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[en] MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS / [pt] JOGOS ELETRÔNICOS MULTI-PLATAFORMA: COMPREENDENDO AS PLATAFORMAS DE JOGO E SEUS JOGOS ATRAVÉS DE UMA ANÁLISE EM DESIGNLEONARDO CARDARELLI LEITE 28 June 2006 (has links)
[pt] Game Design é o processo de criação de um jogo, que
engloba a definição
de seu funcionamento, a descrição dos elementos que o
compõe, bem como a
transmissão destas informações à equipe que irá desenvolve-
lo. O presente
trabalho aborda o estudo do Game Design de jogos
eletrônicos multi-plataforma,
analisando criticamente como esta classe de jogos está
sendo projetada. Por ser
uma mídia em estágio de amadurecimento, a formação
acadêmica necessária aos
profissionais que atuam na área de jogos eletrônicos ainda
não está claramente
definida, e sua linguagem e potencialidades estão longe de
serem enxergadas em
sua totalidade. O exorbitante retorno financeiro da
indústria a tornou conservadora
e esta tendência está ofuscando a criação de um conteúdo
significativo e
exploratório. Com o objetivo de identificar e justificar
as decisões de Game
Design recorrentes em jogos eletrônicos multi-plataforma,
questiona-se quais são
as características presentes nestes jogos que influenciam
a maneira em que são
percebidos e jogados quando em diferentes plataformas e
situações de uso, e quais
as qualidades destas situações que devem ser relevadas
durante o processo de sua
criação e desenvolvimento. A pesquisa analisa o Game
Design de quatro títulos,
comparando suas diferentes versões de acordo com seus usos
em contextos
público, privado e móvel, adotando uma abordagem que
compreende as
percepções de um jogador e também as de um designer. / [en] Game Design is the process of creating a game, which
includes defining its
functionality, describing its composing elements, as well
as transmiting these
informations to the development team. The current work
approaches the study of
the Game Design present on multi-platform electronic
games, analysing how
they´re being designed. Being a maturing medium, the
academic profile needed
for its professionals still isn´t clearly defined, and its
language and potencials
haven´t been fully explored. The industry´s exorbitant
financial return has made it
conservative, blinding the creation of meaningful content.
With the objective of
identifying and justifying the Game Design decisions
recurrent on multi-platform
electronic games, it is questioned what characteristics
affect the way theses games
are percepted and played when in different platforms and
situations, and which
qualities of these situations must be considered during
the creative and
development processes. The study analyses the Game Design
of four titles,
comparing their different versions according to their uses
on public, private and
mobile contexts, through a point-of-view that corresponds
to both player and
designer.
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Les jeux vidéo dans la société française : des années 1970 au début des années 2000Dupuy-Fromy, Serge 17 December 2012 (has links)
Cette thèse a pour objet d’étude les jeux vidéo en France. Ce nouveau loisir apparu commercialement dans le milieu des années 1970 aux Etats-Unis, est devenu, en trente ans d’existence, une véritable industrie au même titre que le cinéma ou la musique.Son émergence et son développement vont de pair avec les débuts et l’essor de l’informatique de loisir et des ordinateurs grand public dont le jeu est l’un des éléments déterminant de leur succès.Nous étudierons ainsi tout ce qui a trait à cette industrie, son économie (marchés, acteurs, politiques commerciales), les différentes machines de jeu et les jeux (conception, genres, thèmes abordés). Nous analyserons les joueurs, leurs profils, leurs goûts ainsi que la presse française et les différentes manifestations (salons, concours, compétitions) liées à ce media.Nous parlerons également des influences et des inspirations du jeu vidéo, de ses rapports avec les arts et les autres loisirs. D’autre part, nous mentionnerons les obstacles rencontrés et les accusations portées envers les jeux vidéo (violence, maladie, isolement) ainsi que leur dimension politique et la vision et l’action des politiques et des gouvernements sur cette industrie.En somme, le but d’un tel sujet est de comprendre et d’expliquer ce nouveau type de loisir mais aussi de réfléchir sur le sens que possède son développement et en quoi il est représentatif des évolutions de la société française depuis une trentaine d’années. / This thesis is to study video games in France. Thirty years of existence, this new leisure appeared commercially in the mid-1970s in the United States, became a real industry in the same way as film or music.Its emergence and development go hand in hand with the beginnings and the development of computing leisure and public computers with the game is one of the elements determinant of their success.We will thus examine everything that relates to this industry, its economy (market players, trade policy), various gaming machines and games (design, genres, themes). We will analyze players, their profiles, their tastes as well as the French press and the various events (exhibitions, contests, competitions) related to this media.We will also talk about influences and inspirations of the video game, on the relationship of the arts and other recreation. On the other hand, we will mention the obstacles encountered and the charges to the video games (violence, disease, isolation) as well as their political dimension and vision and action policies and Governments on this industry.In short, the purpose of such a topic is to understand and to explain this new type of leisure, but also reflect on the meaning that has its development and how it is representative of the evolution of French society over the past thirty years.
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Technical upgrade of an audio-mixer controlJacobsson, Trond January 2006 (has links)
<p>Today the Sjöbjörn studio has a mixing console controlled by a PC with outdated software and</p><p>hardware technology. The hardware requires an ISA-bus to work at all and thereby limits the</p><p>upgrades that can be made to the computer. The software runs in a DOS environment and has not</p><p>been updated for a long time as well. This makes working with the mixing console more difficult</p><p>then it has to be and new features are hard to implement. In this thesis I have developed new</p><p>hardware so that a more powerful computer can be used which hopefully will allow for a more</p><p>user friendly interface and make it easier for future upgrades and additions.</p><p>The thesis presents a solution on how to upgrade the system all the way from the PCcommunication</p><p>to the hardware designs.</p><p>The project was based around the Microchip PIC18F4550 microcontroller for the hardware and</p><p>the Visual Basic.NET programming language for the PC software.</p>
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A Study on the Dynamic Competitive-Using the North America TV game console industry as an exampleLuo, Chia-Chun 02 November 2010 (has links)
This study employs the method of linear regression to examine the competition behavior of TV console industry in the North America market and affection of the TV console developer¡¦s action on the competitors¡¦ sales volume share in the same month. The data only include the hardware and software sales volume of the main competitors-PlayStation 3, Xbox 360 and Wii in this generation and their action after publicly announcing.
Main findings of research show that price reduction, console improving and releasing big titles have influence upon the sales volume of opponents. The influence of price reduction action is related to the position of TV console: PlayStation 3 and Xbox 360 have a similar position and their action will affect each other, but the console of different position ¡V Wii not be affected. The action of console improving and releasing big titles apparently shows that TV console in similar position have more influence on each other.
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Design of a Quay Crane Training SimulatorChen, Boyang, Xu, Mingyi January 2015 (has links)
No description available.
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Intellectual property rights and the game industryYu, Yudong January 2017 (has links)
This thesis analyses how intellectual property (IP) laws are used in the home console game industry and in particular how these laws are used to capture the returns on investment, which may indirectly provide a stimulus to innovation. The relationshipis evaluated in three selected markets: The United States (US), the European Union (EU) and People's Republic of China (PRC). The first two of these are selected as representative of developed markets whilst the latter as an instance of an emerging market. This thesis analyses and illustrates ways in which three major types of intellectual property rights - patents, copyright and trademarks - operate in this sector of industry. This thesis evaluates this relationship via a unique approach, adopting both a legal and economic analysis. The thesis starts with a detailed market analysis of this industry to identify key factors that affect individual firms' abilities to capture returns on investment. This is followed by section II (comprising Chapters II to IV) which goes on to examine the effects of each type of IPR on these factors in the developed markets of the US and Europe. The analysis in section III shifts the focus from these developed markets to the emerging market in the PRC. It identifies the unique attributes and problems of the Chinese market and demonstrates how contemporary local IP laws can be used to tackle these problems. It is the view of this thesis that IP laws theoretically can be used to maximise a firm's return on investment while not distorting competition; hence, the thesis suggests that IPRs may indirectly create incentives to innovate.
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Technical upgrade of an audio-mixer controlJacobsson, Trond January 2006 (has links)
Today the Sjöbjörn studio has a mixing console controlled by a PC with outdated software and hardware technology. The hardware requires an ISA-bus to work at all and thereby limits the upgrades that can be made to the computer. The software runs in a DOS environment and has not been updated for a long time as well. This makes working with the mixing console more difficult then it has to be and new features are hard to implement. In this thesis I have developed new hardware so that a more powerful computer can be used which hopefully will allow for a more user friendly interface and make it easier for future upgrades and additions. The thesis presents a solution on how to upgrade the system all the way from the PCcommunication to the hardware designs. The project was based around the Microchip PIC18F4550 microcontroller for the hardware and the Visual Basic.NET programming language for the PC software.
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Konstrukční návrh a optimalizace konzoly přední hnané nápravy u traktoru / Design and optimization of tractor front drive axle consoleŠincl, Josef January 2017 (has links)
The master thesis is about design and optimization of tractor front drive axle console. The first part, include the design of the new console geometry with respect of the surrounding area. After that is on the newly designed part performed a strain-stress analysis for three selected operating modes of the tractor, which have been defined based on critical operating situations. In thanks of the results of the individual states, the geometry of the component is adjusted according to meet the fatigue failure limit state. After inclusion of critical site modifications, the console design was subjected to design optimization in the ANSYS Workbench program to reduce the amount of material by 10%. The end of the work, is carried out the evaluation of these places and then the console control calculation.
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Gamers and Gorehounds: The Influence of Video Games on the Contemporary Horror FilmAlley, Timothy Dodd 24 July 2007 (has links)
No description available.
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Les jeux vidéo dans la société française : des années 1970 au début des années 2000Dupuy Fromy, Serge 17 December 2012 (has links) (PDF)
Cette thèse a pour objet d'étude les jeux vidéo en France. Ce nouveau loisir apparu commercialement dans le milieu des années 1970 aux Etats-Unis, est devenu, en trente ans d'existence, une véritable industrie au même titre que le cinéma ou la musique.Son émergence et son développement vont de pair avec les débuts et l'essor de l'informatique de loisir et des ordinateurs grand public dont le jeu est l'un des éléments déterminant de leur succès.Nous étudierons ainsi tout ce qui a trait à cette industrie, son économie (marchés, acteurs, politiques commerciales), les différentes machines de jeu et les jeux (conception, genres, thèmes abordés). Nous analyserons les joueurs, leurs profils, leurs goûts ainsi que la presse française et les différentes manifestations (salons, concours, compétitions) liées à ce media.Nous parlerons également des influences et des inspirations du jeu vidéo, de ses rapports avec les arts et les autres loisirs. D'autre part, nous mentionnerons les obstacles rencontrés et les accusations portées envers les jeux vidéo (violence, maladie, isolement) ainsi que leur dimension politique et la vision et l'action des politiques et des gouvernements sur cette industrie.En somme, le but d'un tel sujet est de comprendre et d'expliquer ce nouveau type de loisir mais aussi de réfléchir sur le sens que possède son développement et en quoi il est représentatif des évolutions de la société française depuis une trentaine d'années.
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