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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

Engagerande Karaktärer : En studie av Murray Smiths teorier applicerat på film och dataspel / Engaging Characters : A study of Murray Smith’s theories applied to film and computer games

Tengzelius, Benjamin January 2006 (has links)
<p>Uppsatsen handlar om de faktorer som gör att vi engagerar oss för karaktärer i film och huruvida de är de samma för dataspel. Syftet med uppsatsen är att testa en teori av Murray Smith som gäller filmkaraktärer och se om den går att använda även när man tittar på dataspel. Den exakta frågeställningen i uppsatsen är som följer: Murray Smith har skapat en teori för hur engagerande karaktärer skapas i film. Hur pass applicerbara är hans teorier för engagerande karaktärer när det kommer till ett annat visuellt medium som dataspel? Måste teorin tillämpas annorlunda? Är andra aspekter av teorin viktigare i det nya mediet?</p><p>I uppsatsens teoribakgrund tas teoriinriktningar som bland annat semiotik och psykoanalys upp och förklaras. Bakgrunden avslutas med en beskrivning och förklaring av Smiths teori. Metoden bakom undersökningen i uppsatsen är en närläsning av två filmer och två spel. I resultatdelen har jag presenterat resultaten uppdelade efter film/spel och faktor. I resultaten fanns en viss skillnad mellan karaktärerna i film och dataspel. Efter analys visar sig dock skillnaderna bero av hur faktorerna används. Slutsatsen blev att skillnaderna låg inom ramen för teorin och den kunde användas utan förändringar även på dataspel. Resultatet innebär att vi fått ett nytt verktyg för att skapa och analysera engagerande karaktärer i dataspel.</p> / <p>This thesis is about the factors that make us engage in characters in movies and whether or not they are the same in games. The purpose of the paper is to test a theory by Murray Smith that concerns characters in movies to see if it is also valid for computer games. The precise research question is as follows: Murray Smith has created a theory for how engaging characters are created in movies. To which degree can these theories for engaging characters also be used for another visual media, such as computer games? Does the theory have to be used in another way? Are other parts more important in the new media?</p><p>In the theory background of the paper different theories such as semiotics and psychoanalysis are mentioned and explained. The background ends with a description and explanation of Smiths theory. The method used in the study is a close reading of two movies and two games. In the result section I have presented the result divided by movie/game and factor. In the results there was a slight difference between the characters in movies and computer games. After analysis the differences are reveled to depend on how the factors are used. The conclusion was that the differences were inside of the scope of the theory and the theory could be used without changes also for computer games. The results mean we have a new tool for creating and analyzing engaging characters in computer games</p>
42

Engagerande Karaktärer : En studie av Murray Smiths teorier applicerat på film och dataspel / Engaging Characters : A study of Murray Smith’s theories applied to film and computer games

Tengzelius, Benjamin January 2006 (has links)
Uppsatsen handlar om de faktorer som gör att vi engagerar oss för karaktärer i film och huruvida de är de samma för dataspel. Syftet med uppsatsen är att testa en teori av Murray Smith som gäller filmkaraktärer och se om den går att använda även när man tittar på dataspel. Den exakta frågeställningen i uppsatsen är som följer: Murray Smith har skapat en teori för hur engagerande karaktärer skapas i film. Hur pass applicerbara är hans teorier för engagerande karaktärer när det kommer till ett annat visuellt medium som dataspel? Måste teorin tillämpas annorlunda? Är andra aspekter av teorin viktigare i det nya mediet? I uppsatsens teoribakgrund tas teoriinriktningar som bland annat semiotik och psykoanalys upp och förklaras. Bakgrunden avslutas med en beskrivning och förklaring av Smiths teori. Metoden bakom undersökningen i uppsatsen är en närläsning av två filmer och två spel. I resultatdelen har jag presenterat resultaten uppdelade efter film/spel och faktor. I resultaten fanns en viss skillnad mellan karaktärerna i film och dataspel. Efter analys visar sig dock skillnaderna bero av hur faktorerna används. Slutsatsen blev att skillnaderna låg inom ramen för teorin och den kunde användas utan förändringar även på dataspel. Resultatet innebär att vi fått ett nytt verktyg för att skapa och analysera engagerande karaktärer i dataspel. / This thesis is about the factors that make us engage in characters in movies and whether or not they are the same in games. The purpose of the paper is to test a theory by Murray Smith that concerns characters in movies to see if it is also valid for computer games. The precise research question is as follows: Murray Smith has created a theory for how engaging characters are created in movies. To which degree can these theories for engaging characters also be used for another visual media, such as computer games? Does the theory have to be used in another way? Are other parts more important in the new media? In the theory background of the paper different theories such as semiotics and psychoanalysis are mentioned and explained. The background ends with a description and explanation of Smiths theory. The method used in the study is a close reading of two movies and two games. In the result section I have presented the result divided by movie/game and factor. In the results there was a slight difference between the characters in movies and computer games. After analysis the differences are reveled to depend on how the factors are used. The conclusion was that the differences were inside of the scope of the theory and the theory could be used without changes also for computer games. The results mean we have a new tool for creating and analyzing engaging characters in computer games
43

Die Jugend spielt

Reinhold, Martina 17 March 2011 (has links) (PDF)
Ende November war es endlich so weit, in der medien@age wurde in einem neuen Bereich die bisherige Computerspielstation wiedereröffnet, ausgestattet mit PCs, Konsolen und Bildschirmen für PS3 und Wii, mit einer gesicherten Fläche für die bewegungs-intensiven Sportspiele und vielseitigem Zubehör wie Tischtennisschlägern, Lenkrädern, einem Balance-Board und sogar einer Tanzmatte. Der gesamte Bestand an PC- und Konsolenspielen fand hier seinen neuen Standort.
44

Development and assessment of computer-game-like tests of human cognitive abilities.

McPherson, Jason January 2008 (has links)
The present thesis describes the development and assessment of two computer-game-like tests designed to measure two cognitive abilities currently of considerable interest to many researchers: processing speed (Gs) and working memory (WM). It is hoped that such tests could provide a unique and important addition to the range of tests currently employed by researchers interested in these constructs. The results of five separate studies are presented across three published papers. In Paper 1-Study 1 (N = 49) a speeded computerized coding test (Symbol Digit) using the mouse as the response device was assessed. Because speeded tests are thought to be highly sensitive to response methods (Mead & Drasgow, 1994) it was deemed important to first assess how a mouse response method might affect the underlying construct validity of a speeded coding test independently of whether it was game-like. Factor analytic results indicated that the computerized coding test loaded strongly on the same factor as paper-andpencil measures of Gs. For Paper 2-Study 1 (N = 68) a more computer-game-like version of Symbol Digit was developed, Space Code. Development of Space Code involved the provision of a cover story, the replacing of code symbols with ‘spaceship’ graphics, the situating of the test within an overall ‘spaceship cockpit’, and numerous other graphical and aural embellishments to the task. Factor analytic results indicated that Space Code loaded strongly on a Gs factor but also on a factor comprised of visuo-spatial (Gv) ability tests. This finding was further investigated in the subsequent study. Paper 2-Study 2 (N = 74) involved a larger battery of ability marker tests and a range of additional computer-game-like elements were added to Space Code. Space Code included a scoring system, a timer with additional voice synthesized countdowns, aversive feedback for errors, and background music. Factor analysis indicated that after a general factor was extracted Space Code loaded on the same factor as paper-and-pencil measures of Gs and did not load on a factor comprised of non-speeded Gv tests. Paper 3-Study 1 (N = 74) was aimed at assessing a computer-game-like test of WM (Space Matrix) and further assessing Space Code within a broader network of tests. Space Matrix used a dual task format combining a simple version of Space Code with a visually presented memory task based on the Dot Matrix test (Miyake, Friedman, Rettinger, Shah, & Hegarty, 2001). The cover story and scoring system for Space Code was expanded to incorporate this additional memory element. Factor analysis indicated that Space Matrix was loaded on the same first order factor as standard WM tests and the Raven’s Advanced Progressive Matrices (Gf). Space Code was substantially loaded on the second order factor but was weakly loaded on each of two first order factors interpreted as Gs and WM/Gf. A final study is presented (Paper 3-Study2) in which Space Code and Space Matrix was administered to a school aged sample (N=94). Space Matrix exhibited construct validity as well as predictive validity (as a predictor of school grades), while results for Space Code were less encouraging. Space Matrix and Raven’s Progressive Matrices showed comparable relationships to school grades for Mathematics, English and Science subjects. It is concluded that the development of computer-game-like tests represents a promising new format for research and applied assessment of known cognitive abilities. / http://proxy.library.adelaide.edu.au/login?url= http://library.adelaide.edu.au/cgi-bin/Pwebrecon.cgi?BBID=1342350 / Thesis (Ph.D.) -- University of Adelaide, School of Psychology, 2008
45

Spiritual Art: evoking the numinous using a 3D computer game engine

Nelson, Christopher January 2007 (has links)
The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey through the work. The user is faced with conditions and situations that provide motivation to question, explore and attempt to fathom the abstract sense of the numinous. Each of The Seven Valleys contains its own individual mysteries while at the same time contributing its part to the telling of a collective story. / Master of Arts
46

Spiritual Art: evoking the numinous using a 3D computer game engine

Nelson, Christopher . University of Ballarat. January 2007 (has links)
The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey through the work. The user is faced with conditions and situations that provide motivation to question, explore and attempt to fathom the abstract sense of the numinous. Each of The Seven Valleys contains its own individual mysteries while at the same time contributing its part to the telling of a collective story. / Master of Arts
47

Development and assessment of computer-game-like tests of human cognitive abilities.

McPherson, Jason January 2008 (has links)
The present thesis describes the development and assessment of two computer-game-like tests designed to measure two cognitive abilities currently of considerable interest to many researchers: processing speed (Gs) and working memory (WM). It is hoped that such tests could provide a unique and important addition to the range of tests currently employed by researchers interested in these constructs. The results of five separate studies are presented across three published papers. In Paper 1-Study 1 (N = 49) a speeded computerized coding test (Symbol Digit) using the mouse as the response device was assessed. Because speeded tests are thought to be highly sensitive to response methods (Mead & Drasgow, 1994) it was deemed important to first assess how a mouse response method might affect the underlying construct validity of a speeded coding test independently of whether it was game-like. Factor analytic results indicated that the computerized coding test loaded strongly on the same factor as paper-andpencil measures of Gs. For Paper 2-Study 1 (N = 68) a more computer-game-like version of Symbol Digit was developed, Space Code. Development of Space Code involved the provision of a cover story, the replacing of code symbols with ‘spaceship’ graphics, the situating of the test within an overall ‘spaceship cockpit’, and numerous other graphical and aural embellishments to the task. Factor analytic results indicated that Space Code loaded strongly on a Gs factor but also on a factor comprised of visuo-spatial (Gv) ability tests. This finding was further investigated in the subsequent study. Paper 2-Study 2 (N = 74) involved a larger battery of ability marker tests and a range of additional computer-game-like elements were added to Space Code. Space Code included a scoring system, a timer with additional voice synthesized countdowns, aversive feedback for errors, and background music. Factor analysis indicated that after a general factor was extracted Space Code loaded on the same factor as paper-and-pencil measures of Gs and did not load on a factor comprised of non-speeded Gv tests. Paper 3-Study 1 (N = 74) was aimed at assessing a computer-game-like test of WM (Space Matrix) and further assessing Space Code within a broader network of tests. Space Matrix used a dual task format combining a simple version of Space Code with a visually presented memory task based on the Dot Matrix test (Miyake, Friedman, Rettinger, Shah, & Hegarty, 2001). The cover story and scoring system for Space Code was expanded to incorporate this additional memory element. Factor analysis indicated that Space Matrix was loaded on the same first order factor as standard WM tests and the Raven’s Advanced Progressive Matrices (Gf). Space Code was substantially loaded on the second order factor but was weakly loaded on each of two first order factors interpreted as Gs and WM/Gf. A final study is presented (Paper 3-Study2) in which Space Code and Space Matrix was administered to a school aged sample (N=94). Space Matrix exhibited construct validity as well as predictive validity (as a predictor of school grades), while results for Space Code were less encouraging. Space Matrix and Raven’s Progressive Matrices showed comparable relationships to school grades for Mathematics, English and Science subjects. It is concluded that the development of computer-game-like tests represents a promising new format for research and applied assessment of known cognitive abilities. / http://proxy.library.adelaide.edu.au/login?url= http://library.adelaide.edu.au/cgi-bin/Pwebrecon.cgi?BBID=1342350 / Thesis (Ph.D.) -- University of Adelaide, School of Psychology, 2008
48

Development and assessment of computer-game-like tests of human cognitive abilities.

McPherson, Jason January 2008 (has links)
The present thesis describes the development and assessment of two computer-game-like tests designed to measure two cognitive abilities currently of considerable interest to many researchers: processing speed (Gs) and working memory (WM). It is hoped that such tests could provide a unique and important addition to the range of tests currently employed by researchers interested in these constructs. The results of five separate studies are presented across three published papers. In Paper 1-Study 1 (N = 49) a speeded computerized coding test (Symbol Digit) using the mouse as the response device was assessed. Because speeded tests are thought to be highly sensitive to response methods (Mead & Drasgow, 1994) it was deemed important to first assess how a mouse response method might affect the underlying construct validity of a speeded coding test independently of whether it was game-like. Factor analytic results indicated that the computerized coding test loaded strongly on the same factor as paper-andpencil measures of Gs. For Paper 2-Study 1 (N = 68) a more computer-game-like version of Symbol Digit was developed, Space Code. Development of Space Code involved the provision of a cover story, the replacing of code symbols with ‘spaceship’ graphics, the situating of the test within an overall ‘spaceship cockpit’, and numerous other graphical and aural embellishments to the task. Factor analytic results indicated that Space Code loaded strongly on a Gs factor but also on a factor comprised of visuo-spatial (Gv) ability tests. This finding was further investigated in the subsequent study. Paper 2-Study 2 (N = 74) involved a larger battery of ability marker tests and a range of additional computer-game-like elements were added to Space Code. Space Code included a scoring system, a timer with additional voice synthesized countdowns, aversive feedback for errors, and background music. Factor analysis indicated that after a general factor was extracted Space Code loaded on the same factor as paper-and-pencil measures of Gs and did not load on a factor comprised of non-speeded Gv tests. Paper 3-Study 1 (N = 74) was aimed at assessing a computer-game-like test of WM (Space Matrix) and further assessing Space Code within a broader network of tests. Space Matrix used a dual task format combining a simple version of Space Code with a visually presented memory task based on the Dot Matrix test (Miyake, Friedman, Rettinger, Shah, & Hegarty, 2001). The cover story and scoring system for Space Code was expanded to incorporate this additional memory element. Factor analysis indicated that Space Matrix was loaded on the same first order factor as standard WM tests and the Raven’s Advanced Progressive Matrices (Gf). Space Code was substantially loaded on the second order factor but was weakly loaded on each of two first order factors interpreted as Gs and WM/Gf. A final study is presented (Paper 3-Study2) in which Space Code and Space Matrix was administered to a school aged sample (N=94). Space Matrix exhibited construct validity as well as predictive validity (as a predictor of school grades), while results for Space Code were less encouraging. Space Matrix and Raven’s Progressive Matrices showed comparable relationships to school grades for Mathematics, English and Science subjects. It is concluded that the development of computer-game-like tests represents a promising new format for research and applied assessment of known cognitive abilities. / http://proxy.library.adelaide.edu.au/login?url= http://library.adelaide.edu.au/cgi-bin/Pwebrecon.cgi?BBID=1342350 / Thesis (Ph.D.) -- University of Adelaide, School of Psychology, 2008
49

Počítačová hra ve výuce chemie na SŠ / Computer game in the education at secondary school

MATOUŠEK, Michal January 2015 (has links)
This thesis is focused on usage of computer game (adventure game) in teaching of chemistry. Game is situated to the town of Český Krumlov and contains set of tests from nomenclature (names and symbols of chemical elements). This game can be used to motivate students to study chemistry on lower grades of grammar schools and higher grades of elementary schools.
50

Tvorba počítačové hry vhodné pro opakování názvosloví organické chemie / Creating a computer game suitable for practice of nomenclature of organic chemistry

PŘÍLEPKOVÁ, Aneta January 2016 (has links)
This diploma thesis is concerned with the creation of computer game (adventury) and its consequent use in chemistry lessons at primary school. The game may be used as means of motivation. It is set in the surroundings of Jindřichův Hradec and it includes a set of tests that enable pupils to test their knowledge of organic nomenclature.

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