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Dynamic Difficulty Adjustment & Procedural Content Generation in an Endless RunnerVidman, Simon January 2018 (has links)
Games are irritating when they are too hard, and boring when they are too easy. Level Eight is a game development company which is, during this project, developing an endless runner. This thesis describes research and implementation of a dynamic difficulty adjustment system in Level Eights’ endless runner by considering several conditions of the player. This was accomplished with the help of the game environment by implementing procedural content generation and combine it with the dynamic difficulty adjustment system. / Spel är irriterande när de är för svåra, och tråkiga när de är för lätta. Level Eight är ett spelutvecklingsföretag som under detta projekt utvecklar ett ändlöst löparspel. Denna avhandling beskriver forskning och genomförande av ett dynamiskt svårighets justeringssystem i Level Eights ändlöst löparspel genom att överväga flera villkor för spelaren. Detta uppnåddes med hjälp av spelmiljön genom att implementera procedurell innehållsgenerering och kombinera den med det dynamiska svårighets justering systemet.
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Variabelbegreppet i matematik : En kvalitativ studie om hur variabelbegreppet sammankopplas med andra matematiska områden såsom algebraiska uttryck i undervisningen för årskurs 4-6Abdulrasul, Zahraa January 2018 (has links)
The aim of this study is to investigate how elementary school teachers use conceptual understanding in the teaching of the variable concept, namely, how these teachers connect the variable concept with other areas of mathematics, such as algebraic expressions. The empirical data was obtained by qualitative methods comprising interviews with five mathematic elementary school teachers. In addition three observations in three classrooms were made; one observation is in grade 4 and the other two are in grade 6.The theoretical framework is based on Kilpatrick et al. (2001) theories: conceptual understanding, strategic competence and procedural fluency. Furthermore the theory of representations of Bergsten et. al (1997) and Persson (2010) were used in the theoretical framework. The results of this study show that none of the five participating teachers connects the variable concept to other areas of mathematics, such as algebraic expressions. However, two of them mention the variable concept in equations, problem-solving, algebraic expressions and shapes, but without explaining the meaning of the variable concept or how that concept is used and integrated into these mentioned areas of mathematics. Furthermore the study shows that the other three participating teachers mention the variable only to one to two areas of mathematics. These areas are problem- solving and shapes. These teachers do not explain how the variable concept is used in the mentioned areas of mathematics, but they focus on how the calculation will be performed to solve the data they used. The participating teachers do not use any representations to explain the variable concept and how it’s connected to the other areas of mathematics. In conclusion, the variable concept was not explained and its connection to other mathematical areas was not addressed, which due to the absence of usage of conceptual understanding in teaching the variable concept.
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The Role of Organizational Justice in Predicting Attitudes Toward Body-Worn Cameras in Police OfficersLawshe, Nathaniel L. 23 March 2018 (has links)
Body-worn cameras are a promising new development in policing. They have been linked to positive outcomes such as decreases in use of force and complaints against officers. However, this new technology has produced a number of issues that could thwart a successful body-worn camera program implementation. One issue is the extent in which officers possess positive attitudes toward using body-worn cameras. If officers do not view body-worn cameras positively, cameras may not be used to their full potential.
A promising factor that has emerged from past research in explaining attitudes toward body-worn cameras is organizational justice. Broadly, organizational justice is defined as the extent in which members of an organization are treated fairly and believe this to be the case. Organizational justice has been linked to positive organizational outcomes such as increased compliance with organizational directives and positive evaluation of organizational leadership.
The purpose of this study was to examine the relationship between organizational justice and attitudes toward body-worn cameras in police officers across three agencies. Findings indicated that there was no observable relationship between perceptions of organizational justice and attitudes toward body-worn cameras. There were a number of competing explanations for the findings, including potential measurement issues, possible intervening variables, and the possibility that there is no relationship between organizational justice and attitudes toward body-worn cameras.
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A computational model for generating visually pleasing video game maps / A computational model for generating visually pleasing video game mapsHernandez Mariño, Julian Ricardo 25 May 2016 (has links)
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Previous issue date: 2016-05-25 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Neste trabalho apresentamos um modelo computacional baseado em teorias de design para gerar mapas de jogos de plataforma visualmente agradáveis. Nós estudamos o problema de geração de mapas como um problema de otimização e provamos que uma versão simplificada do problema é computacionalmente difícil. Em seguida, propomos uma abordagem de busca heurística para resolver o problema de geração de mapas e utilizamos ela para gerar níveis de um clone do Super Mario Bros (SMB), chamado Infinite Mario Bros (IMB). Antes de avaliar os níveis de IMB gerados pelo nosso sistema, realizamos um estudo detalhado das abordagens comumente utilizadas para avaliar o conteúdo gerado por programas de computador. A avaliação utilizada em trabalhos anteriores utiliza apenas métricas computacionais. Embora esses indicadores são importantes para uma avaliação inicial e exploratória do conteúdo gerado, não é claro se são capazes de capturar a percepção do jogador sobre o conteúdo gerado. Neste trabalho, comparamos os conhecimentos adquiridos a partir de um estudo com seres humanos usando níveis de IMB gerados por diferentes sistemas, com os conhecimentos adquiridos a partir de análise dos valores de métricas computacionais. Os nossos resultados sugerem que as m ́etricas computacionais atuais não devem substituir estudos com seres humanos para avaliar o conteúdo gerado por programas de computador. Usando os conhecimentos adquiridos em nosso experimento anterior, foi realizado outro estudo com seres humanos para avaliar os níveis de IMB gerados pelo nosso método. Os resultados mostram a vantagem do nosso método em relação a outras abordagens em termos de estética visual e diversão. Finalmente, foi realizado outro estudo com seres humanos, mostrando que o nosso método é capaz de gerar níveis de IMB semelhantes aos níveis de SMB criados por designers profissionais. / In this work we introduce a computational model based on theories of graphical design to generate visually pleasing video game maps. We cast the problem of map generation as an optimization problem and prove it to be computationally hard. Then, we propose a heuristic search approach to solve the map generation problem and use it to generate levels of a clone of Super Mario Bros (SMB) called Infinite Mario Bros (IMB). Before evaluating the levels of IMB generated by our system, we perform a detailed study of the approaches commonly used to evaluate the content generated by computer programs. The evaluation used in previous works often relies on computational metrics. While these metrics are important for an initial exploratory evaluation of the content generated, it is not clear whether they are able to capture the player’s perception of the content generated. In this work we compare the insights gained from a user study with IMB levels generated by different systems with the insights gained from analyzing computational metric values. Our results suggest that current computational metrics should not be used in lieu of user studies for evaluating content generated by computer programs. Using the insights gained in our previous experiment, we performed another user study to evaluate the IMB levels generated by our method. The results show the advantage of our method over other approaches in terms of visual aesthetics and enjoyment. Finally, we performed one last user study that showed that our method is able to generate IMB levels with striking similarity to SMB levels created by professional designers. / Autor sem Lattes e arquivo PDF não criptografou
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Procedurální generování počítačových her typu nekonečný běh / Procedural Generation of Endless Runner Type of Video GamesČerný, Vojtěch January 2018 (has links)
Procedural content generation (PCG) is increasingly used to generate many aspects in a variety of games. AI players, both hand scripted or also generated (by AI methods), are used to evaluate this content. Comparatively little effort is invested in using PCG to generate the whole game, including its rules. In this thesis, we use evolutionary algorithms to generate the game rules, its content and the evaluating AI player on a narrow, but flourishing, genre of endless runners - games where the player is constantly running. For this purpose, we have implemented a framework for creating endless runner games. Our approach could provide more efficiency for game designers, explore completely new game concepts in endless runners, platformer games, and be further generalized to other game genres.
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Design Tools for Sketching of Dome Productions in Virtual RealityKihlström, Andreas January 2018 (has links)
This report presents the problem of designers working on new productions for fulldomes. The back and forth process of moving between a work station and the fulldome is time consuming, a faster alternative would be useful. This thesis presents an option, a virtual reality application where a user can sketch the new environment directly on a virtual representation of a fulldome. The result would then be exported directly to the real fulldome to be displayed. The application is developed using Unreal Engine 4. The virtual dome is constructed using a procedurally generated mesh, with a paintable material assigned to it. All painting functionality is implemented manually, as is all other tools. The final product is fully useable, but requires additional work if it is to be used commercially. Additional features can be added, including certain features discussed that were cut due to time constraints, as well as improvements to existing features. Application stability is currently a concern that needs to be addressed, as well as optimizations to the software.
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Bug prediction in procedural software systems / Predição de bugs para sistemas proceduraisAraújo, Cristiano Werner January 2017 (has links)
Informação relacionada a concertos de bugs tem sido explorada na construção de preditores de bugs cuja função é o suporte para a verificação de sistemas de software identificando quais elementos, como arquivos, são mais propensos a bugs. Uma grande variedade de métricas estáticas de código e métricas de mudança já foi utilizada para construir tais preditores. Dos muitos preditores de bugs propostos, a grande maioria foca em sistemas orientados à objeto. Apesar de orientação a objetos ser o paradigma de escolha para a maioria das aplicações, o paradigma procedural ainda é usado em várias — muitas vezes cruciais — aplicações, como sistemas operacionais e sistemas embarcados. Portanto, eles também merecem atenção. Essa dissertação extende o trabalho na área de predição de bugs ao avaliar e aprimorar preditores de bugs para sistemas procedurais de software. Nós proporcionamos três principais contribuições: (i) comparação das abordagens existentes de predição de bugs no contexto de sistemas procedurais, (ii) proposta de uso dos atributos de qualidade de software como atributos de predição no contexto estudado e (iii) avaliação dos atributos propostos em conjunto com a melhor abordagem encontrada em (i). Nosso trabalho provê, portanto, fundamentos para melhorar a performance de preditores de bugs no contexto de sistemas procedurais. / Information regarding bug fixes has been explored to build bug predictors, which provide support for the verification of software systems, by identifying fault-prone elements, such as files. A wide range of static and change metrics have been used as features to build such predictors. Many bug predictors have been proposed, and their main target is objectoriented systems. Although object-orientation is currently the choice for most of the software applications, the procedural paradigm is still being used in many—sometimes crucial—applications, such as operating systems and embedded systems. Consequently, they also deserve attention. This dissertation extends work on bug prediction by evaluating and tailoring bug predictors to procedural software systems. We provide three key contributions: (i) comparison of bug prediction approaches in context of procedural software systems, (ii) proposal of the use of software quality features as prediction features in the studied context, and (iii) evaluation of the proposed features in association with the best approach found in (i). Our work thus provides foundations for improving the bug prediction performance in the context of procedural software systems.
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Proposta de concretização dogmática das cláusulas gerais executivas do Código de Processo Civil Brasileiro de 2015Minami, Marcos Youji January 2018 (has links)
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MARCOS YOUJI- TESE_MINAMI_UFBA.pdf: 835357 bytes, checksum: 2056de0176c01fe7268820dc3590e654 (MD5) / Execução é a realização, mediante procedimento devido, previsto em lei ou, em determinados casos, estabelecido pelo magistrado ou pelas partes, de uma prestação consubstanciada em um título executivo. Essa prestação pode ocorrer em virtude de inadimplemento ou é necessária para impedir um ilícito ou sua repetição. Os meios executivos são as ações necessárias para se obter esse resultado. No Brasil, por muito tempo, o procedimento executivo era completamente detalhado em lei, principalmente se a prestação devida fosse quantia. É a execução regida pela tipicidade dos atos executivos. Com o passar dos anos, o sistema foi caminhando para a atipicidade dos meios executivos. O primeiro passo foi a abertura procedimental para as prestações não pecuniárias. Com o atual Código de Processo Civil, principalmente a partir dos artigos 4º e 139, IV, é possível concluir que a atipicidade dos meios executivos, a depender do caso concreto, pode ser observada em qualquer procedimento executivo, independentemente do tipo de título executivo e do tipo de prestação devida. Para buscar os parâmetros mínimos para que isso possa ocorrer, o presente estudo analisou as bases do processo executivo. Partindo de uma análise bibliográfica, conceituou-se o fenômeno execução e estabeleceu-se suas principais bases teóricas. Em seguida, esta pesquisa aplicou esse conceito e essas bases dogmáticas no estudo dos meios executivos. Utilizou-se pesquisa qualitativa e o método hipotético-dedutivo. Conclui-se que os critérios mínimos para a aplicação de meios atípicos de efetivação são dados pelos critérios que fundamentam e limitam a própria atividade executiva no Brasil. / The enforcement processes aim to implement, through due process, established by statute law or, in certain cases, by the judge or even the parties, of a benefit embodied in this document called enforceable document (título executivo). Such benefit may occur as a result of default or is necessary to prevent an offence to happening or its repetition. Enforcement means are the actions necessary to achieve this result. In Brazil, for a long period of time, the enforcement process was completely detailed in statute law, especially in processes aiming cash. This case is known as enforcement process ruled by typified acts. Over the years, this system has been opening, moving towards acts not specified by legislators. First, the system opens when the enforcement process goal is not cash. With the current Brazilian Civil Procedure Code, mainly from Articles 4 and 139, IV, it is possible to conclude that the processes ruled by not typified enforcement means are not the exceptions any more. Now, it depends on the case. In order to find out the minimum parameters for this to occur, the present study analyzed the bases of the executive process. Starting from a bibliographical analysis, the enforcement phenomenon was analyzed and it bases were stablished. This bases were applied to enforcement means study. It is concluded that the minimum parameters for the application of non typified means of effectiveness are given by the bases and limits of the enforcement activity itself.
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Developing a modular extendable tool for Serious Games content creation : Combining existing techniques with a focus on narrative generation and player adaptivityDeclercq, Julian January 2018 (has links)
A large part of any game development process consists of content creation, which costs both time and effort. Procedural generation techniques exist to help narrative generation, but they are scattered and require extensive manual labour to set up. On top of that, Serious Games content created with these techniques tend to be uninteresting and lack variety which can ultimately lead to the Serious Games missing their intended purpose. This paper delivers a prototype for a modular tool that aims to solve these problems by combining existing narrative generation techniques with common sense database knowledge and player adaptivity techniques. The prototype tool implements Ceptre as a core module for the generation of stories and ConceptNet as a commonsense knowledge database. Two studies have been conducted with content created by the tool. One study tested if generation rules created by commonsense can be used to flesh out stories, while the other one evaluated if adapted stories yield better scores. The results of the first test state that adding rules retrieved through common sense knowledge did not improve story quality, but they can however be used to extend stories without compromising story quality. It also shows that ideally, an extensive natural language processing module should be used to present the stories rather than a basic implementation. The statistically insignificant result of the second test was potentially caused by the compromises taken when conducting the test. Reconduction of this test using real game data, rather than data from the compromised personality test, might be preferable.
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Análise político-jurídica da substituição processual por sindicatos e de sua contribuição para a celeridade e efetividade do processo / Political and legal analysis of the replacement procedure for trade unions and their contribution to the speed and effectiveness of the processMarcílio Florêncio Mota 01 November 2007 (has links)
Este trabalho tem por objeto a substituição processual por sindicatos no processo trabalhista. A escolha do tema foi motivada pela experiência do autor na magistratura trabalhista e no magistério superior. Assim, propõe-se, com este estudo, refletir sobre a cooperação do instituto na celeridade do processo e na efetividade dos direitos no âmbito do processo especial do trabalho. Inicialmente, foi
analisada a questão da morosidade do Judiciário e da falta de efetividade dos direitos na perspectiva de legitimação dos poderes constituídos e do desenvolvimento econômico do País, tendo sido a substituição processual por
sindicatos vista sob esse prisma, para, em seqüência, ser examinada sua atuação no quadro do processo do trabalho. No âmbito do processo especial do trabalho, a
análise do instituto foi levada a efeito considerando-se as normas em vigor e o novo paradigma estabelecido pela Constituição da República de 1988. Em seqüência,
refletiu-se sobre as relações da substituição processual por sindicatos com a celeridade e a efetividade dos direitos. Para finalizar, este trabalho de pesquisa examina temas que dizem respeito à aplicação prática do instituto. Perquiriu-se,
destarte, sobre as questões da intervenção do substituído no processo em que houve a substituição processual, quanto aos limites materiais da substituição por sindicatos e sobre a litispendência e a coisa julgada em torno desse instituto
processual. As conclusões que podem ser extraídas deste estudo revelam a necessidade de difusão da substituição processual por sindicatos, na medida em que constitui relevante instrumento de despersonificação dos conflitos trabalhistas, além de permitir a concentração de demandas, com economia e segurança processuais, o acesso dos trabalhadores à Justiça, uma vez que estes não suportam
ônus econômico-financeiro, e o incentivo ao associativismo, a partir da credibilidade dos sindicatos perante os trabalhadores / Sem resumo
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