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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.
351

Ludonarrative design & player experience : Vocabulary usage and purpose of ludonarrative exploration

Blomquist, Sanna January 2023 (has links)
This paper deals with the differing vocabulary between academic and player discussions when it comes to discussing gaming experiences. The main terminology that is explored is ludonarrative dissonance and ludonarrative harmony along with its usage. Ludonarrative design is connected to a handful of other terminologies such as environmental storytelling and agency, which in my research I take a look at how this affects the player and their experience. The research method is the creation and usage of a taxonomy of vocabulary to attempt to bridge the discussions between players, designers and academics.
352

Training an Adversarial Non-Player Character with an AI Demonstrator : Applying Unity ML-Agents

Jlali, Yousra Ramdhana January 2022 (has links)
Background. Game developers are continuously searching for new ways of populating their vast game worlds with competent and engaging Non-Player Characters (NPCs), and researchers believe Deep Reinforcement Learning (DRL) might be the solution for emergent behavior. Consequently, fusing NPCs with DRL practices has surged in recent years, however, proposed solutions rarely outperform traditional script-based NPCs. Objectives. This thesis explores a novel method of developing an adversarial DRL NPC by combining Reinforcement Learning (RL) algorithms. Our goal is to produce an agent that surpasses its script-based opponents by first mimicking their actions. Methods. The experiment commences with Imitation Learning (IL) before proceeding with supplementary DRL training where the agent is expected to improve its strategies. Lastly, we make all agents participate in 100-deathmatch tournaments to statistically evaluate and differentiate their deathmatch performances. Results. Statistical tests reveal that the agents reliably differ from one another and that our learning agent performed poorly in comparison to its script-based opponents. Conclusions. Based on our computed statistics, we can conclude that our solution was unsuccessful in developing a talented hostile DRL agent as it was unable to convey any form of proficiency in deathmatches. No further improvements could be applied to our ML agent due to the time constraints. However, we believe our outcome can be used as a stepping-stone for future experiments within this branch of research.
353

Физическая реабилитация баскетболистов 18 – 21 года после травм коленного сустава : магистерская диссертация / Physical rehabilitation of 18-21 aged basketball players after knee injuries

Левинская, А. А., Levinskaya, A. A. January 2021 (has links)
Предметом исследования является методика физической реабилитации баскетболистов после травм коленного сустава на этапе восстановления. Цель исследования – разработать и обосновать комплексную программу реабилитации баскетболистов 18-21 года после травм коленного сустава. Методы исследования: 1. Анализ и обобщение литературных источников. 2. Методы оценки функционального состояния коленного сустава. 3. Педагогический эксперимент. 4. Статистическая обработка данных. Научная новизна исследования: впервые предложены методы педагогического сопровождения реабилитации и внедрены методические рекомендации повышения эффективности восстановления спортивной работоспособности у баскетболистов после травм коленного сустава. Теоретически обоснованная и доказанная экспериментально методика дополняет теорию и практику спортивной подготовки травмированных спортсменов. Полученные результаты в процессе эксперимента, доказывают более эффективный процесс реабилитации баскетболистов с травмами коленного сустава. Предложенная методика может быть применена для процесса физической реабилитации. / The subject of the proposed study is method of physical rehabilitation of basketball-players after knee injury. The aim – to develop and justify a complex rehabilitation program of 18-21 aged basketball-players after knee injury. The following methods were used: scientific literature review, evaluation of functional state of knee, pedagogic experiment, and statistical analysis. Scientific novelty: new methods of pedagogical supply of rehabilitation process were proposed and novel methodic guidelines to increase effectiveness of sports capacity in basketball-players after knee injury were implemented. Theoretically and practically justified methodic supplements theory and practice of sports training of injured athletes. The obtained results confirmed the effectiveness of rehabilitation process of basketball-players with knee injuries. The proposed method may be used in physical rehabilitation process.
354

User Profiling in Game Development : A comparison of theory and practice

Eriksson, Johannes January 2023 (has links)
This study aims to answer the research question: How does the academic accounts of user profiling compare to how practitioners of game development use user profiling? Knowing one’s users is a key part of designing a product, so that you know which features to prioritise. This is of course also true for video games. One way to achieve this is to categorise the users based on key characteristics, such as their age or their motivations. This is also known as user profiling and is commonly discussed in academic literature. However, it is not known how user profiling is used within the industry of game development; if even at all. To research this, two UX/UI designers at a Swedish game development studio have been observed and interviewed, which has resulted in a list of differences in how the academic literature says about user profiling and how practitioners use user profiling. This can be used to bridge the gap between the two, which could aid in designing and researching for a better user experience in video games.
355

Development of an Educational Role-Playing Game for the Acquisition of Ohio Fourth-Grade Mathematics Standards

Stevens, Mark Allen 05 November 2007 (has links)
No description available.
356

Historicizing Maps of Hell

Wilson, Mark Robert 11 May 2005 (has links)
No description available.
357

Continuity and Change in the Puerto Rican Cuatro Tradition: Reflections on Contemporary Performance Practice

Ruiz-Caraballo, Noraliz 17 December 2015 (has links)
No description available.
358

A platform for multi-video learning content in emergency-related educational scenarios

Lozano-Prieto, David January 2021 (has links)
Utilizing multiple videos is an upcoming approach for developing learning material. It consists of recording scenes from different perspectives using diverse recording approaches, for example, 360-degrees camera, a drone camera, and body cameras. Up until now, there is a lack of efficient ways to present such recordings and extract the benefits of applying this type of media in learning contexts. To close this gap, this thesis explores suitable manners for presenting this specific type of media, aiming to be helpful for the further training of emergency-related learners. To achieve this goal, we performed a study structured in three major blocks: design of the solution, development of the designed system, and assessment of the suitability of the presented solution. The design was informed by a literature review, a qualitative expert interview, and a preferences questionnaire. After the design process, the system named Theia was developed using web-based technologies. Finally, to validate the system’s suitability within the context of this project, an expert evaluation was carried out. It consisted of a mixed assessment combining qualitative methods, based on task performance and qualitative interview assessment, and the usage of a Technology Acceptance Model (TAM) questionnaire, aiming for the usability and the ease of use of the developed tool. After the evaluation, the proposed system was concluded to incorporate a suitable layout, navigation, functionalities, and interactive mechanisms for an adequate video presentation of media footage from simultaneous recordings within an educational context for emergency-related students. Additionally, valuable insights were extracted from the analysis of the results for the future of the area of research, including recommendations for an optimal footage recording and the starting point for future work in the research community.
359

Srovnání pracovních poměrů hráčů ledního hokeje v ČR a zahraničí / Comparison of the ice hockey players working relationship in Czech Republic and abroad

Vaňousová, Veronika January 2013 (has links)
Title: Comparison of the ice hockey players working relationship in Czech Republic and abroad Goals: Comparison of duties and rights of individual work-legal relations for ice hockey players in the first two best national competitions in different European countries. Method: For the treatment of this topic has been used secondary data analysis and desk research in economics, management, and professional sports. For qualitative research sample of hockey players and managers interview method was used. Results: They simulate application of individual abroad work-legal relations into the Czech conditions, even commentaries and comparison to nowadays conditions. They suggest more favorable conditions for the national competition. Key words: professional sport, ice - hockey, professional ice - hockey player, non- amateur ice - hockey player, self - employed - definition, right and duties, players contract, dependent activity - rights and duties, work contract, ice - hockey league.
360

From Structured Guidance to Self-Directed Play : Applying Self-Determination Theory in Game Design

Yuheng, Liang January 2024 (has links)
This thesis investigates the use of scaffolding techniques in video game design to increase player engagement and satisfy psychological needs as defined by self-determination theory (SDT). It focuses on how games use scaffolding mechanisms to improve player autonomy, competence, and relatedness—the three fundamental needs proposed by SDT as ways to promote intrinsic motivation. The study also examines self-scaffolding strategies employed by players, exploring how they independently leverage game features to meet their psychological needs. Through case studies on games including Hearthstone, Magic: the Gathering Arena, and Path of Exile, the research analyzes the application of scaffolding and self-scaffolding using formal analysis of game tutorials and systems, as well as discourse analysis of player and specialist discussions about these aspects. The findings indicate that Hearthstone's tutorial, which effectively uses scaffolding, is well received by players, while the scaffolding in Magic: the Gathering Arena is not as effective. Path of Exile's complex skill tree promotes self-scaffolding, highlighting the importance of self-directed learning in intricate game environments. The study concludes that effective scaffolding design is essential for onboarding players, but tutorials should be skippable to accommodate experienced players. At the same time, games should provide sufficient structure to guide player learning while allowing freedom for exploration, innovation, and self-directed learning.

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