeter, the Contec CMS50D+ to capture live biometric data which was in turn interpreted and implemented in the game Half-Life 2. The data was used to alter the damage taken and inflicted by the player, the timescale and the field of view, all to enhance the players sense of flow and immersion.An experiment group playing the modification and a control group playing the original game were evaluated, whose test results were compared to one another to analyze the alterations. The test subjects filled out a game experience questionnaire customized to this game and research, and were lastly interviewed. While the results indicate that it is possible to enhance gameplay experience by using biometric data, further research is needed in order to conclude to what extent this is possible.
176

Kompetenční profil trenéra v ženském fotbale / Competency profile of a women's football coach

Košatková, Zuzana January 2021 (has links)
Title: Competence profile of a women's football coach Aims: The main aim of the thesis is to create six competence profiles of a women's football coach, from the perspective of players, coaches, adult players, adolescent players, lower division players and upper division players. A partial aim is to compare the importance of individual competences for the aforementioned groups of respondents. Methods: The thesis used quantitative research methods. After reviewing professional literature, a list of three groups of 55 competences necessary for the work of a women's football coach was compiled. By means of an electronic questionnaire, women's football coaches and female football players in all adult and adolescent divisions were asked to assess the importance of individual competences. The questionnaire had a total of 424 respondents. Results: Six competence profiles of women's football coaches were created in the thesis, according to players, coaches, adult players, adolescent players, lower division players and upper division players. These competence profiles include competences from all competence groups; personality traits, abilities and skills and coaching and professional aptitude. The greatest differences were found between coaches and players, where players consider fairness, knowledge of the...
177

Player types and emotional attachments to NPCs : A methodological approach to identifying preferences regarding emotional attachments for an interactive narrative game target audience

Johansson, Veronica January 2022 (has links)
The aim of this thesis is to demonstrate a methodological approach to explore a potential connection between player types and preferences in emotional character attachments. To do so, the thesis investigates connections between player types and emotional attachments to NPCs by conducting two studies. Study 1 provides general data about the audience of Detroit: Become Human (2018) through a survey about player types and how players feel about NPCs from the game, and forms three hypotheses. Study 2 tests the hypotheses through a second survey. The results demonstrate how to gather data regarding player types and preferences, indicates that Performers prefer to form relationships with NPCs that display traits related to a Close Friend attachment, and suggests that Explorers display a preference for pragmatic traits. However, future research must further examine other player types’ preferences to fully support the claim that player types affect preferences in emotional attachments to NPCs.
178

Multiplayer Functionality In HRTF (Head-Related Transfer Function) Audio Games To Increase Players' Interest

Ali, Saad January 2022 (has links)
Mainstream video games retain players' interest with dynamic updates of graphics such as game characters, levels, themes and other game inventory items. For visually impaired players, updates in graphics for player retention are not very efficient. Video games for people with serious visual impairment rely heavily on audio. The players are presented with either frequent audio instructions or 3D audio to be able to roughly judge the state of the game. In both cases, the players could either overwhelmed by frequent audio instructions or might lose interest in the game after some time. A possible reason could be that there are limited ways to evolve these games to keep the players interested as compared to games developed for sighted players. Multiplayer functionality can potentially bring a continuous stream of challenges and competitive situations in games. The research question investigated in this thesis focuses on whether the addition of multiplayer functionality in 3D audio game will increase the level of player interest. The hypothesis was evaluated by performing an experiment. The results of the study showed that multiplayer functionality can significantly increase the level of player interest and enjoyment in 3D audio based game for people with serious visual impairment.
179

Coyote Time och Jump Buffers påverkan på spelupplevelsen / Impact of Coyote Time and Jump Buffer on the game experience

Larsson, Jesper, Perkhed, Peter January 2023 (has links)
I den här studien har frågeställningen “Vilken påverkan på spelupplevelsen har Coyote Time och Jump Buffer i 2D-Plattformsspel?” studerats. Coyote Time och Jump Buffer är två hjälpmekaniker som hjälper spelare att prestera bättre i plattformsspel där deras timing kan påverkas negativt av latens i hård- och mjukvara. En kvantitativ metodansats användes där data insamlades från två källor, en enkät baserad på modellen Player Experience Inventory (PXI) samt data från ett enkelt plattformsspel som skapats utifrån studiens behov av författarna. Data från spelet bestod av missade hopp, antal gånger som Coyote Time användes, antal gånger som Jump Buffer användes samt hur lång tid det tog för spelarna att klara nivån. I ett laboratorium, inrett som en lägenhet, fick tolv testdeltagare spela två spelnivåer i spelet. Vid varje testsession fick testdeltagarna spela en spelnivå med aktiva hjälpmedel och en spelnivå med inaktiva hjälpmedel. Efter avslutad spelnivå svarade testdeltagarna på den del av enkäten som hörde ihop med spelnivån. En analys av den insamlade datan tyder på att aktiva hjälpmedel generellt, med några få undantag, påverkar spelupplevelsen positivt. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p><p>There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived.</p>
180

Understanding the Influence of Agency in Music on the Players’Experiences of Games and their Emotional Responses

Quintana, Daniel January 2023 (has links)
This study explores the role of agency and music agency in shaping players' experiences in video games. Using a qualitative approach, the study analyzed the experiences of four participants who played a music-based video game. The results suggest that agency and music agency play a crucial role in shaping players' engagement, immersion, and emotional investment in the game. Participants reported that having control over the music in the game provided them with a sense of control and agency, contributing to a more immersive and enjoyable experience. However, the study also highlights the importance of balancing agency with the level of challenge presented in the game. While providing players with agency can enhance engagement and satisfaction, it may not necessarily increase the level of challenge in the game. The study offers insights into the complex interplay between agency, music agency, and challenges in shaping player experiences in video games. Overall, the study provides valuable contributions to the field of game design research, highlighting the importance of considering player agency and music agency in crafting engaging and satisfying gaming experiences.

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