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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.
1

RPG e literatura : mídia e contatos intertextuais

Prietto, Thiago Goulart January 2015 (has links)
Este trabalho tem por objetivo analisar as correlações intertextuais entre mídias diversas, especificamente, os Role-Playing Games, tendo por base o primeiro jogo criado, Dungeons and Dragons, os wargames e a literatura. Ao investigar história do jogo, é visível os diversos contatos travados entre a literatura e os wargames como principal ponto de confluência no surgimento dos jogos de RPG. Assim, a partir da análise dos focos de transição e influência entre mídias em geral, será realizado um mapeamento do processo de assimilação e intertextualidade entre os objetos referidos, especificamente, Dungeons and Dragons, wargames e literatura, de modo a refletir sobre os resultados, limites e mudanças ocasionadas pelo intercâmbio destas mídias. Consequentemente, a comparação entre o jogo de RPG, literatura e os wargames, procura também apresentar ao leitor este universo de relações entre mídias, tendo o RPG como foco. Para muitos, a cultura do jogo, principalmente do RPG, é deveras desconhecida. Logo, além de mapear intertextualidades através da origem do jogo, fazse imperativo apresentar este mundo “único” àqueles que não o conheciam previamente. / This work analyzes the intertextual relations between media, specifically the Role-Playing Games, considering the first one Dungeons and Dragons (created in 1974) as well as wargames and literature, their relations and results that were produced in this process. Dungeons and Dragons, through a historical investigation, is an example of the establishment of communication between media and its characteristics, visible in literature and wargames, which was responsible for the creation of the game itself. That way, considering the analysis of these transition points of influence on media, in a general manner, it will be mapped the whole process of assimilation and intertextuality between the three subjects mentioned, therefore displaying the results, limits and changes promoted by the exchange of common aspects in those media. Therefore, the comparison between RolePlaying Games, literature and wargames, aims to present to the reader these relations in the Medium, RPG the focus. To many people, the game culture, the RPG culture is completely unknown to. So, besides mapping intertextualities through the game origin, it is quietly relevant to present to a broader audience this “unique world” to those that may not know it.
2

RPG e literatura : mídia e contatos intertextuais

Prietto, Thiago Goulart January 2015 (has links)
Este trabalho tem por objetivo analisar as correlações intertextuais entre mídias diversas, especificamente, os Role-Playing Games, tendo por base o primeiro jogo criado, Dungeons and Dragons, os wargames e a literatura. Ao investigar história do jogo, é visível os diversos contatos travados entre a literatura e os wargames como principal ponto de confluência no surgimento dos jogos de RPG. Assim, a partir da análise dos focos de transição e influência entre mídias em geral, será realizado um mapeamento do processo de assimilação e intertextualidade entre os objetos referidos, especificamente, Dungeons and Dragons, wargames e literatura, de modo a refletir sobre os resultados, limites e mudanças ocasionadas pelo intercâmbio destas mídias. Consequentemente, a comparação entre o jogo de RPG, literatura e os wargames, procura também apresentar ao leitor este universo de relações entre mídias, tendo o RPG como foco. Para muitos, a cultura do jogo, principalmente do RPG, é deveras desconhecida. Logo, além de mapear intertextualidades através da origem do jogo, fazse imperativo apresentar este mundo “único” àqueles que não o conheciam previamente. / This work analyzes the intertextual relations between media, specifically the Role-Playing Games, considering the first one Dungeons and Dragons (created in 1974) as well as wargames and literature, their relations and results that were produced in this process. Dungeons and Dragons, through a historical investigation, is an example of the establishment of communication between media and its characteristics, visible in literature and wargames, which was responsible for the creation of the game itself. That way, considering the analysis of these transition points of influence on media, in a general manner, it will be mapped the whole process of assimilation and intertextuality between the three subjects mentioned, therefore displaying the results, limits and changes promoted by the exchange of common aspects in those media. Therefore, the comparison between RolePlaying Games, literature and wargames, aims to present to the reader these relations in the Medium, RPG the focus. To many people, the game culture, the RPG culture is completely unknown to. So, besides mapping intertextualities through the game origin, it is quietly relevant to present to a broader audience this “unique world” to those that may not know it.
3

RPG e literatura : mídia e contatos intertextuais

Prietto, Thiago Goulart January 2015 (has links)
Este trabalho tem por objetivo analisar as correlações intertextuais entre mídias diversas, especificamente, os Role-Playing Games, tendo por base o primeiro jogo criado, Dungeons and Dragons, os wargames e a literatura. Ao investigar história do jogo, é visível os diversos contatos travados entre a literatura e os wargames como principal ponto de confluência no surgimento dos jogos de RPG. Assim, a partir da análise dos focos de transição e influência entre mídias em geral, será realizado um mapeamento do processo de assimilação e intertextualidade entre os objetos referidos, especificamente, Dungeons and Dragons, wargames e literatura, de modo a refletir sobre os resultados, limites e mudanças ocasionadas pelo intercâmbio destas mídias. Consequentemente, a comparação entre o jogo de RPG, literatura e os wargames, procura também apresentar ao leitor este universo de relações entre mídias, tendo o RPG como foco. Para muitos, a cultura do jogo, principalmente do RPG, é deveras desconhecida. Logo, além de mapear intertextualidades através da origem do jogo, fazse imperativo apresentar este mundo “único” àqueles que não o conheciam previamente. / This work analyzes the intertextual relations between media, specifically the Role-Playing Games, considering the first one Dungeons and Dragons (created in 1974) as well as wargames and literature, their relations and results that were produced in this process. Dungeons and Dragons, through a historical investigation, is an example of the establishment of communication between media and its characteristics, visible in literature and wargames, which was responsible for the creation of the game itself. That way, considering the analysis of these transition points of influence on media, in a general manner, it will be mapped the whole process of assimilation and intertextuality between the three subjects mentioned, therefore displaying the results, limits and changes promoted by the exchange of common aspects in those media. Therefore, the comparison between RolePlaying Games, literature and wargames, aims to present to the reader these relations in the Medium, RPG the focus. To many people, the game culture, the RPG culture is completely unknown to. So, besides mapping intertextualities through the game origin, it is quietly relevant to present to a broader audience this “unique world” to those that may not know it.
4

Krigslekar : En studie i hur krig omvandlas till lek inom wargaming

Podniesinski, Bartosz January 2015 (has links)
The aim of this study is to examine the transformation of war into play in the context of the hobby called wargaming. The main focus is around Military Simulations (Milsims) using so called airsoft guns, and the miniature game-rules called Force on Force. It also studies how participants create a common understanding of the plays content, and how conceptions of modern conflicts, soldiers and the traumatizing effects of war are perceived and mirrored in wargaming. The investigation is based on interviews with airsoft and figure gamers, as well as an analysis of rulebooks and observations of said wargames. The theoretical frame is Gregory Batesons play frames (as used by Lotten Gustafsson), discourse theory and Actor-Network-theory, showing the importance of human and material interactions – articulations - within the context of playing. This investigation also relies heavily on the conclusions regarding Wargaming made by P.A.G. Sabin. Using meta-communication and performance, participants create the play frame where their conceptions of modern warfare are played out. Physical objects are an important part of the play frame, affecting the performance of the participants. The study also shows how common prejudices, like the portrait of an irrational and bloodthirsty Muslim, prevail. Women are welcomed to join these male dominated games, but are strongly feminized, making it difficult to enter on even terms. The study concludes that the articulations used to transfer war into game reflect the participants apprehensions of gender, culture, anti-heroes and the military; even though wargamers themselves see their play as being relatively distanced from the ”real” worlds opinions and conceptions.
5

Musikens påverkan på spelupplevelsen

Johansson, Kim, Lundqvist, Hugo January 2019 (has links)
Musik i spel gör det möjligt för skaparna av spelet att använda ytterligare ett medium för att påverka spelaren. Precis som i film används musiken för att förstärka upplevelsen, vilket gör valet av musik en viktig faktor. Vi har i vårt kandidatarbete undersökt hur valet av musik kan påverka spelaren, med fokus på etik. De etiska aspekterna och hur spelaren påverkas visas genom de känslor som spelaren tycker sig uppleva under en kortfilm. Denna interaktiva kortfilm som vi använder oss av har vi satt ihop med klipp från mobilspelet Sniper Extinction, vilket är en förstapersonsskjutare inom genren krigsspel. För att undersöka detta har vi använt oss av kvalitativa samt kvantitativa metoder, observationer, samt intervjuer. I texten beskriver vi relationen mellan musik och bild, etiken inom spel, samt de metoder och designprocesser som krävdes för att nå vårt resultat. Texten avslutas med en redogörelse för den insamlade datan och därefter en diskussion som reflekterar över arbetet och beskriver hur en skulle kunna fortsätta undersöka inom detta ämne. / Music in games makes it possible for the creators of the game to use another medium to reach the player. Just like in films the music is use to enhance the experience, which makes the  choice of music an important factor. In our bachelor thesis we have examined how the choice of music can affect the player, with a focus on ethics. The ethical aspects become apparent since we use an interactive short movie we have put together with scenes from the mobile game Sniper Extinction, which is a first-person shooter in the genre of wargames. To study this we have performed qualitative as well as quantitative research, observations, and interviews. In the paper we describe the relationship between music and picture, the ethics of games, the methods and the design processes we used to reach our results. The paper is rounded off with an exposition about the collected data and thereafter a discussion which reflects on the study and describes how one could continue to study about this subject.
6

Procedural Realism in Computer Strategy Games

Paredes-Olea, Mariana Unknown Date
No description available.
7

Procedural Realism in Computer Strategy Games

Paredes-Olea, Mariana 11 1900 (has links)
Throughout the history of strategy games, the concept of realism has taken part of cultural discourses that claim such games reproduce dynamics of war. In this thesis, A. Galloways, I. Bogosts and C. Pierces work are used to construct the concept of procedural realism to support the thesis that strategy games build realist fiction based on the execution of game processes through the Heads Up Display interface. Discussion on the visibility of rules will draw attention to the extra-diegetic dimensions of games, to explore how these devices promote ideological approaches to the real. The form of realism found in computer strategy games is an example of Katherine Hayles regime of computation, where [c]ode is understood as the discourse system that generates nature itself (27). This worldview is also present in non-computational strategy wargames; however, analysis focuses on Real Time Strategy and Turn-Based Strategy games non-diegetic devices. / Modern Languages and Cultural Studies
8

En spelteoretisk AI för Stratego

Sacchi, Giorgio, Bardvall, David January 2021 (has links)
Many problems involving decision making withimperfect information can be modeled as extensive games. Onefamily of state-of-the-art algorithms for computing optimal playin such games is Counterfactual Regret Minimization (CFR).The purpose of this paper is to explore the viability of CFRalgorithms on the board game Stratego. We compare differentalgorithms within the family and evaluate the heuristic method“imperfect recall” for game abstraction. Our experiments showthat the Monte-Carlo variant External CFR and use of gametree pruning greatly reduce training time. Further, we show thatimperfect recall can reduce the memory requirements with only aminor drop in player performance. These results show that CFRis suitable for strategic decision making. However, solutions tothe long computation time in high complexity games need to beexplored. / Många beslutsproblem med dold informationkan modelleras som spel på omfattande form. En familj avledande algoritmer för att beräkna optimal strategi i sådana spelär Counterfactual Regret Minimization (CFR). Syftet med dennarapport är att undersöka effektiviteten för CFR-algoritmer ibrädspelet Stratego. Vi jämför olika algoritmer inom familjen ochutvärderar den heuristiska metoden “imperfekt minne” för spelabstraktion.Våra experiment visar att Monte-Carlo-variantenExternal CFR och användning av trimning av spelträd kraftigtminskar träningstiden. Vidare visar vi att imperfekt minne kanminska algoritmens lagringskrav med bara en mindre förlust ispelstyrka. Dessa resultat visar att CFR är lämplig för strategisktbeslutsfattande. Lösningar på den långa beräkningstiden i spelmed hög komplexitet måste dock undersökas. / Kandidatexjobb i elektroteknik 2021, KTH, Stockholm
9

Monte Carlo Tree Search for Risk

Limér, Christoffer, Kalmér, Erik January 2020 (has links)
The idea of using artificial intelligence to evaluatemilitary strategies is relevant for a large number of governmentstoday. With programs like AlphaZero beating world championsin games of ever-increasing complexity, military adaptations areprobably not far away, if they are not in use already. Partof these programs’ recent success is due to a heuristic searchalgorithm called Monte Carlo Tree Search. In this project,we explored the possibility of using this algorithm to build aprogram capable of playing the strategy board game of Riskat a high level. The complexity and stochastic dynamic ofthe game demanded the use of chance nodes and aggressivegameplay limitations, known as action-pruning. By changing theconditions and game environment of the algorithm, we observedperformance differences, mainly simulation length considerablyimproved convergence. We suggest that the created program,optimized with correct algorithm parameters, has the potentialof playing Risk at a high level. / Tanken att använda artificiell intelligensför att evaluera militära strategierär relevant för ett stortantal regeringar idag. När program så som AlphaZero slårvärldsmästare i allt mer komplexa spel bör militära tillämpningarinte ligga långt borta, om de inte redanär implementerade. Endel av programmens framgång kan härledas till dess användningav en heuristisk sökalgoritm, kallad Monte Carlo-Trädsökning. Idet här projektet, utforskade vi möjligheten att använda dennaalgoritm för att konstruera ett program, kapabel att spela detstrategiska brädspelet Risk på en hög nivå. Spelets komplexitetoch stokastiska natur krävde användning av så kallade ”chance-nodes” och en aggressiv användning av spelbegränsningar kändasom ”action-pruning”. Genom attändra villkoren och spelmiljönför algoritmen observerades prestandaförändringar, där konver-gensen i huvudsakökade vid begränsningar av möjliga val. Viföreslår att det skapade programmet, optimerat med korrektaalgoritmparametrar, har potentialen att spela Risk på en högnivå. / Kandidatexjobb i elektroteknik 2020, KTH, Stockholm
10

Det fiktiva krigets relation till internationell humanitär rätt : En jämförelseanalys av Call of Duty: Modern Warfare och This War of Mine / The fictitious war and its relation to international humanitarian law : A comparative analysis of Call of Duty: Modern Warfare and This War of Mine

Hellman, Joel, McEwan, Philip January 2021 (has links)
Mot bakgrund av den tidigare forskning och kritik kring ämnet digitala krigsspel har denna studie identifierat omfattningen av internationell humanitär rätt (IHL) i speltitlarna Call of Duty: Modern Warfare och This War of Mine samt diskuterat de etiska synpunkter som uppenbarats genom närläsning. Resultaten visar att dessa speltitlar skiljer sig i sin skildring av krig sett utifrån IHL. This War of Mine avbildar krig genom ett civilt perspektiv och genom sitt narrativ tar spelet ingen ställning till någon sida utan förmedlar, genom sina porträtteringar av brott mot IHL, den allvarsamma realiteten av krig. I kontrast till detta ställer sig Call of Duty: Modern Warfare på en sida av rättfärdigande av krig mot de makter som hotar den fria världen genom våldshandlingar som brott mot IHL, detta porträtteras genom både ett militärt och därtill civil perspektiv. Vidare har denna studie identifierat frågor vi anser vara av stort intresse för framtida forskning inom digitala krigsspel. / In the light of previous research and criticism on the subject of digital war games, this study has identified the scope of international humanitarian law (IHL) in the game titles Call of Duty: Modern Warfare and This War of Mine and discussed the ethical views revealed through close reading. The results show that these game titles differ in their depiction of war seen from the IHL. This War of Mine depicts war through a civilian perspective and through its narrative, the game takes no position on either side but conveys, through its portrayals of crimes against the IHL, the serious reality of war. In contrast, Call of Duty: Modern Warfare stands on one side of justifying war against the powers that threaten the free world through acts of violence as a crime against the IHL, this is portrayed through both a military and a civilian perspective. Furthermore, this study has identified issues we consider to be of great interest for future research in digital war games.

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