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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.
221

Vägledning i TV-spel : En omstridd designkonvention / Wayfinding in video games : A disputed design practice

Du Rietz, Johannes January 2019 (has links)
El-Nasr och Moura (2015) beskriver olika tekniker för hur TV-spel kan vägleda spelaren. Tekniken samlingsbara föremål som indikerar väg beskrivs som objekt som implementeras på ett sådant sätt att de leder spelaren till en belöning eller ett mål. Problemområdet för det aktuella arbetet fokuseras i följande frågeställning: Hur påverkar en spelares grad av spelvana dess inställning till olika grader av vägledning – av sorten samlingsbara föremål som visar väg – i TV-spel? För att få svar på denna fråga utvecklas en artefakt, bestående av 3 banor skapade i Super Mario Maker (2015). Banorna innehåller olika hög grad av vägledning. En studie utvecklas och utförs på 13 deltagare, där de får spela igenom de tre banorna och svara på en intervju. Resultaten tyder på att ovana spelare mer konsekvent föredrar mycket vägledning i spel. Till sist diskuteras potentiella felkällor, och arbetets framtida potential. / El-Nasr and Moura (2015) describe different techniques with which video games lead the player. The technique collectible items indicating paths is described as objects being implemented in such a way that they lead the player to a reward or a goal. The research problem for the thesis at hand is outlined with the following research question: How does a player’s level of experience with games affect their opinions regarding different degrees of wayfinding – specifically when it comes to collectible items indicating paths – in video games? To answer this question, a prototype is developed, consisting of 3 levels created using Super Mario Maker (2015). The levels contain wayfinding elements to different extents. A study is developed and then conducted with 13 participants, in which they play the three levels and after which participate in an interview. The results suggest that inexperienced players more consistently prefer a high degree of wayfinding in games. Lastly, potential flaws and errors are discussed, as is the future of the study.
222

Avaliação de experiência de jogador aplicada ao desenvolvimento de jogos. / Player experience evaluation applied to game development.

Costa, André Febeliano da 08 April 2016 (has links)
Experiência de usuário e experiência de jogador são dois conceitos que apresentam similaridades. Ambos envolvem a interação de um usuário com um produto, havendo sobreposição de métodos e áreas do conhecimento que permitem verificar experiência. Porém há diferenças quanto ao foco dado a experiência resultante da interação. Este trabalho apresenta os conceitos de experiência de usuário, usabilidade, experiência de jogador e jogabilidade apresentados pela literatura. Em seguida é discutido a relação que estas definições possuem entre si, identificando os elementos que os separam, apresentando uma possível divisão entre os conceitos de experiência de usuário e experiência de jogador e suas ferramentas. Ao fim este trabalho apresenta dois experimentos que mostram uma forma de verificar experiência de jogador em dois jogos distintos, procurando a inclusão desses métodos dentro do ciclo de desenvolvimento de jogos. Este trabalho também apresenta uma compreensão sobre experiência de jogador na interação com jogos e a inclusão de sua avaliação dentro do ciclo de desenvolvimento utilizando testes com usuários. / User experience and player experience are two concepts that have similarities. Both involve the interaction between user and product, with overlapping methods and areas of knowledge to evaluate experience. But there are differences as to the focus given to the experience resulted from the interaction. This paper first introduces the concepts of user experience, usability, player experience and playability presented in the literature. Subsequently, it discusses the relationship that these definitions have to each other, identifying the elements that separate them, presenting a possible division between user experience concepts and player experience and tools. Lastly this work presents two experiments seeking to apply the methods to verify player experience in two different games, looking for the inclusion of these methods within the game development cycle. This work presents an understanding on player experience and the inclusion of its evaluation within the development cycle with user-based tests.
223

Mineração de fluxos contínuos de dados para jogos de computador / Data stream mining for computer games

Vallim, Rosane Maria Maffei 11 July 2013 (has links)
Um dos desafios da Inteligência Artificial aplicada em jogos é o aprendizado de comportamento, em que o objetivo é utilizar estatísticas obtidas da interação entre jogador e jogo de modo a reconhecer características particulares de um jogador ou monitorar a evolução de seu comportamento no decorrer do tempo. A maior parte dos trabalhos na área emprega modelos previamente aprendidos, por meio da utilização de algoritmos de Aprendizado de Máquina. Entretanto, são poucos os trabalhos que consideram que o comportamento de um jogador pode evoluir no tempo e que, portanto, reconhecer quando essas mudanças ocorrem é o primeiro passo para produzir jogos que se adaptam automaticamente às capacidades do jogador. Para detectar variações comportamentais em um jogador, são necessários algoritmos que processem dados de modo incremental. Esse pré-requisito motiva o estudo de algoritmos para detecção de mudanças da área de Mineração em Fluxos Contínuos de Dados. Entretanto, algumas das características dos algoritmos disponíveis na literatura inviabilizam sua aplicação direta ao problema de detecção de mudança em jogos. Visando contornar essas dificuldades, esta tese propõe duas novas abordagens para detecção de mudanças de comportamento. A primeira abordagem é baseada em um algoritmo incremental de agrupamento e detecção de novidades que é independente do número e formato dos grupos presentes nos dados e que utiliza um mecanismo de janela deslizante para detecção de mudanças de comportamento. A segunda abordagem, por outro lado, é baseada na comparação de janelas de tempo consecutivas utilizando espectrogramas gerados a partir dos dados contidos em cada janela. Os resultados experimentais utilizando simulações e dados de jogos comerciais indicam a aplicabilidade dos algoritmos propostos na tarefa de detecção de mudanças de comportamento de um jogador, assim como mostram sua vantagem em relação a outros algoritmos para detecção de mudança disponíveis na literatura / One of the challenges of Artificial Intelligence applied to games is behavior learning, where the objective is to use statistics derived from the interaction between the player and the game environment in order to recognize particular player characteristics or to monitor the evolution of a players behavior along time. The majority of work developed in this area applies models that were previously learned through the use of Machine Learning techniques. However, only a few pieces of work consider that the players behavior can evolve over time and, therefore, recognizing when behavior changes happen is the first step towards the production of games that adapt to the players needs. In order to detect changes in the behavior of a player, incremental algorithms are necessary, what motivates the study of change detection algorithms from the area of Data Stream Mining. However, some of the characteristics of the algorithms available in the literature make their application to the task of change detection in games unfeasible. To overcome these difficulties, this work proposes two new approaches for change detection. The first approach is based on an incremental clustering and novelty detection algorithm which is independent of the number and format of clusters and uses a mechanism for change detection based on sliding windows. The second approach, on the other hand, is based on the comparison of consecutive time windows using spectrograms created from the data inside each window. Experimental results using simulations and data from commercial games indicate the applicability of the proposed algorithms in the task of detecting a players changing behavior, as well as present their advantage when compared to other change detection algorithms available in the literature
224

Por uma pedagogia do palhaço: riso, corpo jogador, transgressão e inversão / For a pedagogy of the clown: laughter, body player, transgression and inversion

Silva, Marco Antonio da 15 September 2016 (has links)
O presente texto pretende apresentar a investigação, a partir de referenciais práticos e teóricos, sobre as possibilidades, caminhos e princípios da construção de uma Pedagogia do Palhaço, que venho desenvolvendo, desde 2000 - proposta educativa que tem como principais concepções e propostas pedagógicas as técnicas do ator-criador, do arteiro, do atuador, do artivista e do educador para a paz, que se constitui a partir dos elementos da Arte do palhaço, como o riso (enquanto deflagrador do pensamento sério), o corpo jogador, a transgressão e a inversão, na relação com a Educação, na interface com as Ciências Sociais e com as Artes, e em conformidade com minhas próprias experiências enquanto ator, palhaço, jogador de capoeira, contador/colecionador de histórias e educador. A partir da pesquisa qualitativa, através do levantamento e do estudo bibliográfico, assim como, através do método autobiográfico, selecionei materiais escritos e iconográficos sobre minha trajetória profissional e docente, problematizando-os e colocando-os sob perspectiva para a consolidação desta Pedagogia, que se aproprie do riso, do jogo e do corpo do palhaço como estratégias dialógicas; a pensar uma práxis provocadora pedagógica que caiba nos corpos dos/as profissionais que trabalham com a educação de crianças e de jovens. / This paper aims to present the research, based on practical and theoretical references, on the possibilities, ways and principles of the constrution of a Clown Pedagogy, I have been developing since 2000 educational proposal whose main pedagogical conceptions and proposal are the actor-creators techniques, the mischievous, the actuating, the artivista and the educator for peace, created from the Clown arts elements such as laughter (as precipitant of serious thought), the body player, transgression and inversion, in relation to Education, the interface with the Social Sciences and the Arts, and in accordance with my own experiences as an actor, clown, capoeira player, Story Teller/ Collector of stories and educator. Starting from the qualitative research through the survey and bibliographical study, as well as through the autobiographical method, I have selected written and iconographic material about my professional career and teaching, questioning them and putting them in perspective for the consolidation of this pedagogy which appropriates laugh, play and clown body as dialogical strategies; to think a pedagogical provocative práxis that fits in bodies of the professionals working with the education of children and youth.
225

O agente FIFA à luz do direito civil brasileiro / The FIFA player agent under Brazilian civil law

Ezabella, Felipe Legrazie 07 May 2009 (has links)
A presente tese de doutorado tem por objetivo principal o estudo dos aspectos jurídicos do agente esportivo, mais precisamente do agente que cuida da carreira dos jogadores de futebol, denominado Agente FIFA, e suas relações com o direito civil brasileiro. A FIFA, que é a Federação Internacional competente, estabeleceu um regulamento oficial sobre a atividade dos agentes de jogadores, obrigando cada filiada a estabelecer um regulamento próprio, levando o seu em consideração, bem como a legislação nacional e os tratados internacionais. Com base nesse emaranhado de normas internacionais, leis, resoluções e cláusulas, pretende-se analisar a relação jurídica do Agente FIFA com o seu principal cliente, o atleta profissional de futebol, nos seus mais variados aspectos. Inicialmente o trabalho define quem é esse agente, passando pelo histórico da atividade, as principais funções exercidas no passado e no presente. Depois são analisadas as normas, leis e os principais projetos em tramitação, tanto nacionais como internacionais. Em seguida são analisadas as características e as diversas possibilidades de enquadramento legal da relação entre o agente e o atleta à luz de nossa legislação civilista (Contrato de Agência, Mandato, Corretagem, Prestação de Serviços, aplicação do Código de Defesa do Consumidor), a relação com a profissão de advogado para, ao final, classificá-lo concluindo sobre a sua natureza jurídica. Antes das considerações finais, também são analisadas, sucintamente e a título de comparação, as normas aplicáveis em alguns países como Portugal, Itália e Estados Unidos, sendo que no tocante a este último, também se analisam outras modalidades esportivas. / The main objective of this doctoral thesis is to study the legal aspects of the sports agent and the way they relate with the Brazilian Civil Law, focusing on the agent that takes care of a soccer players career, who is called FIFA Player Agent. FIFA, which is the International Federation with jurisdiction over soccer, enacted an official ruling regarding the activities performed by a soccer player agent, requiring each member to establish a regulation itself, bringing your account, as well as national legislation and international treaties. Based on this complex set of international laws, rules, acts, resolutions and clauses, we intend to review the juridical relationship between the FIFA Player Agent and its main client, the professional soccer player, in various aspects. Initially, this work will define who this agent is, by approaching the historic background of this activity, the main activities performed in the past to date. Then the rules, laws, and the main bills in procedural progress, nationally and internationally, will be dully analyzed. After that, we will assess the characteristics and various possibilities of legal classification of the relationship between the agent and the athlete, under the civil legislation (Agency Agreement, Power of Attorney, Services Agreement, Brokerage, applicability of the Brazilian Consumer Code), and the interaction with the legal attorney job so that, at the end, we can properly classify the agent in accordance with the appropriate legal nature of the activities performed. Before the final considerations, we will also briefly analyze, only for the purposes of establishing a comparative study, the rules applicable in some countries such as Portugal, Italy and United States of America. With regard to the US rules, we will also review some other different sports.
226

En SWOT-analys av teknikerna HTML5 och Flash / A SWOT-Analysis of the HTML5 and Flash techniques

Hansson, Patrik, Sabanovic, Damir January 2011 (has links)
Numera är multimedia på webbsidor mycket vanligt. Användare kan tillexempel se på filmer på sinadagstidningars webbsidor. Webbsidor har också blivit mer interaktiva. Detta beror dels på de högahastigheterna användare har på sina internetuppkopplingar, som tillåter tyngre multimedia påwebbsidorna, så som video. Teknikerna bakom de här multimedia webbsidorna heter HTML 5 ochFlash Player. Flash Player har varit en standard för multimedia upplevelser på Internet ett tag nu mendet finns brister i tekniken. Och utmanaren heter HTML 5. HTML 5 erbjuder nya funktioner som kanunderlätta både för utvecklare och användare. Denna studie syftar att skapa förståelse om bägge dessatekniker. Och även att jämföra aktuella begrepp som möjliggör en jämförelse mellan teknikerna föratt ta fram styrkor/svagheter och möjligheter/hot för de bägge teknikerna. Hur påverkar respektiveteknik användare och utvecklare? Har teknikerna någon påverkan på Smartphones och webbläsareeller tvärtom. Vi har gjort en litteraturundersökning och en empirisk undersökning och därmed arbetatefter att få reda dessa styrkor/svagheter och möjligheter/hot. Kommer det bli ett skifte av teknik föratt utveckla multimedia webbplatser? Slutsatser som vi har kommit fram till är baserade på analysenav litteraturstudien och den empiriska undersökningen. Många faktorer spelar in i vårt resultat.HTML 5 är inte en beprövad teknik men som dock har en del fördelar och möjligheter. HTML 5 hartill exempel stora företag i ryggen som YouTube och Apple. Men det finns även nackdelar och risker.Till exempel så saknar HTML 5 stöd från vissa webbläsare. Flash Player är däremot en beprövadteknik som når många användare. Men Flash Player har dock nackdelar i bland annatstabilitetsproblem och dessutom är Flash Player resurskrävande. Men även Flash Player har fördelaroch möjligheter. Bland annat så bygger många företag sina koncept kring Flash Player. MenHTML 5 tåget går för fullt och många ser ut att hoppa på det. Bland annat YouTube har redanlanserat en demo webbsida där HTML 5 testas för att spela upp video, dock krävs det enwebbläsare med stöd för HTML 5. Det här eventuella skiftet lär dock inte ske idag, HTML 5kommer behöva tid för att etablera sig som en tydlig standard på nätet. / Program: Systemvetarutbildningen
227

O agente FIFA à luz do direito civil brasileiro / The FIFA player agent under Brazilian civil law

Felipe Legrazie Ezabella 07 May 2009 (has links)
A presente tese de doutorado tem por objetivo principal o estudo dos aspectos jurídicos do agente esportivo, mais precisamente do agente que cuida da carreira dos jogadores de futebol, denominado Agente FIFA, e suas relações com o direito civil brasileiro. A FIFA, que é a Federação Internacional competente, estabeleceu um regulamento oficial sobre a atividade dos agentes de jogadores, obrigando cada filiada a estabelecer um regulamento próprio, levando o seu em consideração, bem como a legislação nacional e os tratados internacionais. Com base nesse emaranhado de normas internacionais, leis, resoluções e cláusulas, pretende-se analisar a relação jurídica do Agente FIFA com o seu principal cliente, o atleta profissional de futebol, nos seus mais variados aspectos. Inicialmente o trabalho define quem é esse agente, passando pelo histórico da atividade, as principais funções exercidas no passado e no presente. Depois são analisadas as normas, leis e os principais projetos em tramitação, tanto nacionais como internacionais. Em seguida são analisadas as características e as diversas possibilidades de enquadramento legal da relação entre o agente e o atleta à luz de nossa legislação civilista (Contrato de Agência, Mandato, Corretagem, Prestação de Serviços, aplicação do Código de Defesa do Consumidor), a relação com a profissão de advogado para, ao final, classificá-lo concluindo sobre a sua natureza jurídica. Antes das considerações finais, também são analisadas, sucintamente e a título de comparação, as normas aplicáveis em alguns países como Portugal, Itália e Estados Unidos, sendo que no tocante a este último, também se analisam outras modalidades esportivas. / The main objective of this doctoral thesis is to study the legal aspects of the sports agent and the way they relate with the Brazilian Civil Law, focusing on the agent that takes care of a soccer players career, who is called FIFA Player Agent. FIFA, which is the International Federation with jurisdiction over soccer, enacted an official ruling regarding the activities performed by a soccer player agent, requiring each member to establish a regulation itself, bringing your account, as well as national legislation and international treaties. Based on this complex set of international laws, rules, acts, resolutions and clauses, we intend to review the juridical relationship between the FIFA Player Agent and its main client, the professional soccer player, in various aspects. Initially, this work will define who this agent is, by approaching the historic background of this activity, the main activities performed in the past to date. Then the rules, laws, and the main bills in procedural progress, nationally and internationally, will be dully analyzed. After that, we will assess the characteristics and various possibilities of legal classification of the relationship between the agent and the athlete, under the civil legislation (Agency Agreement, Power of Attorney, Services Agreement, Brokerage, applicability of the Brazilian Consumer Code), and the interaction with the legal attorney job so that, at the end, we can properly classify the agent in accordance with the appropriate legal nature of the activities performed. Before the final considerations, we will also briefly analyze, only for the purposes of establishing a comparative study, the rules applicable in some countries such as Portugal, Italy and United States of America. With regard to the US rules, we will also review some other different sports.
228

Avaliação de experiência de jogador aplicada ao desenvolvimento de jogos. / Player experience evaluation applied to game development.

André Febeliano da Costa 08 April 2016 (has links)
Experiência de usuário e experiência de jogador são dois conceitos que apresentam similaridades. Ambos envolvem a interação de um usuário com um produto, havendo sobreposição de métodos e áreas do conhecimento que permitem verificar experiência. Porém há diferenças quanto ao foco dado a experiência resultante da interação. Este trabalho apresenta os conceitos de experiência de usuário, usabilidade, experiência de jogador e jogabilidade apresentados pela literatura. Em seguida é discutido a relação que estas definições possuem entre si, identificando os elementos que os separam, apresentando uma possível divisão entre os conceitos de experiência de usuário e experiência de jogador e suas ferramentas. Ao fim este trabalho apresenta dois experimentos que mostram uma forma de verificar experiência de jogador em dois jogos distintos, procurando a inclusão desses métodos dentro do ciclo de desenvolvimento de jogos. Este trabalho também apresenta uma compreensão sobre experiência de jogador na interação com jogos e a inclusão de sua avaliação dentro do ciclo de desenvolvimento utilizando testes com usuários. / User experience and player experience are two concepts that have similarities. Both involve the interaction between user and product, with overlapping methods and areas of knowledge to evaluate experience. But there are differences as to the focus given to the experience resulted from the interaction. This paper first introduces the concepts of user experience, usability, player experience and playability presented in the literature. Subsequently, it discusses the relationship that these definitions have to each other, identifying the elements that separate them, presenting a possible division between user experience concepts and player experience and tools. Lastly this work presents two experiments seeking to apply the methods to verify player experience in two different games, looking for the inclusion of these methods within the game development cycle. This work presents an understanding on player experience and the inclusion of its evaluation within the development cycle with user-based tests.
229

Performance Analysis of Distributed Virtual Environments

Kwok, Kin Fai Michael January 2006 (has links)
A distributed virtual environment (DVE) is a shared virtual environment where multiple users at their workstations interact with each other. Some of these systems may support a large number of users, e. g. , massive multi-player online games, and these users may be geographically distributed. An important performance measure in a DVE system is the delay for an update of a user's state (e. g. , his position in the virtual environment) to arrive at the workstations of those users who are affected by the update. This update delay often has a stringent requirement (e. g. , less than 100 ms) in order to ensure interactivity among users. <br /><br /> In designing a DVE system, an important issue is how well the system scales as the number of users increases. In terms of scalability, a promising system architecture is a two-level hierarchical architecture. At the lower level, multiple service facilities (or basic systems) are deployed; each basic system interacts with its assigned users. At the higher level, the various basic systems ensure that their copies of the virtual environment are as consistent as possible. Although this architecture is believed to have good properties with respect to scalability, not much is known about its performance characteristics. <br /><br /> This thesis is concerned with the performance characteristics of the two-level hierarchical architecture. We first investigate the issue of scalability. We obtain analytic results on the workload experienced by the various basic systems as a function of the number of users. Our results provide valuable insights into the scalability of the architecture. We also propose a novel technique to achieve weak consistency among copies of the virtual environment at the various basic systems. Simulation results on the consistency/scalability tradeoff are presented. <br /><br /> We next study the update delay in the two-level hierarchical architecture. The update delay has two main components, namely the delay at the basic system (or server delay) and the network delay. For the server delay, we use a network of queues model where each basic system may have one or more processors. We develop an approximation method to obtain results for the distribution of server delay. Comparisons with simulation show that our approximation method yields accurate results. We also measure the time to process an update on an existing online game server. Our approximate results are then used to characterize the 95th-percentile of the server delay, using the measurement data as input. <br /><br /> As to the network delay, we develop a general network model and obtain analytic results for the network delay distribution. Numerical examples are presented to show the conditions under which geographical distribution of basic systems will lead to an improvement in the network delay. We also develop an efficient heuristic algorithm that can be used to determine the best locations for the basic systems in a network.
230

Performance Analysis of Distributed Virtual Environments

Kwok, Kin Fai Michael January 2006 (has links)
A distributed virtual environment (DVE) is a shared virtual environment where multiple users at their workstations interact with each other. Some of these systems may support a large number of users, e. g. , massive multi-player online games, and these users may be geographically distributed. An important performance measure in a DVE system is the delay for an update of a user's state (e. g. , his position in the virtual environment) to arrive at the workstations of those users who are affected by the update. This update delay often has a stringent requirement (e. g. , less than 100 ms) in order to ensure interactivity among users. <br /><br /> In designing a DVE system, an important issue is how well the system scales as the number of users increases. In terms of scalability, a promising system architecture is a two-level hierarchical architecture. At the lower level, multiple service facilities (or basic systems) are deployed; each basic system interacts with its assigned users. At the higher level, the various basic systems ensure that their copies of the virtual environment are as consistent as possible. Although this architecture is believed to have good properties with respect to scalability, not much is known about its performance characteristics. <br /><br /> This thesis is concerned with the performance characteristics of the two-level hierarchical architecture. We first investigate the issue of scalability. We obtain analytic results on the workload experienced by the various basic systems as a function of the number of users. Our results provide valuable insights into the scalability of the architecture. We also propose a novel technique to achieve weak consistency among copies of the virtual environment at the various basic systems. Simulation results on the consistency/scalability tradeoff are presented. <br /><br /> We next study the update delay in the two-level hierarchical architecture. The update delay has two main components, namely the delay at the basic system (or server delay) and the network delay. For the server delay, we use a network of queues model where each basic system may have one or more processors. We develop an approximation method to obtain results for the distribution of server delay. Comparisons with simulation show that our approximation method yields accurate results. We also measure the time to process an update on an existing online game server. Our approximate results are then used to characterize the 95th-percentile of the server delay, using the measurement data as input. <br /><br /> As to the network delay, we develop a general network model and obtain analytic results for the network delay distribution. Numerical examples are presented to show the conditions under which geographical distribution of basic systems will lead to an improvement in the network delay. We also develop an efficient heuristic algorithm that can be used to determine the best locations for the basic systems in a network.

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