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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

Fluid Dynamics as a Foundation for Game Mechanics

Myhrberg, Viktor January 2020 (has links)
This thesis investigates whether a game world based solely on fluid dynamics could be an interesting alternative to one based on rigid bodies by presenting a prototype to players where they can control the movement of a fluid. The players evaluate the prototype’s responsiveness, intuitiveness, visual appeal, immersion, and how well they think the fluid could represent ghosts, flocks, magic, and a platformer avatar by rating them vocally while playing. The fluid physics engine prototype is a simple grid-based one that utilizes the ideal gas law and pressure gradient force to calculate the flow between its cells. It is unstable and thus cannot handle too large time-steps. Therefore, simulating many cells (more than 10000 for two fluids) at the same is a slow process, and the prototype can only present a pixelated result. If a highresolution game is in general preferred by players, a computationally efficient solution could consist of utilizing shaders for cell blending. In the experiments, all categories except the platform avatar received positive evaluations despite the prototype’s early stage, which according to theories presented within Swink’s Game Feel (Swink, 2009) and the MDA framework (Hunicke et al., 2004) may indicate that a game based on a fluid physics engine like this one could be entertaining. The simulation could possibly be run as a separate system to add game mechanics to a game based on rigid bodies as well.
32

Motivationsfaktorer för motionärer : En kvantitativ studie gällande om yngre och äldre motionärer motionerar av samma motivationsfaktorer på träningslokaler / Motivation factors for exercisers : A quantitative study on whether younger and older exercisers are exercising by the same motivation factors on training facilities

Björkdahl, Hanna, Jonsson, Malin January 2016 (has links)
Motivation har en betydande roll när det kommer till att människor väljer att motionera. Syftet med studien var att se om yngre motionärer mellan 18 och 30 år samt äldre motionärer på 65 år och uppåt motionerar på träningslokaler för samma motivationsfaktorer, samt att se vilken av de fem motivationsfaktorerna (fysiskt, psykiskt, socialt, må bra och yttre faktorer) som är viktigast och även om det finns några könsskillnader. Genom en kvantitativ enkätundersökning har 40 respondenter från två olika träningslokaler i Karlstad, Friskis och svettis samt Livskraft deltagit och resultatet har visat att det inte finns några större skillnader mellan varken åldersgrupperna eller könen i urvalsgruppen. Utöver detta visade resultatet att ”må bra” faktorn var den viktigaste motivationen, tätt följt av den ”psykiska” som bland annat innefattar att klara av stress, bli glad och få bättre självförtroende; samt den ”fysiska” som innebär att man vill förbättra sitt utseende, komma i form och även vill att kroppen ska må bra. Det visar på att hälsa är viktigt för respondenterna, i form av att ”fysiskt” och ”psykiskt” har värderats högt. Resultatet visade även att det inte fanns något samband mellan kön och ålder i förhållande till motivationsfaktorerna samt att ”yttre faktorer” inte är lika relevant för respondenterna som de övriga motivationsfaktorerna. / Motivation plays a significant role when it comes to why people choose to exercise. The aim off the study was to see if young athletes between 18-30 years of age and older athletes of 65 years and older exercise on training facilities for the same motivation factors, and to see which of the five motivation factors (physical, psychological, social, feel good and external factors) is most important, and even if there are any gender differences. Through a quantitative survey 40 respondents from two different training facilities in Karlstad, Friskis och svettis and Livskraft have participated and the results have shown that there are no major differences between either age groups or gender in the selection group. In addition, the results showed that the “feel good”-factor was the main motivation, closely followed by the “psychological” that includes coping with stress, be happy and self-confident; and the “physical” which means that they want to improve their body appearance, getting in shape and also want the body to feel good. This shows that health is important for the respondents; in terms of that “physical” and “psychological” have been valued highly. The results also showed that there were no connection between gender and age in relation to motivation factors and the external factors are not as relevant to the respondents as the other motivational factors.
33

Activating Play-Based Escape, Awakening Creativity

Keichinger, Sabrina Deanne 16 May 2011 (has links)
Everyone participates in escape. The drive to escape is something we are born with. It is a force that has ties to our curiosity, as well as our profound psychological restlessness, and can even be seen in our displeasure with boredom. This thesis introduces three forms of escape: pure diversions, games, and play. Focussing on a play-based escape, this thesis argues that this is the most important form of escape, because, through play, we promote our cognitive health and creativity. This thesis develops three lines of investigation: first an understanding of what play is; second, through understanding the conditions, context, and disposition necessary in order to engage in a play-based escape; and third, a study of play through the review of architectural case studies. It is through these investigations that this thesis will identify ten key strategies that architecturally accommodate play. These are: nature, complexity, dynamic, loose-parts theory, scale, the primitive, along a path, mystery, risk, and unmonitored feel. In order to develop a method of design which engenders an architectural atmosphere of play-based escape these characteristics are organized into three interconnected themes: a desire to explore the world around us, a desire for a dynamic stimulating environment, and the desire to be active and move our bodies. Finally, an architectural application of the design method concludes this thesis, with hopes to activate a play-based escape capable of awakening our creativity.
34

Activating Play-Based Escape, Awakening Creativity

Keichinger, Sabrina Deanne 16 May 2011 (has links)
Everyone participates in escape. The drive to escape is something we are born with. It is a force that has ties to our curiosity, as well as our profound psychological restlessness, and can even be seen in our displeasure with boredom. This thesis introduces three forms of escape: pure diversions, games, and play. Focussing on a play-based escape, this thesis argues that this is the most important form of escape, because, through play, we promote our cognitive health and creativity. This thesis develops three lines of investigation: first an understanding of what play is; second, through understanding the conditions, context, and disposition necessary in order to engage in a play-based escape; and third, a study of play through the review of architectural case studies. It is through these investigations that this thesis will identify ten key strategies that architecturally accommodate play. These are: nature, complexity, dynamic, loose-parts theory, scale, the primitive, along a path, mystery, risk, and unmonitored feel. In order to develop a method of design which engenders an architectural atmosphere of play-based escape these characteristics are organized into three interconnected themes: a desire to explore the world around us, a desire for a dynamic stimulating environment, and the desire to be active and move our bodies. Finally, an architectural application of the design method concludes this thesis, with hopes to activate a play-based escape capable of awakening our creativity.
35

Man vill garna ha A i ett ämne man skal vara bäst på. : - en studie om rytterfølelse og elevers oppfattning av å få karakter i Idrettsspesialisering / You Really want an A in a subject that you are supposed to be the best at. : - a study of equestrianfeel and students' perception of gaining a grade in sports specialization.

Helseth, Kaisa January 2021 (has links)
Abstract:Today, there are great opportunities for students in high school to be able to combine their elite investment in sports with their studies in high school. This education is called NIU and RIG. In the Equestrian world we often talk about equestrian feel, it is a word that is often used in the training of riders. Equestrian feeling is a term that can be defined as a speechless communication between horse and rider (Game,2001).This master thesis in science of Education has as a study area to gain a greater understanding of how equestrian feeling fits into the subject of sports specialization and how students experience getting grades in riding. This study builds on Antonovsky (2005) theory about KASAM ‘’Feeling of context’’. and how the KASAM concept is seen in relation to equestrian feeling and students' experience of getting grades in sport- specialization Sports does not only influence the schools agenda through norms, cultures and unwritten rules - but also the grade assessment themselves in comparisons made between athlete and results within the sports specialization. (Ferry, 2014; Hedberg, 2014; Larneby, 2020).Students and teachers alike believe sports specialization as an education lacks clarity in its assessment criteria. This is evident in the students who seem unable to distinguish whether they are being judged on the basis of their performance or their personality. The results of this study shows that stronger guidelines from the school system, and sports federations are needed on how these assessments should be undertaken. For the moment the experience (shared by coaches, teachers and students) that grading is too fluid endures. The meaning of the term equestrian feeling, on the other hand, do not have a great impact on the assessment in the subject, according to the teachers who were interviewed.The students' experience of comprehensibility, manageability and meaningfulness become important components to take into account in the assessment in Sports Specialization. Their4sense of connection in the relationship, riding and school, is important for the student's elite commitment and further education.Keyword: Equestrian Sport, Equestrian feel, Nationally approved sports (NIU), Sport specialization
36

Materializing. / Matrialisering.

Persson, Matilda January 2018 (has links)
This project is about how we can create architecture that hold the same atmospheric qualities as a tale. By using different media like film, dioramas and technology the tales have been analysed for qualities that have been carried through into architecture. The blend of the real and the unreal is central to any tale and so also to my project; this mixed expression is carried through into the resulting structure. The final product becomes a bath house full of expression, impressions and varying realities.
37

Road Feedback in a Steer-by-Wire System for a Passenger Car : enhancing the feeling of being connected

Finne, Alice, Ström, Louise January 2022 (has links)
Road feedback is an essential part of the driving experience, representing a connection betweenthe driver and the vehicle motion. Road feedback in a steer-by-wire system must berecreated and transferred to the driver through a feedback motor mounted on the steeringwheel. This project aimed to implement a function in the feedback motor control with thepurpose of giving the driver road feedback. The function should enhance the drivers trustand confidence in the steering system. Specifically, the function should provide the driverwith a feeling of being connected to the vehicle. A pre-study on the subject of steering feel was made as well as an interview study, whichresulted in a list of hypotheses. The hypotheses became a basis for generating conceptideas, together with measurement data of vehicle network signals for different drivingscenarios. Two different functions were then modelled and implemented in MathWorksSimulink. Function 1 models force components acting on the front road wheels in longitudinal,lateral and vertical direction. The forces result in a torque contribution fromeach dimension that acts around the steering axis and represents a reaction in the steeringsystem due to road disturbances. The torque is then translated to a steering wheel torque.Function 2 strives to capture road surface roughness through the high frequency informationin the steering rack motor torque. Three different road surfaces were studied; smoothasphalt, rough asphalt and gravel road. A test rig was used in order to verify the behaviour of the functions. The final step of theproject was to implement the functions in a test vehicle, where they could be further tunedand evaluated. The force component models of Function 1 captured different types of roadfeedback which were evaluated separately by timing, authenticity and desirability. Theresult of this evaluation was positive considering them separately. When the models werecombined it resulted in an unwanted behaviour. Function 2 gave torque feedback that feltauthentic and natural, especially for the gravel road case. However, it was more difficult todistinguish different asphalt types. The conclusion was that neither Function 1 nor 2 couldbe approved as finished functions, however both are considered as interesting concepts forfurther development. Fully steer-by-wire steering transmissions have now been approved for usage. This meansthat one of the remaining challenges for implementing steer-by-wire cars on today’s marketis the subjective views from the customers. Function 1 and 2 could be a way to providethe drivers with trust towards the steering, and at the same time, enhance the drivingexperience. / <p>The presentation was held at ACAS at Linköping University. The presentation included a summary and learnings from the project. A short demonstration was performed using a test-rig consisting of a steering wheel, a feedback motor and a control unit. </p>
38

Exploring the impact of a "Time Acceleration" mechanic on player experience

Bhutani, Iver Adrian, Buhre, Mattias, Emriksson Apenitis, Adam, Möller, Oden, Petterson, Sarah January 2024 (has links)
This Bachelor's thesis explores the impact of a fast-forwarding mechanic on player experience within Liberty Land, an in-house developed casual farming game. The research question is: How do changes in the passage of time, facilitated by the time-altering mechanic in our developed game, Liberty Land, impact the player's experience? The authors researched the question through the creation of their game and then playtesting with two distinct groups. The authors used game-feel (Swink, 2009) and the MDA framework (Hunicke et al., 2004) to do the research.  Group A experienced the game with the time-accelerating mechanic, while Group B acted as the control group and did not have access to the mechanic. Players would then answer a survey that corresponded with which group they had. After the playtests, the authors reviewed the data and analyzed the results. Group A had the time-altering mechanic and did report finding it helpful in reducing waiting times. They believed it aided game progression, even though core balancing issues made some actively use the mechanic less than expected. The group found it enjoyable and easy to use, although some did express concerns about potential stress from optimizing time usage. The insights from Group B, who experienced the game without the time-altering mechanic, underscore the importance of game content and loop variations for immersion and engagement. The emotional responses from both groups analyzed through the MDA framework revealed notable themes of sensation, discovery, and submission. The study also identified challenges such as low survey participation rates, ongoing refinement in the game loop, and the state of the game. While there is evidence of a positive impact on the player’s experience, the heavy limitations and problems make the research largely inconclusive as a whole.
39

An Experience A Day Keeps The E-Commerce Away : Exploring experiential marketing within the body cosmetics retail industry

Lundberg, Elinor, Geel, Ronja, Hornebrant, Malin January 2018 (has links)
Background - For the retail industry, the increasing adoption of e-commerce solutions have brought opportunities, but also challenges. As physical stores have to varied extent lost their importance, they can no longer solely compete on price or quality but can instead benefit from adopting an experiential marketing strategy. Experiential marketing acknowledges the consumer as rational and emotional, and focuses on how to engage the customer through value adding experiences. Swedish retailers face these challenges right now as an increasing share of all Swedish retail sales are made online. The body cosmetics industry makes up the second largest segment of Swedish e-commerce sales, but also holds some of the most prominent brands in offering store experiences, making it a competitive and interesting industry to explore from an experiential marketing perspective. Purpose - The purpose of this thesis is to explore how experiential marketing strategies impact customers’ perception of value within the body cosmetics retail industry in Sweden. The research fills a gap since no previous qualitative study has been made connecting experiential marketing with customer perception of value within this industry. Method - An exploratory study with and inductive research approach has been conducted to answer the research question. A multi-method qualitative research design, where the methodological triangulation builds on company and customer interviews, as well as observations to explore the topic and fill the research gap. The findings were analysed with an thematic analysis, in which the authors identified four themes. Findings and Conclusion - The findings result in four themes essential when using experiential marketing strategies to impact the customer’s perception of value; staff interaction, value co-creation, a unified strategy and a higher purpose. It is concluded that experiential marketing is a way in which companies positively can impact customer perception of value.
40

PIECES : A sense of the past in a furniture for the future

Toijanen, Annika January 2023 (has links)
In pieces I wanted to create a design solution inspired by traditional wooden furnitures. Furnitures, like the kitchen sofa with built in storage and a place to sleep or the lockable free-standing linen cabinet that held hand crafted treasures safe and clean inside. Furnitures that are large in size and can be hard to fit into smaller homes today but that holds a huge sentimental value to the owner and are often handed down through generations as heirlooms.   So what if I could weave in a piece of my own family history into a design solution that can fit in smaller living spaces while still be an attractive choice for larger ones?  Pieces resulted in two wooden cabinets that tell part of my family history through the repetitative, organic shapes that I have implemented into them. They are a tribute to my grandmother Aino and her three year younger sister Hanna and my way of symbolically reclaiming their right to the land, forests and lakes around their childhood home that the two sisters didn´t get to share with their siblings in the inheritance after my great grandparents.  The methods I have used in my research are surveys, workshops, in-depth interviews and my own observations. Major design decisions have been based on the input from my research process with the goal to display two full scale cabinets at Konstfack's spring exhibition in May 2023.

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