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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.
21

Um estudo do perfil textual de role playing games \'pedagógicos\' / A study of textual profile of pedagogical role-playing games

Martins, Cristina de Matos 19 October 2007 (has links)
Este trabalho estuda as características textuais dos chamados role playing games \'pedagógicos\', com uma dupla finalidade: explicitar alguns dos aspectos que distinguem o jogo de aventura enquanto um tipo de texto, e refletir sobre sua utilização como instrumento pedagógico. O corpus é constituído por dois jogos de aventura com finalidade pedagógica, veiculados em dois suportes: um encarte e um livro. O encarte-jogo integra a Revista do Ensino Médio do MEC (2004) e traz um jogo de aventura bastante simplificado, A travessia do Liso do Suçuarão, baseado no romance Grande Sertão: veredas, de Guimarães Rosa. O livro-jogo traz uma aventura mais complexa que versa sobre o roubo de uma tela de Portinari, O resgate de \"Retirantes\", e faz parte da série Mini-Gurps, desenvolvida para jogadores iniciantes, publicada pela Editora Devir (SP). O quadro teórico que orienta a pesquisa está centrado, principalmente, em aportes da teoria ergódica da literatura, proposta por Aarseth (1997) e, quando necessário e pertinente, foram consideradas também as contribuições de outros teóricos do texto e do discurso, particularmente, os trabalhos de Koch (2002; 2003; 2005) e Maingueneau (1996; 1997; 2001; 2002; 2004). Os jogos de aventura selecionados foram analisados em duas etapas: uma de leitura e outra de observação de uma partida sobre um desses jogos. Na etapa de leitura, o analista coloca-se como operador do texto do jogo com o objetivo de aprendê-lo, explicitando as características hipertextuais desse tipo de texto e as habilidades de leitura que ele requer. Na etapa de observação de uma partida do livro-jogo O resgate de \"Retirantes\", o analista desvela, a partir da ação do Mestre e de sua interação com o grupo de jogadores, a atualização de uma versão possível dessa aventura: proximidade ou distanciamento em relação à aventura proposta no livro-jogo. A explicitação de algumas das características ergódicas desses dois jogos de aventura levam a rediscutir o componente pedagógico que se vem associando a eles. A finalidade pedagógica dos jogos não está centrada no conteúdo informacional que o texto de ficção ajudaria a transmitir, mas sim nas habilidades de leitura e de representação dos jogos. / This paper studies the textual characteristics of the so-called pedagogical role-playing games, with a dual purpose: to explain some of the aspects that distinguish the adventure game as a kind of text and to reflect upon its usage as a pedagogical instrument. The corpus comprises two adventure games with pedagogical purposes, present in two means: an insert and a book. The insert-game is part of Revista do Ensino Médio do MEC (2004) and offers a very simplified adventure game, A travessia do Liso do Suçuarão, based on the novel Grande Sertão: veredas by Guimarães Rosa. The book-game delivers a more complex adventure that talks about the robbery of a Portinari canvas, O resgate de \"Retirantes\" and is part of the Mini-Gurps series, created for beginners, published by Editora Devir (SP). The theoretical frame that guides the research is mainly focused on contributions of the ergodic literary theory proposed by Aarseth (1997), and, whenever necessary and relevant, contributions from other text and discourse theorists were taken into account, especially the works by Koch (2002; 2003; 2005) and Maingueneau (1996; 1997; 2001; 2002; 2004). The selected adventure games underwent a two-step analysis: a reading stage, and one consisting of an observation of a session of one of these games. In the reading step, the analyst places herself as the game operator with the aim of learning it, exposing the hypertextual characteristics of this kind of text and the reading skills it requires. In the observation stage of a session of the book-game O resgate de \"Retirantes\", the analyst reveals, from the Master\'s action and his interaction with the group of players, the update of a possible version of this adventure: proximity or distance towards the adventure proposed in the book-game. Revealing some of the ergodic features of these two adventure games leads to discussing again the pedagogical component that has been associated to them. The pedagogical aim of the games is not centered on the informational content that the fiction text would help spread, but on the reading and representation skills of the games.
22

Elaboração e proposta de um RPG (Role Playing Game) a partir do Papiro de Rhind

Geronimo, Rafael Rix 19 October 2011 (has links)
Made available in DSpace on 2016-04-27T16:57:10Z (GMT). No. of bitstreams: 1 Rafael Rix Geronimo.pdf: 1531716 bytes, checksum: 40bba0d8031fc4da6471c6cc88efb43a (MD5) Previous issue date: 2011-10-19 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This dissertation was aimed at developing an RPG (Role Playing Game), inspired on the Rhind Papyrus, to introduce the idea of unknown number to students of the seventh grade of elementary school. To this end, we discoursed on the pedagogical potential of the RPG found in some studies, which explore the game as a pedagogical tool. We also presented a brief description of the Rhind Mathematical Papyrus, as far as their parts, organization and content are concerned. From the method of false position, present in the Rhind Papyrus, we tried to develop issues, which were incorporated in the RPG, to introduce the idea of the unknown number. We present, thus, an account of the game application to a group of five students in a public school of Sao Paulo state. This report points to some strategies used by students to solve problems and to the positive and negative aspects of the game. Among the negative aspects we can list the difficulties related to non-linear narrative of the games, the language used in the game besides the fact that not all the students feel motivated to play RPG. With regard to the positive aspects, one can highlight the involvement of some students with problems in the game, which is noted at their attempt to solving problems, showing that the students faced the errors in a positive way / Essa dissertação teve como objetivo a elaboração de um RPG (Role Playing Game), inspirado no Papiro de Rhind, para introduzir a noção de incógnita para alunos do sétimo ano do ensino fundamental. Para tanto, discorremos sobre as potencialidades pedagógicas do RPG presentes em alguns estudos que exploram o jogo como ferramenta pedagógica. Apresentamos também uma breve descrição do Papiro Matemático de Rhind, considerando suas partes, organização e conteúdo. A partir do método de falsa posição, presente no Papiro de Rhind, tentamos elaborar problemas, que foram incorporados no RPG, para introduzir a noção de incógnita. Apresentamos, assim, um relato da aplicação do jogo a um grupo de cinco alunos de uma escola publica estadual da grande São Paulo. Este relato aponta para algumas estratégias utilizadas pelos alunos para resolver os problemas e para os aspectos positivos e negativos do jogo. Dentre os aspectos negativos podemos listar as dificuldades relacionadas com a narrativa não linear das partidas, a linguagem que utilizamos no jogo além do fato de quem nem todos os estudantes se sentem motivados para jogar RPG. Como pontos positivos, podemos apontar para o envolvimento de alguns estudantes com os problemas presentes no jogo, o que é notório nas tentativas que os alunos fizeram para resolver os problemas, denotando que os alunos encararam os erros de uma maneira positiva
23

Um estudo do perfil textual de role playing games \'pedagógicos\' / A study of textual profile of pedagogical role-playing games

Cristina de Matos Martins 19 October 2007 (has links)
Este trabalho estuda as características textuais dos chamados role playing games \'pedagógicos\', com uma dupla finalidade: explicitar alguns dos aspectos que distinguem o jogo de aventura enquanto um tipo de texto, e refletir sobre sua utilização como instrumento pedagógico. O corpus é constituído por dois jogos de aventura com finalidade pedagógica, veiculados em dois suportes: um encarte e um livro. O encarte-jogo integra a Revista do Ensino Médio do MEC (2004) e traz um jogo de aventura bastante simplificado, A travessia do Liso do Suçuarão, baseado no romance Grande Sertão: veredas, de Guimarães Rosa. O livro-jogo traz uma aventura mais complexa que versa sobre o roubo de uma tela de Portinari, O resgate de \"Retirantes\", e faz parte da série Mini-Gurps, desenvolvida para jogadores iniciantes, publicada pela Editora Devir (SP). O quadro teórico que orienta a pesquisa está centrado, principalmente, em aportes da teoria ergódica da literatura, proposta por Aarseth (1997) e, quando necessário e pertinente, foram consideradas também as contribuições de outros teóricos do texto e do discurso, particularmente, os trabalhos de Koch (2002; 2003; 2005) e Maingueneau (1996; 1997; 2001; 2002; 2004). Os jogos de aventura selecionados foram analisados em duas etapas: uma de leitura e outra de observação de uma partida sobre um desses jogos. Na etapa de leitura, o analista coloca-se como operador do texto do jogo com o objetivo de aprendê-lo, explicitando as características hipertextuais desse tipo de texto e as habilidades de leitura que ele requer. Na etapa de observação de uma partida do livro-jogo O resgate de \"Retirantes\", o analista desvela, a partir da ação do Mestre e de sua interação com o grupo de jogadores, a atualização de uma versão possível dessa aventura: proximidade ou distanciamento em relação à aventura proposta no livro-jogo. A explicitação de algumas das características ergódicas desses dois jogos de aventura levam a rediscutir o componente pedagógico que se vem associando a eles. A finalidade pedagógica dos jogos não está centrada no conteúdo informacional que o texto de ficção ajudaria a transmitir, mas sim nas habilidades de leitura e de representação dos jogos. / This paper studies the textual characteristics of the so-called pedagogical role-playing games, with a dual purpose: to explain some of the aspects that distinguish the adventure game as a kind of text and to reflect upon its usage as a pedagogical instrument. The corpus comprises two adventure games with pedagogical purposes, present in two means: an insert and a book. The insert-game is part of Revista do Ensino Médio do MEC (2004) and offers a very simplified adventure game, A travessia do Liso do Suçuarão, based on the novel Grande Sertão: veredas by Guimarães Rosa. The book-game delivers a more complex adventure that talks about the robbery of a Portinari canvas, O resgate de \"Retirantes\" and is part of the Mini-Gurps series, created for beginners, published by Editora Devir (SP). The theoretical frame that guides the research is mainly focused on contributions of the ergodic literary theory proposed by Aarseth (1997), and, whenever necessary and relevant, contributions from other text and discourse theorists were taken into account, especially the works by Koch (2002; 2003; 2005) and Maingueneau (1996; 1997; 2001; 2002; 2004). The selected adventure games underwent a two-step analysis: a reading stage, and one consisting of an observation of a session of one of these games. In the reading step, the analyst places herself as the game operator with the aim of learning it, exposing the hypertextual characteristics of this kind of text and the reading skills it requires. In the observation stage of a session of the book-game O resgate de \"Retirantes\", the analyst reveals, from the Master\'s action and his interaction with the group of players, the update of a possible version of this adventure: proximity or distance towards the adventure proposed in the book-game. Revealing some of the ergodic features of these two adventure games leads to discussing again the pedagogical component that has been associated to them. The pedagogical aim of the games is not centered on the informational content that the fiction text would help spread, but on the reading and representation skills of the games.
24

A Positive Psychology Approach to Modeling Adolescent Behavior in Massively Multiplayer Online Role Playing Games

Huang, Li-Chun 27 June 2007 (has links)
To adolescents, online game provides a rich playground for developing competence in leadership, coordination, teamwork, and cooperation. Adopting the perspective of positive psychology and social cognitive theory, this research investigates how factors such as personal and social factors may impact adolescents' learning outcomes and subjective will-being. The results show that game efficacy, adolescents' game attitudes, and social influences are important factors that influence adolescents' online game behavior. Moreover, playing online games may improve adolescents' psychological affects and learning, which in turn enhance players' subjective well-being. These results provide a new perspective to game researchers, teachers and parents and can help game manufactures and government in designing games and making policies.
25

Generating adaptive companion behaviors using reinforcement learning in games

Sharifi, AmirAli Unknown Date
No description available.
26

Generating adaptive companion behaviors using reinforcement learning in games

Sharifi, AmirAli 11 1900 (has links)
Non-Player Character (NPC) behaviors in todays computer games are mostly generated from manually written scripts. The high cost of manually creating complex behaviors for each NPC to exhibit intelligence in response to every situation in the game results in NPCs with repetitive and artificial looking behaviors. The goal of this research is to enable NPCs in computer games to exhibit natural and human-like behaviors in non-combat situations. The quality of these behaviors affects the game experience especially in story-based games, which rely heavily on player-NPC interactions. Reinforcement Learning has been used in this research for BioWare Corp.s Neverwinter Nights to learn natural-looking behaviors for companion NPCs. The proposed method enables NPCs to rapidly learn reasonable behaviors and adapt to the changes in the game environment. This research also provides a learning architecture to divide the NPC behavior into sub-behaviors and sub-tasks called decision domains.
27

O uso de Role Playing Games como recurso pedagógico nas aulas de matemática

Feijo, Rodrigo Orestes January 2014 (has links)
Nesta pesquisa, abordamos uma perspectiva para o uso de jogos de Role Playing Game como recurso nas aulas de matemática. Foi implantado e avaliado o uso do jogo de RPG em turmas regulares de Ensino Médio, com a temática de investigação de casos criminais, buscando verificar quais são as vantagens e quais as dificuldades possíveis ao seu uso como recurso pedagógico na aprendizagem de matemática. As análises foram realizadas considerando a teoria construtivista de Piaget sobre o trabalho cooperativo em sala de aula e sua importância para a aprendizagem. Ao final, apresentamos pontos que devem ser considerados para a implantação de jogos de RPG por professores, além de disponibilizar, como produto final da pesquisa, um sistema de RPG com enfoque à aplicação em sala de aula. / In this research, we address a perspective for the use of Role Playing Games like a resource for mathematics teaching. Was implemented and evaluated the RPG game use in regular high school classes, with the criminal scene investigation cases theme, trying to verify the advantages and what the possible difficulties from its use as a teaching resource in mathematics learning. The analyzes were performed considering the constructivist theory from Piaget of cooperative work and his importance for learning. Finally, we present the elements to be considered for the implementation of a RPG game by the teachers and, in addition to providing, the final product of the research, a system of RPG with a focus on implementation in the classroom.
28

O uso de Role Playing Games como recurso pedagógico nas aulas de matemática

Feijo, Rodrigo Orestes January 2014 (has links)
Nesta pesquisa, abordamos uma perspectiva para o uso de jogos de Role Playing Game como recurso nas aulas de matemática. Foi implantado e avaliado o uso do jogo de RPG em turmas regulares de Ensino Médio, com a temática de investigação de casos criminais, buscando verificar quais são as vantagens e quais as dificuldades possíveis ao seu uso como recurso pedagógico na aprendizagem de matemática. As análises foram realizadas considerando a teoria construtivista de Piaget sobre o trabalho cooperativo em sala de aula e sua importância para a aprendizagem. Ao final, apresentamos pontos que devem ser considerados para a implantação de jogos de RPG por professores, além de disponibilizar, como produto final da pesquisa, um sistema de RPG com enfoque à aplicação em sala de aula. / In this research, we address a perspective for the use of Role Playing Games like a resource for mathematics teaching. Was implemented and evaluated the RPG game use in regular high school classes, with the criminal scene investigation cases theme, trying to verify the advantages and what the possible difficulties from its use as a teaching resource in mathematics learning. The analyzes were performed considering the constructivist theory from Piaget of cooperative work and his importance for learning. Finally, we present the elements to be considered for the implementation of a RPG game by the teachers and, in addition to providing, the final product of the research, a system of RPG with a focus on implementation in the classroom.
29

O uso de Role Playing Games como recurso pedagógico nas aulas de matemática

Feijo, Rodrigo Orestes January 2014 (has links)
Nesta pesquisa, abordamos uma perspectiva para o uso de jogos de Role Playing Game como recurso nas aulas de matemática. Foi implantado e avaliado o uso do jogo de RPG em turmas regulares de Ensino Médio, com a temática de investigação de casos criminais, buscando verificar quais são as vantagens e quais as dificuldades possíveis ao seu uso como recurso pedagógico na aprendizagem de matemática. As análises foram realizadas considerando a teoria construtivista de Piaget sobre o trabalho cooperativo em sala de aula e sua importância para a aprendizagem. Ao final, apresentamos pontos que devem ser considerados para a implantação de jogos de RPG por professores, além de disponibilizar, como produto final da pesquisa, um sistema de RPG com enfoque à aplicação em sala de aula. / In this research, we address a perspective for the use of Role Playing Games like a resource for mathematics teaching. Was implemented and evaluated the RPG game use in regular high school classes, with the criminal scene investigation cases theme, trying to verify the advantages and what the possible difficulties from its use as a teaching resource in mathematics learning. The analyzes were performed considering the constructivist theory from Piaget of cooperative work and his importance for learning. Finally, we present the elements to be considered for the implementation of a RPG game by the teachers and, in addition to providing, the final product of the research, a system of RPG with a focus on implementation in the classroom.
30

Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games

Griffith, Ioseff January 2016 (has links)
In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.

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