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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.
61

Porovnání individuálního herního výkonu hráček volejbalu v závislosti na jejich somatotypu / Comparison of the individual game performance of volleyball players of depending on their somatotype

Luxíková, Jana January 2020 (has links)
NAME Comparison of individual game performance of volleyball players depending on their somatotype. AUTHOR Bc. Jana Luxíková ABSTRACT This diploma thesis entitled Comparison of individual game performace of volleyball players depending on their somatotype in the theoretical part aims to acquaint readers with important concepts. The practical part is devoted to testing somatotypes, comparison of game performaces of individual players during in the season. KEY WORDS voleyball, player, somatotype, gaming performance
62

360 Gunner - A 2D platformer to evaluate network latency compensation

Vu, Thanh Long X 12 December 2019 (has links)
Online gaming is rapidly growing as an entertainment choice, as it provides players with a high variety in genres, affordability, ubiquity and also real-time online interactions. However, slow networks or congestion can cause perceivable network latency and make players suffer from a degraded gameplay experience. Latency compensation techniques have been developed to combat the negative effects of network latency, but more understanding of latencies affects and latency compensations benefits are still needed. Our project studied the degradation of different game actions with latency and how player prediction - a classic latency compensation technique - affects gameplay in a 2D platformer. We designed and implemented an original 2D platformer with player prediction implemented for player movement actions, then invited players to play our game under different network and latency compensation conditions. Based on the subjective and objective data collected, we found that 2D platformers are sensitive to even modest amounts of network latency. Player prediction helped players have fewer deaths below 200ms of latency, but at 400ms and above its benefits were outweighed by its disadvantages to visual consistency.
63

Kompetence trenéra golfu / Golf coach's competencies

Dvořáková, Renata January 2021 (has links)
Title: The Competency Profile of the Golf Coach Objectives: The main aim of this thesis is to create the competency profile of an ideal golf coach with focus on adult recreational players. It was based on the identification of the most important competencies from two perspectives, namely coaches and their clients. Methods: The thesis combines qualitative and quantitative methods. According to the expert literature studies, previous researches and interviews with the professional golf coaches was created a list of four competency groups needed for quality work of golf coach. Coaches and players evaluated the importance of individual competencies by eletronic questioning. For clarity, the individual competencies are divided into four groups, specifically to character traits and features, abilitites and skills, education and knowledge, other professional attributes. Results: In the thesis is created the competency profile of the ideal golf coach focusing on adult recreational players, which includes 20 competencies from all competency groups: character traits and features, abilities and skills, education and knowledge, other professional attributes. Profile contains the following 20 most important competencies that an ideal golf coach should have: ability to explain and demonstrate, knowledge of golf...
64

How can levels of stylized game-character details contribute to creating representation and relatability in female player characters?

Aho Lind, Hanna January 2020 (has links)
This thesis´ aim is to discuss how different levels of details can contribute to creating perceived levels of representation and relatability. This was firstly done through a pilot study, which was made to gather more intel about female opinions on set player characters in games. Then through the creation of six stylized 3D busts, and finally through a main study, serving to find trends in female informants’ opinions about the levels of details, representation and relatability in said busts. Earlier research is presented and discussed, and notable connections between the earlier research and this thesis´s findings are presented. / Denna uppsats syftar till att presentera nya data och intressanta trender inom den aktuella debatten kring kvinnlig media-representation i spel. Detta genomfördes genom skapandet av en pilotstudie, gjord för att samla mer information om kvinnors åsikter om förbestämda spelkaraktärer, sedan genom skapandet av stiliserade 3D-byster, och slutligen genom utförandet av en huvudstudie, som tjänade till att hitta trender i kvinnliga informanters åsikter kring nivåerna av detaljer, representation och relatabilitet dem tidigare nämnda bysterna. Tidigare forskning redovisas och diskuteras, och anmärkningsvärda samband mellan den tidigare forskningen och uppsatsens resultat presenteras.
65

What Aspects of Gacha Games Keep the Players Engaged?

Rentia, George-Gabriel, Karaseva, Anastasia January 2022 (has links)
Numerous papers examine the relationship between gacha mechanics and gambling, however, few enquire about what attracts players to gacha games. This is the focus of this thesis, asking players, from their perspective, what are the elements of gacha games that keep them engaged. It also queries why, after having stopped playing gacha games for a period of time, players return to these games. Data was gathered through semi-structured interviews with five players who play gacha games at least 20 hours a week and who took a break from these games for at least one month. Results indicate that players are initially attracted to gacha games due to their aesthetic and that players value narrative elements associated with the games and the gacha characters. Interestingly, the gacha mechanic itself was not pointed out as the reason for engaging with the game, rather it is used as a means to acquire a desired ingame item. Nonetheless, strong emotional attachment is associated with successful and unsuccessful pulls; a low amount of pulls to acquire a desired character or item is described as a strong joyful memory, whereas not being able to acquire the desired gacha character or item despite a large number of pulls is associated with intense frustration and sadness. Collectionism was pointed out by players as a motivation for acquiring gacha items, with players placing a higher value on items they need to complete their collection rather than necessarily on high-rated game items. The results also indicate that burnout can occur when a game stops or slows the release of new content, eventually leading players to stop playing that game.
66

Getting Mortdogged : How high-ranking players experience randomness in Teamfight Tactics (TFT)

Feig, Maximilian, Hagerman, Adrian January 2023 (has links)
This bachelor thesis seeks to find out what players’ experiences with randomness in Teamfight Tactics (TFT) are like, what makes these experiences good and bad, and what a game developer can learn from them. TFT and Auto-Battlers in general are a topic that has not seen much research despite their immense popularity since their inception. In this research, we interviewed TFT players using semi-structured qualitative interviews asking them about their experiences with randomness, which ones they particularly remember, like or dislike and what they think about the way the game uses randomness in general. Overall, we found that players liked the random aspects of the game and thought that these mostly increase their enjoyment of the game as they provide replayability. Players also noted that skill matters much more than randomness when determining the outcome of a game. The most important takeaway from this study was that players, despite the fact that the larger community often speaks negatively and complains about the randomness, ultimately consider randomness a positive aspect of the game. This also echoes previous research on how randomness can enhance the play experience. Giving players sufficient control over their situation by offering them meaningful choices in the face of randomness is the main way that this can be done.
67

HERO MYTHS IN JAPANESE ROLE-PLAYING GAMES

Blasingim, Kerry G. 08 June 2006 (has links)
No description available.
68

Cartografias de um campo invisível: os anônimos jogadores do futebol brasileiro

Dantas, Marina de Mattos 29 March 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-04-10T13:57:24Z No. of bitstreams: 1 Marina de Mattos Dantas.pdf: 9055816 bytes, checksum: 1026278996fef756fa2acd4a6f4ed81a (MD5) / Made available in DSpace on 2017-04-10T13:57:24Z (GMT). No. of bitstreams: 1 Marina de Mattos Dantas.pdf: 9055816 bytes, checksum: 1026278996fef756fa2acd4a6f4ed81a (MD5) Previous issue date: 2017-03-29 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The professional soccer and its effects in the production of subjectivities in the profession of player. This is the theme that guides this research which, on the basis of previous research about the dream of being a player and the performance of sport psychology in basic categories, aims to compose a cartography of the reality of the player who professionalizes, but does not occupy the positions of greater emphasis on large "shopping" of soccer nationally and internationally. Are these players generally considered by clubs, entrepreneurs and also by the public as products of less value in the market, but needed to maintain the operation of the competitions of the machine of professional soccer that attracts fans and investors while circulating anonymously by Australian soccer to as coadjuvants of soccer venues. In this sense, it is mapping practices of contemporary soccer, along with the studies of Michel Foucault on the government of the living, along with the studies of researchers in the area of humanities and social sciences about professional soccer. It seeks so to understand the governmentality of soccer venues; the effects of discipline and controls regulators in the production of modes of life of soccer players anonymous professionals; for where these circulating after the departure of the basic categories; catches, potential and resistance that keeps them in the profession and the effect socio-political produced from this reality / O futebol profissional e seus efeitos na produção de subjetividades na profissão de jogador. É esta a temática que norteia a presente pesquisa que, partindo de pesquisas prévias acerca do sonho de ser jogador e da atuação da psicologia do esporte em categorias de base, objetiva compor uma cartografia da realidade do jogador que se profissionaliza, mas não ocupa as posições de maior destaque nas grandes “vitrines” do futebol nacional e internacional. São esses jogadores geralmente considerados pelos clubes, empresários e também pelo público como produtos de menor valor no mercado, porém necessários para manter o funcionamento das competições da máquina do futebol profissional que atrai torcedores e investidores enquanto circulam anonimamente pelo mercado futebolístico como coadjuvantes do futebol de espetáculo. Nesse sentido, pretende-se cartografar práticas do futebol contemporâneo, compondo com os estudos de Michel Foucault sobre o governo dos vivos, juntamente com os estudos de pesquisadores na área das ciências humanas e sociais sobre o futebol profissional. Busca-se assim compreender a governamentalidade do futebol de espetáculo; os efeitos disciplinares e de controles regulamentadores na produção de modos de vida dos jogadores de futebol profissionais anônimos; por onde estes circulam após a saída das categorias de base; as capturas, potencialidades e resistências que os mantêm na profissão e os efeitos políticosociais produzidos a partir dessa realidade
69

Evaluating how Non-player Character personalities affect the game experience in Future Happiness Challenge

Nermansson, Niklas January 2016 (has links)
Artificial Intelligence (AI) is used in many games and quite often the Non-Player Character(NPC)s simulate humans. To make the human NPCs believable and feel alive they need to be as human-like as possible in their behaviour. Three features commonly used to make an NPC human-like are needs, like eating or sleeping, social relationships and personalities. The objective of this thesis was to create an AI with different personalities that the NPCs may have in the game Future Happiness Challenge (FHC) and compare these personalities as well as try to find out whether personalities enhance the game experience. Three different personalities are implemented; Selfish, Selfless and Balanced. These are used as FHC presents the option to play either selfish or selfless. It can be played as a team or as an individualist that does not care about the others. This thesis tries to answer the question whether a player prefers a selfless NPC to a selfish in a game where this option is available. These extremes are also compared to a balanced NPC. When implementing the AI and the personalities, a Behaviour Tree (BT) was used and the main features of this implementation is presented to give an example of how personalities can be implemented in a game like FHC. The results suggest that personalities enhance the game experience and an interesting correlation can be seen between the players preference of an NPC and their own personality when playing the game. Rather than always preferring a selfish or a selfless NPC, the players seem to prefer the NPC which has a personality closely related to their own within the game. / Artificiell intelligens (AI) används i många spel och det är vanligt att datorstyrda karaktärer (Non-Player Characters) föreställer människor. För att göra dessa karaktärer trovärdiga och ge känslan av att leva så behöver deras beteenden göras så mänskliga som möjligt. Tre egenskaper som ofta används för att göra karaktärerna mänskliga är behov, såsom att äta eller sova, sociala relationer och personligheter. Målet med det här arbetet var att skapa en AI med olika personligheter som karaktärerna kan ha i spelet Future Happiness Challenge (FHC) och jämföra dessa personligheter samt försöka ta reda på om personligheter ökar spelupplevelsen. Tre olika personligheter implementerades; självisk, osjälvisk och balanserad. Dessa valdes då FHC ger spelaren möjligheten att spela antingen själviskt eller osjälviskt. Det kan spelas som ett lag eller som en egoist som inte bryr sig om de andra. Denna rapport försöker svara på frågan om spelaren föredrar en osjälvisk karaktär över en självisk i ett spel där denna möjlighet finns. Dessa extrema personligheter jämförs också med en balanserad. Under utvecklingen av AIn och personligheterna användes tekniken Behaviour Tree (BT) och större delen av implementationen är presenterad i detta arbete för att ge ett exempel på hur personligheter kan implementeras i ett spel som FHC. Resultaten föreslår att personligheter ökar spelupplevelsen och ett intressant samband kan ses mellan spelarnas preferens av NPC och spelarnas personligheter i FHC. Istället för att alltid föredra en självisk eller osjälvisk NPC, verkar spelarna föredra den NPC som har en personlighet lik sin egen i spelet.
70

De bortvalda talangerna : Berättelser från pojkar som inte blev uttagna till distriktslag inom fotboll

Manoukian, Jirair, Jacobsson, Tomas January 2022 (has links)
Syfte Syftet med studien var att undersöka upplevelser hos pojkar som inte blivit uttagna till distriktslaget. Frågeställningar Vilka upplevelser beskriver pojkar som särskilt viktiga när de först blev uttagna till ett läger och sedan bortvalda inför nästa läger men sedan uttagna igen till ett ytterligare läger? Vilka konsekvenser för motivation får uttagningsprocessen för ungdomarnas fortsatta idrottande?  Metod  Genom semistrukturerade intervjuer har sex pojkar i 15–16 årsåldern intervjuats. Respondenterna är aktiva inom olika föreningar förutom två av respondenterna som spelade i samma förening. En tematisk analys har skett genom att transkribera och tolka i förhållande till Self determination theory. Resultat Spelarna ansåg att tränarna var ytterst viktiga för dem i deras utveckling. De kan både motivera spelarna genom att uppmuntra dem samt utveckla deras färdigheter. De kan även försämra känslan av tillhörighet genom att göra stora förändringar inom laget. Respondenterna upplevde en ökad motivation av att bli bortvalda. Det fick dem att börja träna hårdare för att uppnå sina mål. Motivation och viljan att fortsätta uppnå sitt mål kan alltså förstärkas även när man blir bortvald under en selekteringsprocess. En indikation på revanschism uppstår hos spelarna då de, genom hård träning, vill bevisa att de kan uppnå kraven som distriktslagen ställer. Slutsatser Att vilja ta revansch ökar motivationen till att vilja träna hårdare efter att inte ha blivit uttagen. Tränarna är ytterst viktiga för spelarnas fortsatta idrottande. De kan både motivera spelarna men även försämra känslan av tillhörighet genom att göra stora förändringar inom laget. / <p>Ämneslärarprogrammet, Specialidrott</p>

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