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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.
31

Desenvolvimento de jogos computadorizados para auxiliar a aquisição da base alfabética de crianças

Flávio Cezar Amate 09 April 2007 (has links)
O processo de aquisição da leitura e escrita não é uma tarefa fácil quando se tratam de crianças que apresentam dificuldades de aprendizagem. Nestes casos, é comum a busca pelo auxílio quando elas já apresentam bloqueios relacionados às atividades escolares. Os softwares educativos que apresentam os mesmos métodos utilizados na escola, ou são cópias digitalizadas de cartilhas, são identificados facilmente gerando novas frustrações nas crianças. Neste trabalho foi concebido um ambiente que apresenta os conceitos pedagógicos baseados na teoria sócio-contrutivista, de forma lúdica. Foi desenvolvido um jogo com interface tridimensional e cenário ambientado em uma cidade com simulações de atividades do cotidiano da maioria das crianças. Para modelar os objetos e personagens do jogo foi utilizada a ferramenta Blender utilizando como referências fotos e imagens geradas com a ferramenta GIMP. As animações dos personagens foram desenvolvidas com as técnicas de cinemática que representam bem os ciclos de caminhada e de corrida, tornando a animação mais realística. Os programas para a game engine foram implementados com o interpretador Python que permite controlar os objetos e a lógica do jogo. Essas técnicas proporcionam uma interface gráfica tridimensional sofisticada e atraente. O jogo foi desenvolvido considerando características que o tornam lúdico para as crianças, como a implementação de fantasia controlada, desafios e propriedades que estimulam a curiosidade. Os conceitos pedagógicos utilizados no jogo foram avaliados por pedagogos e psicólogos que consideraram sua aplicação adequada e significativa. A ludicidade do jogo foi testada com 37 crianças analisando seus comportamentos frente as características implementadas para tornar o jogo atrativo. A vontade de todas elas de permanecerem jogando mais de que o tempo estipulado e não se deixarem distrair por outras brincadeiras, mostrou o acerto do meio escolhido para este trabalho. Em nenhum momento as crianças consideraram as atividades como tarefas escolares. O conteúdo educativo permaneceu transparente aos jogadores que enxergaram apenas uma atividade lúdica, podendo desse modo, facilitar a aprendizagem das crianças desmotivadas pelos métodos tradicionais. / The acquisition process of both reading and writing is not an easy task when it is undertaken by children with learning difficulties. In such cases, search for help is common when those children have already experienced some trauma associated with school activities. Educational softwares that are based on such activities tend to be digital copies of textbooks that are easily recognizable and which keeps bringing about the same frustrations for children with learning difficulties. This paper aims at showing a ludic environment that we developed and in which some pedagogical concepts were drawn on the social constructivist theory. We came up with a game with 3D interface and a scenery game adapted in a city containing simulations of daily activities that are familiar for the majority of children. In order to create the model of the objects and characters for the game we used Blender, and the photos and the images were created with Gimp tool. The characters\' animations were developed by using direct kinematics and inverse kinematics, which represent the walk cycles and run cycles as well as enable the generation of most of realistic animation. The algorithms for the game engine were implemented with Python, that allows for controlling both the objects and the game logic. These techniques provide 3D sophisticated graphics and an attractive interface. The game was developed by using characteristics that turns out to be playful for children, such as the implementation of controlled fantasy, challenges and properties that stimulate curiosity. The pedagogical concepts employed in the game were evaluated by pedagogues and psychologists who considered it adequate, significant and useful. The ludic characteristic in the game was experimented with 37 children in order to analyze their behavior towards the features that had been implemented to achieve an attractive game. All of them wished to keep playing the game more than the allotted time, and they did not get distracted from it, neither did they consider these activities as school tasks. The educational content remained transparent for the players: as soon as they could see a playful activity they started following the procedures, which has proved to be useful to facilitate learning for the children unmotivated by traditional learning methods.
32

Designing a Game Weapon : Start to Finish

Setterberg, Petter January 2016 (has links)
The workflow of different game modelling artists is explored, with the goal of creating a melee weapon designed for games. A low polygon weapon was created using the research into the most common components from professional workflows of creating game models. One of the goals for the paper was to obtain a greater understanding of professional workflows when creating models for games. Other goals were to utilize the research and design a finished game model from concept to end product.
33

An adaptive AI for real-time strategy games

Dahlbom, Anders January 2004 (has links)
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission planning, and unit coordination. An Artificial Intelligence (AI) system that acts as an opponent against the human player need to be quite powerful, in order to create one cohesive strategy for victory. Even though the goal for an AI system in a computer game is not to defeat the human player, it might still need to act intelligently and look credible. It might however also need to provide just enough difficulty, so that both novice and expert players appreciates the game. The behavior of computer controlled opponents in RTS games of today has to a large extent been based on static algorithms and structures. Furthermore, the AI in RTS games performs the worst at the strategic level, and many of the problems can be tracked to its static nature. By introducing an adaptive AI at the strategic level, many of the problems could possibly be solved, the illusion of intelligence might be strengthened, and the entertainment value could perhaps be increased. The aim of this dissertation has been to investigate how dynamic scripting, a technique for achieving adaptation in computer games, possibly could be applied at the strategic level in an RTS game. The dynamic scripting technique proposed by Spronck, et al. (2003), was originally intended for computer role-playing games (CRPGs), where it was used for online creation of scripts to control non-player characters (NPCs). The focus in this dissertation has been to investigate: (1) how the structure of dynamic scripting possibly could be modified to fit the strategic level in an RTS game, (2) how the adaptation time possibly could be lowered, and (3) how the performance of dynamic scripting possibly could be throttled. A new structure for applying dynamic scripting has been proposed: a goal-rule hierarchy, where goals are used as domain knowledge for selecting rules. A rule is seen as a strategy for achieving a goal, and a goal can in turn be realized by several different rules. The adaptation process operates on the probability of selecting a specific rule as strategy for a specific goal. Rules can be realized by sub-goals, which create a hierarchical system. Further, a rule can be coupled with preconditions, which if false initiates goals with the purpose of fulfilling them. This introduces planning. Results have shown that it can be more effective, with regard to adaptation time, re-adaptation time, and performance, to have equal punishment and reward factors, or to have higher punishments than rewards, compared to having higher rewards than punishments. It has also been shown that by increasing the learning rate, or including the derivative, both adaptation, and re-adaptation times, can effectively be lowered. Finally, this dissertation has shown that by applying a fitness-mapping function, the performance of the AI can effectively be throttled. Results have shown that learning rate, and maximum weight setting, also can be used to vary the performance, but not to negative performance levels.
34

Počítačové hry a bojová mechanika v hře League of Legends: Zkoumání analogie mezi reálným válčením a počítačovými hrami / Computer Games and Battle Mechanics in League of Legends: Investigating analogies between real warfare and computer games

Ravi, Sai Shashanka January 2020 (has links)
: BATTLE MECHANICS IN LoL: Investigating Analogies Between Real Warfare and Computer Games My Masters' thesis will be about how one can draw parallels between the e-sports scene in competitive online games, and the all-too real military situations that come up ever so often. Not just that, but also the possibility of running battle simulations is much more convenient in the case of e-sports, as there is no life/death scenario involved, which makes it much more suitable for implementing the more unconventional, or even some downright outrageous strategies for victory. The game I have in mind at present is League of Legends, which is a MOBA game [Multiplayer Online Battle Arena]. In LoL, battles take place between two teams of 5 vs 5, involving 10 unique characters out of a total game roster of 140+ possible character choices, each with different sets of abilities and playstyles suited for different [or in some cases, the same] situations. The battles take place on the map called Summoner's Rift, a terrain with various obstacles, bushes and whatnot to deny total vision to either of the competing teams. The methodology I would choose for my paper would be statistical analysis; since LoL is an online competitive game, statistics are easily available for the games played, either on the official game...
35

Does Personality Moderate the Relationship Between Video Gaming and Quality of Life?

Devenny, Jean M. 23 August 2018 (has links)
No description available.
36

Situated Play

Rambusch, Jana January 2008 (has links)
This thesis addresses computer game play activities from the perspective of embodied and situated cognition. From such a perspective, game play can be divided into the physical handling of the game and the players' understanding of it. Game play can also be described in terms of three different levels of situatedness "high-level" situatedness, the contextual "here and now", and "low-level" situatedness. Moreover, theoretical and empirical implications of such a perspective have been explored more in detail in two case studies. / <p>Report code: LiU-Tek-Lic-2008:17.</p>
37

Substituting Live Training With Virtual Training By Means Of A Commercial Off The Shelf, First Person Shooter Computer Game And the Effect on Performance

Kneuper, George, II 01 January 2006 (has links)
This research measures the change in Army ROTC cadets' tactical performance when up to 75% of their tactical live training is replaced with training done on a computer. An ROTC instructor from any of the 270 programs across the nation can take this research and implement a training plan utilizing a relatively cheap off the shelf computer game and save their program: cadet and cadre time, training dollars, and transportation/equipment/training area resources, while seeing no degradation in their cadets' performance. Little research has been done on the effect of replacing live simulation with virtual simulation. With this in mind, six groups of individuals were run through the experiment for over five months at various levels of virtual/live training and scored across 16 leadership skills. These results were then formulated into a guideline defining how much training should be virtual training and how much live, to optimize an individual's performance.
38

The Influence of Different Mental Processes (Cognitive Loads) on Gait: A study of Dual Task Function

Nankar, Mayur 16 September 2016 (has links)
Walking outdoors requires one to deal with a wide range of visual and cognitive perturbations, i.e., multiple object tracking and making timely decisions while ignoring irrelevant information, etc. Using dual-task gait paradigm, the purpose of this thesis was to evaluate the age effects of different types of visuospatial cognitive tasks, i.e. designed cognitive game tasks and commercial computer games on gait and cognitive performances in older adults as compared to the younger adults. A standardized dual-task assessment approach, i.e. objectively evaluating both gait and cognitive performances simultaneously, has potential to be the screening tool to detect gait and cognitive impairments in early stages. Further, evaluating the training value of commercial computer games by comparing them with the designed cognitive games with objective outcome measures will help in developing multimodal dual-task intervention platform to treat and prevent age-related physical and cognitive impairments. / October 2016
39

Výuková počítačová hra, její tvorba a využití při opakování chemie kovů / Educational computer game, its creation and use for practise of chemistry of metal schoolwork

ČISLAKOVÁ, Patricie January 2019 (has links)
The diploma thesis is focused on the creation and use of chemical computer game (adventure) in chemistry teaching, specifically in practice of metals. The aim of this game is to motivate, activate and develop crosscurricular relationships among students of the second grade of elementary schools and lower grades of multi-year grammar school. Adventure brings players to the city of Jihlava, where they learn about the history and monuments of this city.
40

Music in Indie video games: a composer's perspective on musical approaches and practices

Harbour, Tim January 2016 (has links)
A thesis submitted to the Faculty of Humanities, University of Witwatersrand, Johannesburg, in fulfilment of the requirements for the Degree of Master of Music Johannesburg, 2016 / In this part-written, part-composed creative research project I consider the music of ‘indie’ video games, specifically exploring some of the myriad dynamic compositional approaches in this particular category of game development. In my written work I analyse three indie video games – Braid (2008), Fez (2012) and Journey (2012) – each of which use unique methods to apply music dynamically. I use interviews with the games’ creators, as well as close analysis and transcription of significant sections of each video game, in order to reveal how music is used to provide the player with a more immersive, satisfying, and involving gaming experience. I also consider the use of ambient music in indie video games, a common feature of a large number of contemporary games, weighing up its merits and limitations. Musical concepts and compositional approaches raised in my written work have informed the portfolio of compositions submitted for this degree, and, similarly, my creative work has informed my analytical research. My creative work explores, amongst other aspects, indeterminate form, ambient music, and ways of ‘looping’ material in the creation of unrepeatable structures. This thesis also considers music which functions narratively in games – a function that might necessitate a greater degree of musical linearity — and how this musical role might be incompatible with the demands of interactivity. After briefly introducing the concepts dealt with across this thesis in Chapter 1, Chapters 2 to 4 take the form of case studies of the indie games mentioned above, with each chapter tackling unique challenges that game composers face when writing music for non-linear games, by which I mean games structured so that not all players will experience the content in the same order due to player agency. More specifically, Chapter 2 deals with the game Braid and its use of pre-composed, licensed music and how the game’s developer applies this music dynamically to the game. Chapter 3 deals with Fez and its mainly adaptive musical approach, its built-in software music engine, ‘Fezzer’, which allows for a composer to input and manipulate musical loops in the game, and nostalgia in indie video game aesthetics. Chapter 4 centres on the video game Journey and on how autonomous, ‘narrative’ music in video games might be seen to exist in opposition to music’s ability to be truly dynamic. Finally, Chapter 5 reflects on my own creative work for this thesis; how concepts from the case studies have informed my creative work and vice versa. / MT2017

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