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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.
41

Playing and Solving Havannah

Ewalds, Timo V Unknown Date
No description available.
42

Uma proposta de ensino para o n?vel fundamental a partir das concep??es sobre insetos / A proposal for teaching the fundamental level based on conceptions about insects

Lima, Rodrigo Lucas de 17 December 2012 (has links)
Made available in DSpace on 2014-12-17T15:04:59Z (GMT). No. of bitstreams: 1 RodrigoLL_DISSERT.pdf: 2153936 bytes, checksum: 2470dcccfcebab0083b492283825c39b (MD5) Previous issue date: 2012-12-17 / O presente trabalho consiste em uma investiga??o acerca das concep??es de estudantes sobre o que ? um inseto. Partiu-se do pressuposto de que os alunos expressam concep??es err?neas no momento de identificar os representantes do t?xon Insecta e que isso ? consequ?ncia das experi?ncias do cotidiano e de erros conceituais oriundos da forma??o escolar incorreta. Os objetivos deste trabalho foram investigar sobre concep??es alternativas acerca dos insetos com alunos do ensino fundamental II e propor situa??es para promo??o de uma aprendizagem mais ativa. Os dados para analise foram coletados em tr?s turmas de escolas diferentes: uma escola em Nova Parnamirim, da rede privada, e duas da rede p?blica municipal de ensino: uma do munic?pio de Natal/RN e a outra do munic?pio de Parnamirim/RN. Utilizou-se como instrumento um question?rio aplicado em duas fases. Na primeira etapa foram feitas tr?s quest?es abertas e duas fechadas. Na segunda, aplicaram-se mais tr?s quest?es. Nesta oportunidade foram apresentados aos alunos uma lista com imagens de insetos e animais considerados n?o insetos. Os resultados dos question?rios mostraram que os alunos apresentaram na sua maioria, 62%, sentimentos negativos sobre os insetos, expressos por palavras depreciativas, entre elas: nojentos, feios, asquerosos, perigosos, sendo estes mais da metade dos alunos da amostra. Sentimentos positivos representaram 20%: fazem bem ao homem, Deus criou, s?o bons, s?o bonitos, e 18% apresentaram neutralidade nessas categorias. Outro resultado apresentado foi que 82% generalizaram os animais artr?podes como sendo insetos. Como forma de resolver problemas relacionados as concep??es uma unidade did?tica foi aplicada em uma das escolas envolvidas na pesquisa, validando assim um instrumento pedag?gico que incluiu atividade l?dica constitu?da de um jogo de tabuleiro proporcionador de uma viv?ncia de aprendizagem focada em conceitos cient?ficos sobre os insetos f?ceis de serem apreendidos
43

Aesthetic Details and Player Behavior : a study on how the colors of checkers in backgammon affect players’ choices of action

Bergqvist, Andreas January 2013 (has links)
Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.
44

Physical vs Digital Tabletop Games

Larsson, Andreas, Ekblad, Jonas January 2020 (has links)
This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that physical tabletop games have a higher rating than the digital versions in all key factors except in usability where the differences were miniscule. Games that rely on imperfect information offer a much higher social connectivity and engagement when it’s played around a table. Games relying on tile-placement offers a higher usability and engagement when played digitally due to the assistance provided by the game. Physical tabletop games are the preferred option of the two but the accessibility of the digital versions makes them remain relevant.
45

Complexity, Fun, and Robots

Warmke, Daniel A. 23 September 2019 (has links)
No description available.
46

cARcassonne for Hololens 2 - Improving UX through UI

Wilken, Kevin Bjørn Roulund January 2023 (has links)
This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. The results show an increase in UX, but also that the AR game has problems for new users. It is discussed that UI is actually not the main problem in the UX, but rather the technology of the Hololens 2.
47

Predicting expert moves in the game of Othello using fully convolutional neural networks / Förutsäga expertrörelser i Othello-spelet med fullständigt konvolutionella neuronala nätverk

Hlynur Davíð, Hlynsson January 2017 (has links)
Careful feature engineering is an important factor of artificial intelligence for games. In this thesis I investigate the benefit of delegating the engineering efforts to the model rather than the features, using the board game Othello as a case study. Convolutional neural networks of varying depths are trained to play in a human-like manner by learning to predict actions from tournaments. My main result is that using a raw board state representation, a network can be trained to achieve 57.4% prediction accuracy on a test set, surpassing previous state-of-the-art in this task.  The accuracy is increased to 58.3% by adding several common handcrafted features as input to the network but at the cost of more than half again as much the computation time. / Noggrann funktionsteknik är en viktig faktor för artificiell intelligens för spel. I dennaavhandling undersöker jag fördelarna med att delegera teknikarbetet till modellen i ställetför de funktioner, som använder brädspelet Othello som en fallstudie. Konvolutionellaneurala nätverk av varierande djup är utbildade att spela på ett mänskligt sätt genom attlära sig att förutsäga handlingar från turneringar. Mitt främsta resultat är att ett nätverkkan utbildas för att uppnå 57,4% prediktionsnoggrannhet på en testuppsättning, vilketöverträffar tidigare toppmoderna i den här uppgiften. Noggrannheten ökar till 58.3% genomatt lägga till flera vanliga handgjorda funktioner som inmatning till nätverket, tillkostnaden för mer än hälften så mycket beräknatid.
48

Hej, kom spela med oss! (Hi, come play with us!)

Miszkiel, Samanta, Cheng, Alan January 2013 (has links)
People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.How do we create a tool that further builds upon those strengths?The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session. We have through the use of service prototyping and low-fi prototypes created a small-scale context in which we have conducted our research in.This study has been conducted with the use of observations of board game events and with the use of low-fi prototypes.The thesis treats theories and methods that have been used throughout this project.We can also find the documentation of our research data, read about the following design process of creating the service and results of usertesting.Finally in the conclusion we present the results of our research, our final design and suggestions on further development.Keywords:
49

Od společenských her k teambuildingu / From board games to teambuilding

Mikoláš, Jiří January 2012 (has links)
The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the subculture of players 10-15years old. The Analysis of the survey and a search of basic categories of associated motivations for positive relation to board games and their playing. More detailed view on reasons why people do not want to play board games. The Analysis of players' fellowship. The practical application of board games (like general educative tool, a tool in the scope of teambuilding and human resources or else expert diagnostics and therapy). Keywords a subculture of players, a modern classification of a game, a board game, a table game, the history of board games
50

Audit webových stránek internetových obchodů deskových her / Audit of the board game e-commerce web sites

Dvořák, Jaroslav January 2011 (has links)
This thesis deals with the audit of the board game e-commerce web sites. Nowa-days there is a great number of websites of varying quality, so it is necessary to choose between them. The development of the Internet shifted the emphasis from quantity to quality. With this fact comes the topic of auditing web sites. The first part of the thesis concerns with the theoretical bases of audit of web sites in various sections. The second part includes the representation of the mar-ket of board games and its target group. Based on the first theoretical part the evaluation criteria are created, which are used for the audit of seven selected web sides of board games. This audit is evaluated in the next chapter, which then leads into the conclusion of the work in the form of recommendations for changes in order to increase the competitiveness of each evaluated e-commerce.

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