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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.
1

Exploring the sense of immersion of MMORPG game design

Yao, Yifei January 2010 (has links)
MMORPG game as the a representative product of video game from its birth to the present more than several decades, have been developing at an astonishing speed and MMORPG player groups have expanded. Nevertheless, there are questions being raised of the relatively new and successful field of sense of immersion of MMORPG game design. In the previous studies, the theory of flow had been testified to be the tremendously significant to explore sense of immersion while performing the activities and it had been applied to many different domains. Based on three conditions of that are necessary to achieve the flow state, the paper addresses the predicaments by analyzing the research results in relation to previous design report on the sense of immersion of MMORPG game design. The paper also provides the constrictive thoughts and productive sketches on how to promote the sense of immersion of MMORPG game using the design artifacts in an early design process.
2

YOU'RE THERE IN THE TIME SLIP: A HERMENEUTIC EXPLORATION OF AESTHETIC EXPERIENCE IN MUSICKING THROUGH THE LENS OF MIHALYI CSIKZENTMIHALYI'S FLOW STATE THEORY

Crow, Derrick Alan 01 August 2012 (has links)
The purpose of this study is to provide a detailed description of the aesthetic experience as it is encountered in music, and, in so doing, to develop an operational definition of aesthetic experience as it is understood and experienced by practitioners in relation to the phenomenon as it is found in the canon of literature. The following specific questions are addressed: first, how do philosophers and practitioners view aesthetic experience; what commonalities or differences do these views have; and what understandings can be gained through an examination of these theories? Second, when the views of practicing music teachers, philosophers and pedagogues are compared and analyzed, how do these align with Csikszentmihalyi's Flow State Theory? Finally, does Csikszentmihalyi's Flow State Theory provide a functional framework for aesthetic experience; how does the employment of this resolve the issues of communication; and does this allow for a clearer understanding of aesthetic experience?
3

Exploring the effect of different hints on flow state in Virtual Reality

Palombini, Elena January 2023 (has links)
Flow state is a state of intense focus and engagement, which is fulfilling for people experiencing it and therefore generally sought-after by creators of virtual games and experiences. Virtual Reality (VR) is known to be one of the most immersive technologies available today. As such, it has great potential to foster flow state in its users. This work tries to determine which design characteristics favor flow the most, with regard to providing guidance to the user. In particular, this research examines whether in a VR escape room, text hints or glowing cues are more effective to foster feelings of flow. The research process included design and implementation of the VR escape room from the ground up, to create the perfect setting for the experiments, a VR experience in which ultimate goal and intermediate steps are precisely defined. This allows to give relevant hints every step of the experience, and to examine the effects of hints design on flow. The intensity of the resulting flow state has been evaluated through the Activity Flow State Scale (AFSS) designed by Payne et al., and qualitative data has also been gathered, from direct observation and user comments. AFSS score, duration of the VR experience, and duration estimated by the users, have been compared between the version of the VR escape room which presents hints as text prompts and the one in which relevant objects glow. This data has then been connected to findings resulting from the thematic analysis of direct observation and user comments. Lastly, general insights and guidelines have been extracted, to inform designers and game developers willing to create flow-oriented VR experiences. / “Flow state” är ett tillstånd av intensivt fokus och engagemang, vilket är tillfredsställande för dem som upplever det och är därför eftertraktat av skapare av virtuella spel och upplevelser. Virtual Reality (VR) är känd som en av de mest immersiva tekniker som finns tillgänglig idag. Som sådan har den stor potential att främja “flow state” hos sina användare. Detta arbetet försöker fastställa vilka designegenskaper som gynnar “flow” mest, när det gäller att ge vägledning till användaren i en VR-upplevelse. Arbetet undersöker om det i ett VR-”escape room” är effektivare att ge användaren tips i text eller som lysande signaler för att främja känslan av flow. Forskningsprocessen omfattade utformning och implementation av ett VR-”escape room” från grunden för att skapa den perfekta miljön för experimenten, en VR-upplevelse där slutmålet och de mellanliggande stegen är exakt definierade. Detta gör det möjligt att ge relevanta tips i varje steg av upplevelsen och att undersöka effekterna av tipsens utformning på flödet. Intensiteten i ett resulterande “flow state”har utvärderats med hjälp av Activity Flow State Scale (AFSS) som utformats av Payne m.fl. och kvalitativa data har också samlats in från direkta observationer och användarkommentarer. AFSS-poäng, VR-upplevelsens varaktighet och användarnas uppskattade varaktighet har jämförts mellan två versioner av ett VR-”escape room”. Ett där tips presenteras som textmeddelanden och ett där relevanta objekt lyser. Datan har sedan kopplats samman med resultaten från den tematiska analysen av direkta observationer och användarkommentarer. Slutligen har allmänna insikter och riktlinjer tagits fram för att informera designers och spelutvecklare som vill skapa “flow state”-orienterade VR-upplevelser.
4

The effects of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in a healthy young subject population

Barry, Gillian January 2014 (has links)
This thesis investigated the effect of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in healthy young adults. Firstly a review of literature was performed analysing the effects of technology acceptance and flow on exergaming, and the effects of exergaming on postural control. Results showed the plausible nature of exergaming as an immersive environment and the potential to improve postural control. However, some major gaps in the literatures were identified. Technology acceptance had never been applied in exergaming and flow had only partly been applied to exergaming in limited studies. Additionally the effects of exergaming on postural control had shown some potential benefits, however no study had truly analysed the effects of exergaming on postural control by analysing mirror matched exercise with no virtual stimulus. The purpose of this thesis was to address these important areas of research and contribute novel evidence to the field. In two separate studies, 38 non active and 50 active young healthy adults took part in either exergaming based training or mirror matched gym based exercise with no virtual stimuli. Technology acceptance (behavioural intention), flow and postural control were measured at pre and post exercise intervention. Technology acceptance results showed that performance expectancy was significantly higher in the exergaming group in both studies, as well as being a significant predictor of behavioural intention at both pre and post exercise testing. In the second study, only, performance expectancy, social influences, and behavioural intention where statistically significantly higher for the exergaming group compared to the mirror matched gym based exercise with no virtual stimuli on technology acceptance, highlighting greater levels of acceptance into the exercise environment. Flow results showed greater levels immersion in the exergaming groups, especially in terms of clear goals, unambiguous feedback, action awareness merging, transformation of time and loss of self- consciousness. The effects of exergaming on postural control showed significant improvements in anterior- posterior standard deviation and range for the exergaming group in study one, and improvements in medio-lateral range in study two. Study two also showed significant improvement over time (pre-post exercise) for medio-lateral SD, range and centre of pressure. Evidence from both studies suggests that exergaming may offer an immersive environment for exercise which has a positive effect on behavioural intention to keep using the exergaming system in the future. With regards to postural control evidence from both studies suggest that exergaming may offer a new method of exercise to improve static postural control.
5

Is Video Enjoyment Deeper for Those with ADHD?

Milman, Daisy Kristina 01 March 2017 (has links)
To find if video enjoyment was deeper for people with ADHD (attention deficit/hyperactive disorder) than for their non-ADHD peers, subjects with ADHD, and without, had their eye movement tracked during video exposure to determine average saccade rates. I interviewed subjects using pre-tested statements to establish periods of flow state (a measure of enjoyment). Results indicate that there is a deeper sense of enjoyment for people with ADHD, as subjects with ADHD passed a greater average time in flow state during video consumption (27% compared to 21%). Furthermore, the effects of flow state on the eye movement of those with ADHD was much greater than the effects of flow state on the eye movement of the non-ADHD control group. Average saccade rates jumped up 0.15 saccades per second when comparing out-of-flow to in-flow states for the ADHD group, while the average saccade rate for the non-ADHD group increased only 0.03 saccades per second when comparing out-of-flow to in-flow states. This helps further understanding of why people with ADHD consume more screen time than their non-ADHD peers; they may be more inclined to choose video consumption as an activity since the enjoyment they receive from video consumption is deeper and more frequent.
6

Brain activity during flow : A systematic review

Andersson, Isak January 2022 (has links)
The flow state is a subjective experience that most people can relate to. It represents an optimal balance between skills and difficulty and is the state that people often refer to when performing their best, with phrases like: “I was in the zone” or “I was in the bubble”. The flow state has mainly been studied through its psychological and behavioral components; it is not until lately the neuroscientific aspects have been investigated. This review attempts to go through the existing literature and find potential neural signatures of the flow state. The studies indicate that flow is related to activity in the dorsolateral prefrontal cortex and putamen, but the findings are too divided to reach a conclusion.
7

Self-assessment in jazz improvisation: an instrumental case study of professional jazz musicians in a jazz combo setting

Davis, Troy E. 27 September 2020 (has links)
The purpose of this instrumental case study was to be able to define and describe ways in which professional musicians self-assess their own jazz improvisations in a jazz combo setting. Participants included four experienced jazz musicians who performed together regularly and had developed deep social and musical connections with one another prior to the study. Data were collected in five phases: 1) a rehearsal observation, 2) a group interview, 3) a second rehearsal observation, 4) a journaling session, and 5) a focus group. Five themes were developed from the data—“Empathy,” “Self-Doubt,” “Transcendence,” “Prior Knowledge,” and “Self-Awareness.” Self-Awareness served as a meta-theme to which the other four themes were connected. Further analysis of the themes indicated that the participants utilized self-assessment through non-verbal communication, deep listening, connecting to their past experiences, incorporating musical constraints such as form and harmony, using Norgaard’s (2008) tools of evaluative monitoring and sketch planning, and through empathetic attunement (Seddon, 2005). The participants actively tried not to be consciously self-aware while they were improvising, because they felt that it hampered their creativity. Finally, the musicians integrated self-assessment practices specifically to help them release their self-doubt, with the intention of practicing empathy to connect with one another and achieve a transcendent state while performing.
8

Rhéologie des matériaux granulaires non saturés / Rheology of unsaturated granular materials

Badetti, Michel 09 October 2017 (has links)
Nous reportons dans ce travail le comportement mécanique, dans le régime solide et en écoulement, de matériaux granulaires liés par un liquide non saturant, qui intervient par sa viscosité et par des effets capillaires. De tels matériaux, intermédiaires entre les assemblages granulaires secs et les suspensions très concentrées, sont étudiés expérimentalement et par simulations discrètes depuis la microstructure jusqu'au comportement macroscopique. Ainsi, on adopte une démarche multi-échelle, dont l’objectif est d’établir les fondements de la compréhension des phénomènes capillaires et/ou visqueux, qui interviennent dans la formulation de lois de comportement, et d'y intégrer une caractérisation de la microstructure de ces matériaux. Nous nous intéressons notamment au modèle d'interactions capillaire et visqueuse par ponts simples, dans un cadre où l'on fait varier l'inertie, le degré de confinement, le degré de friction du matériau ainsi que la quantité de liquide introduite. Pour répondre à cet objectif, ce travail de thèse s’articule autour des trois volets suivants :- Un travail de rhéologie expérimentale macroscopique sur matériau modèle (billes de polystyrènes monodisperses, mouillées avec une huile de silicone newtonienne) qui nous permet de délimiter des régimes d'écoulement et de caractériser l'influence de l'effet cohésif. Le format expérimental adopté nous permet de cisailler les échantillons sur des temps très longs et d'atteindre des régimes d'écoulement stationnaires. Ainsi, à l'instar des matériaux secs, on retrouve des régimes quasistatiques puis inertiels à mesure que la vitesse d'écoulement augmente. On met aussi en avant une très forte influence de l'effet cohésif qui tend à augmenter drastiquement la résistance au cisaillement et à diminuer la compacité de nos échantillons.- Des expériences de microtomographie à rayons X qui permettent d'étudier la microstructure à l'état statique. On remarque notamment une bonne homogénéité des échantillons, qu'ils soient faiblement ou fortement saturés. On détecte aussi un nombre non-négligeable de morphologies capillaires complexes, ce qui, par comparaison aux résultats de rhéologie macroscopique, ne semble pas influencer les propriétés d'écoulement. Ce résultat est particulièrement intéressant puisqu’il montre la capacité du modèle d’interactions par pont simple à décrire le comportement de systèmes à priori hors de sa portée descriptive.- Des simulations numériques discrètes qui nous permettent d'élargir fortement la gamme de paramètres étudiés, notamment avec des caractéristiques du matériau comme la friction de Coulomb. L'étude micromécanique, permise par les simulations, autorise aussi l'analyse des questions d'anisotropie, de coordination et de contraintes capillaires. On met en avant l'importance des interactions capillaires à distance lors de l'utilisation d'un modèle de contraintes effectives. Les limites de ce modèle, usuellement adapté à la description du comportement en régime quasi-statique, sont aussi testées et discutées dans le régime inertiel. La bonne concordance entre résultats expérimentaux et numériques nous aura permis de valider et calibrer un modèle numérique qui, en retour, aura donc fourni une analyse viable des effets microstructurels pour la compréhension du comportement et la transition de l'échelle microscopique à l'échelle macroscopique / With this doctoral research, we report on the solid and liquid-like mechanical behaviors of wet granular materials, which exhibit viscous and capillary effects. Such systems, standing between dry and immersed granular materials, are studied both in experiments and discrete numerical simulations, from the microstructural aspects to the mechanical behavior. We therefore adopt a multiscale approach whose purposes are to understand the origins and roles of capillary and viscous effects in constitutive laws and to include a microstructural description within these laws. We are interested in the simple bridge model for the illustration of viscous and capillary effects in the case of quasistatic and inertial flows, where the confining forces, the Coulomb friction and the liquid quantity can vary. To answer such questions, this thesis is articulated around the 3 following topics :- A study based on macroscopic rheological experiments with a simple model material (monodisperse polystyrene beads, wetted with a Newtonian silicon oil) which enables us to distinguish the flow regimes and to characterize the influence of cohesive effects. The experimental framework allows for long time shearing experiments, where the materials can reach their steady state behavior. Alike dry systems, wet granular materials still exhibit a quasistatic and an inertial regime with increasing flow velocity. We show the noticeable influence of capillary effects which strongly increases the shear resistance and reduces the materials density.- X-ray microtomographic experiments enabling the microstructural study of static samples. We witness a good homogeneity of our samples whether slightly or strongly saturated. A non-negligible number of very complex capillary bonds were detected, which stresses, when compared with macroscopic rheological results, their lack of influence on the flow properties. This result is very noticeable as it demonstrates the ability of the simple bridge model to illustrate the behavior of materials which would not be included a priori within its reach.- Discrete numerical simulations allowing us to strongly improve the range of the parameters of the study, especially in the case of material characteristics such as Coulomb friction. The micromechanical study emerging from simulations, allows us to analyze anisotropy, coordination and capillary stresses questions. We underline the great importance of long-range capillary interactions when using an effective stress model. The limits of such model, usually adopted to describe the behavior in the quasistatic regime, are also tested and debated in the inertial regime. The good agreement between numerical and experimental results enabled us to validate and calibrate a numerical model which, in return, offered a reliable analysis of microstructural effects for the understanding of the mechanical behavior and for the transition from the microscopic to the macroscopic scale
9

Flow-Acting: Modern Sports Science and the Preparation of Actors

Billew, Barrett Slade 01 January 2008 (has links)
Theatre artists and acting teachers throughout history have sought to find and create presence. By combining modern sports science with an understanding of systems of actor training I have suggested an approach that makes presence a trainable skill. My coach Dr. Scott Sonnon, developer of the Circular Strength Training System, has refined modern sports science to emphasize the development and maintenance of flow-state. This state allows the athlete to respond openly and freely within a constantly changing situation.By combining my life long study of acting with my eight years of work with Coach Sonnon I am developing a system to teach actors the skill of cultivating flow. This work will enhance the actor's presence and ability to handle the stress of performance while developing a strong, supple, and coordinated psychophysical instrument. Video of examples of the exercises can be found in the accompanying materials.This work was created in Microsoft Word 2004 for Mac.
10

Induction and Transferral of Flow in the Game Tetris

O'Neill, Kevin John 17 December 2020 (has links)
No description available.

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