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Multiprotocol control of networked home entertainment devices /Siebörger, David Robert. January 2004 (has links)
Thesis (M. Sc. (Computer Science))--Rhodes University, 2004.
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The remote configuration of devices within home entertainment networksDembovsky, Colin January 2002 (has links)
This thesis examines home entertainment network remote configuration solutions. It does so by inspecting four home entertainment networking solution specifications - HAVi, Jini, AV/C and UPnP. Two of these (AV/C and UPnP) are implemented partially for a system allowing a TV to configure an AudioNideo Receiver (AV/R) remotely on the network (a process known as remote configuration). The two implementations are then more closely investigated and several implementation differences in the approach between the remote configuration method of device configuration and other methods of device configuration are discerned. These different approaches are then categorised into one of two theoretical models of communication for configuring devices on home entertainment networks - the Rendering model and the Programmed model. By classifying a particular method of device configuration into one of the two models, manufacturers can quickly determine the inherent strengths and weaknesses of that method / KMBT_363 / Adobe Acrobat 9.54 Paper Capture Plug-in
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Multiprotocol control of networked home entertainment devicesSiebörger, David Robert January 2004 (has links)
Networks will soon connect a wide range of computing devices within the home. Amongst those devices will be home entertainment devices. Remote control over the network will be a key application for networked entertainment devices, and requires a protocol for communication understood by both controller and controlled device. Devices capable of communication using multiple control protocols will be compatible with a wider range of controllers than those which implement only one control protocol. This work examines home networks and a number of control protocols. The implementations of the UPnP and AV/C protocols for an AV receiver are described. The issues involved in the concurrent use of multiple control protocols to control a device are considered, possible methods of concurrent control discussed, and a solution which simulates virtual copies of the device is implemented and tested.
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Relating cognitive models of computer games to user evaluations of entertainmentPiselli, Paolo M. January 2006 (has links)
Thesis (M.S.)--Worcester Polytechnic Institute. / Keywords: interactive entertainment, computer games, human-computer interaction, cognitive models, enjoyment. Includes bibliographical references. (leaves 40-41).
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Development of interactive entertainment system for Din Tur buses : Håll PlatsenDima, Elijs January 2015 (has links)
Public transport organizations, such as Din Tur, require affordable modern solutions to improve their public image and passenger satisfaction. An easy way to create positive associations in people is to provide either useful services or, preferably, entertainment. This report covers the design, development and evaluation of an entertainment system – consisting of a smartphone game, a cloud-hosted backend, and a supporting on-bus hardware system – with the objective of making Din Tur's bus service seem more modern and appealing. The smartphone game, “Håll Platsen”, is developed in Unity game engine, focuses on providing brief entertainment during bus commutes, and incorporates gamification design elements. The Python-based back-end resides in Google's App Engine and Datastore platforms, and provides a unified virtual game environment enabling player cooperation and competition. The prototype on-bus hardware system uses the Raspberry Pi as a Light-Emitting Diode control system to supply real-world feedback of the game's virtual environment. The systems incorporate real-world busstop positioning, player location, online mapping services, team location-control mechanics, reflex-based minigames, player progression mechanics, and mobile-focused design. The resulting system can be useful in estimating public response to non-standard “smart” promotion methods, the use of games to improve everyday routines (i.e. commuting), and serve as a basis for further research in human & smart-technology interaction.
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Relating Cognitive Models of Computer Games to User Evaluations of EntertainmentPiselli, Paolo M 21 March 2006 (has links)
As the interactive entertainment industry matures, we need a better understanding of what makes software entertaining. A natural starting point is the application of traditional Human-Computer Interaction (HCI) tools to interactive entertainment software. Cognitive models are tools that HCI researchers have used to model users' thought processes and evaluate interface design. With this research we investigate the relationship between the complexity of an interaction and the entertainment experienced by the user. We designed a simple computer game, created a normative model for how a user plays this game, built several variations of this game such that normative models of these variants differed across two factors: pace and complexity. User studies were conducted on these variations, and we compared these factors to user performance and self-reported user enjoyment.
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Children’s Experience through Digital Entertainment Systems : Implementing game elements to make it fun to learnBjörk Roth, Emilia January 2023 (has links)
The way children are playing and learning is changing, and children are now experiencing digital technologies both at home and in educational environments. This study explores how today’s children experience learning through digital entertainment systems (DES). It is therefore possible to use the results of this study as a starting point for future research. By exploring separate topics in greater detail in order to gain a deeper understanding of the processes of learning, and the benefits of digital entertainment systems, which provide an overview of children's learning experiences and skills. The purpose of this study is to examine how a digital entertainment system can be designed to improve children's experience when using a golf simulator. Using the golf simulator as an example and starting point, this will provide knowledge and a greater understanding of how children experience learning in certain environments. The study will present four game elements in the golf simulator Toptracer, to make the children more motivated to learn the theoretical and practical aspects of golf. These game elements will be able to be modified and applied in other environments to improve children's learning experience.
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