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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.
251

Measuring the Impact of Heads-Up Display on Player Experience in FPS Games. / Påverkan av Heads-Up Display på Spelupplevelsen i FPS Spel.

Hellqvist, Max, Härjeström, Herman January 2017 (has links)
In this study, we investigate the effect of Heads-Up Display on player experience and performance when playing the first person shooter games Battlefield 1 and Battlefield 4. Participants played a mission twice, once with Heads-Up Display and once without. After each session, the participant answered a PENS questionnaire. The amount of enemies killed and the amount of times the player character died during the session was recorded. No significant differences were found other than that the participants who answered that they only played first person shooter games a few times every month killed more enemies with the Heads-Up Display active, and that the overall amount of kills was generally lower when the Heads-Up Display was active. / Denna studie undersökte effekten av Heads-Up Display på spelupplevelsen samt spelarens prestationer i förstapersonsskjutspelen Battlefield 1 och Battlefield 4. Deltagarna spelade ett uppdrag två gånger, en gång med Heads-Up Display och en gång utan. Efter varje spelomgång svarade deltagarna på ett PENS-frågeformulär. Antalet eliminerade fiender samt antalet gånger spelkaraktären dog noterades.  Inga tydliga skillnader framkom mer än att deltagarna som svarat att de spelade förstapersonskjutspel några gånger i månaden lyckades eliminera fler fiender när Heads-Up Display var aktiverat, samt att antalet eliminerade fiender var allmänt lägre när Heads-Up Display var aktiverat.
252

Aesthetic Details and Player Behavior : a study on how the colors of checkers in backgammon affect players’ choices of action

Bergqvist, Andreas January 2013 (has links)
Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.
253

Předpoklady úspěšné účasti českých fotbalových klubů v evropských soutěžích / Prerequisites for successful participation of Czech football clubs in European competitions

Pártl, Matěj January 2017 (has links)
The thesis is focused on identifying the basic assumptions for successful participation of Czech Football clubs in European competitions. One of the main motivations is the financial reward resulting from participation in European competitions. Basic assumptions are found in the team axis and their representative experience in team selection U16-U21, in the ideal age average of the basic assemblies, opponents' playability from the point of view of their nationality and an estimate of the progress of Czech teams in future years against teams by nationality. The results of the thesis clearly show that if the assumptions mentioned above are fulfilled separately the possibilities of success for the Czech teams are small. It is really important to combine these assumptions in one complex at the same time. There is not calculated with the influences we can not predict but may significantly affect the results in the competition . It is possible to estimate the success or failure of Czech teams in European team competitions from the result of this work.
254

Porovnání zátěže hráče ledního hokeje v utkáních základní části extraligy a play off / Comparison of loading ice hockey player loading during the basic and play off part

Dvořáčková, Nikola January 2017 (has links)
The goal of this thesis is compare loading of selected professional ice hockey players from HC Sparta Praha team, in the all season, basic part and the play off as well. Teoretical part is focused to the general specification of this topic. This teoretical part is about analysis of training ice hockey players, system of the training including psychic of professional player and his temperament. In the practical part is described resarch including average pulse frequency measurement by sporttester, results of Eysenck temperament test and personal interview with players and trainer separately. We found all about comparison player loading in the basic part of season and play off by evaluation of all these objective and subjective resarch. This resarch can offer interesting knowledges about temperament of professional ice hockey players. KEYWORDS ice-hockey, ice-hockey player, physical load, heart rate, psyche, temperament
255

Extending Game User Experience - Exploring Player Feedback and Satisfaction : The Birth of the Playsona

Strååt, Björn January 2017 (has links)
Video games are experience-based products and user satisfaction is key for their popularity. To design for as strong an experience as possible, game developers incorporate evaluation methods that help to discover their users’ expectations and needs. Despite such efforts, problems still occur with the game design that lower the user experience. To counter these problems, the evaluation methods should be investigated and improved. To address this need, I have explored various design tools and user experience theories. Applying these in a game evaluation context, I have analyzed user-created game reviews and conducted longitudinal user interview- and game diary studies in connection to playing a newly released game, in other words different methods to take advantage of users' expectations, opinions, attitudes and experiences. One result of the analysis of the obtained data is a set of “slogans” that illustrate how and why users lose interest in a game. A second result is a method for extracting user attitudes from pre-produced user reviews and how this can be used in game development. Thirdly, I introduce an alternative model, aimed at game user experience development, the Playsona. The Playsona is a lightweight tool that introduces a variant of the Persona-method, specifically for video game design. / <p>At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Manuscript.</p>
256

Biologické a sociální faktory hráčů ledního hokeje na různé výkonnostní úrovni / Biological and social factors ice hockey players at different performance levels

Gebhart, Martin January 2017 (has links)
TITLE: Biological and social factors of ice hockey players at different performance levels AUTHOR: Bc. Martin Gebhart DEPARTMENT: Department of Physical Education SUPERVISOR: PaedDr. Ladislav Pokorný ABSTRACT: The thesis explores a biological and social factors of ice hockey players at various performance levels in the category of men. Defines the differences in values that arise from these factors when changing the performance level and building a team. The work also characterizes the construction of the team in terms of basic biological and social indicators, defines the profile of the player that is characteristic for performance level. The thesis explores basic biological parameters of the player, assumptions for sport performance, especially from the point of view of somatotype. It also learns about the social problems of sport, the characteristics of the sports team and it is engaged in organizing ice hockey competitions, especially by canceling some junior category competitions and by reorganizing competitions of the regional men's league. KEYWORDS: Biological Factors, Social Factors, Somatotype, team composition, ice hockey
257

Vykazování hráčských smluv ve fotbale dle IFRS / Disclosure of player contracts in football under IFRS

Kučera, Martin January 2016 (has links)
The goals of this diploma thesis are to characterize the current stadium of disclosure information about player contracts in football based on the IFRS standards and describe possible policy improvements for accounting standards. Theoretical part focus on an analysis of chosen IFRS standards, especially IAS 38 and UEFA regulations. Practical part of the thesis present a research of player contracts in the hands of particular football clubs with an emphasis on the method of acquisition.
258

Gamifikace a sociální hry / Gamification and social games

Horáková, Monika January 2011 (has links)
This thesis is focused on gamification and practical testing in internal training of new-hired employees. The main objective was to introduce gamification as a term and show how gamification can help with internal training of new-hired employees. In the theoretical part games and their meanings are defined. Then it is necessary to describe gamification itself with historical evolution and used player types. To understand principles of gamification and player's motivation, game elements and mechanism are defined. Selected examples of gamification divided by fields of applications are at the end of the theoretical part. Practical part describes the gamification environment of tool New Hire Orientation made by MindTickle and practical application of testing at H1.cz. Conclusion contains results and suggested recommendations for H1.cz and for MindTickle.
259

The development of a protocol to ensure the recognition of the rights of children during a legal process

Kruger, Marie Elizabeth 18 July 2006 (has links)
Children’s rights are a world wide clarion call – yet, when it comes to implementing it in practice, the hearts of everybody starts racing because suddenly the issue is not just academic, it’s personal. In practice it is evident that children’s voices are not being heard or taken into consideration – while adults are solely responsible for making decisions that affects the lives children have to live. Children continue to suffer and are being traumatised due to the fact they have to live a life decided by adults who presumed to know the best. The fact that there is no consistency when working with children, specifically during the legal process, has been experienced as a serious problem. Research was undertaken to rectify the situation. The hypothesis for the intended study was formulated as follows: A protocol that can be followed by professional role-players can ensure that children’s rights will be protected during a legal process. The key professional role-players involved with children during a legal process have been identified as social workers, commissioners of child welfare, lawyers, family advocates and judges. In the qualitative study, a semi-structured schedule was utilized as guide for the personal interviews with each of the respondents. From this data, a protocol was developed and evaluated after implementation in order to determine whether such a protocol will enable the professional role-player to protect the rights of children during a legal process. The quantitative results proofed that a protocol as a hands-on guideline, is a much needed tool for the professional role-player in practice. From the study it was concluded that the existence of a protocol will enable the professional role-player to protect children’s rights during a legal process. Important recommendations included the following: <li>Specific skill training of the professional role-players in working with children.</li> <li>The value of implementing a separate family court system, involving all the professional role-players.</li> <li>The different professional role-players should respect each other’s profession, their abilities and skills and perform as a team to the benefit of the children in the legal process. Working against each other is to work ego-centered in stead of child-centered.</li> / Thesis (DPhil (Social Work))--University of Pretoria, 2007. / Social Work and Criminology / unrestricted
260

Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Games / Molnspelande: En QoE Studie med Fokus på Snabba Single-player och Multiplayer Spel

Flinck Lindström, Sebastian, Wetterberg, Markus January 2020 (has links)
Cloud computing is a way to deliver high-performance services to clients who would not usually be able to handle the computations on their own. They rely on computers in the cloud performing the calculations and therefore ease the load on the client-side. The goal of this thesis is to find what factors affect the players' experience and how they affect the player. To handle this, we have done a user-based study on cloud gaming. The users get to play a fast-paced single-player game and a fast-paced multiplayer game against each other, while we collect data about their experiences. During the tests, we manipulated the players' network conditions, and afterward, they answered questions regarding their quality of experience. From the data collected, we can see that the frame age is the most important measurement for determining the players' in-game performance as well as the quality of experience. We are also able to see that from the quality of service measurements manipulated, the latency is the one affecting the player the most. Results from the multiplayer test would indicate that we can equalize the skill difference between the players without affecting the players quality of experience too much. These results are based on the advantage in ping time as well as frame age. From a developers perspective, this thesis emphasized the need to take frame age into account, and to try to manipulate the different parts of the frame age. The goal would be to ultimately lower the frame age and make the gaming experience more enjoyable for the player.

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