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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.
91

Games 3D: aspectos de desenvolvimento / Games 3D: aspectos de desenvolvimento

Cuzziol, Marcos Fernandez 30 March 2007 (has links)
Esta dissertação documenta a exploração do desenvolvimento de games 3D com base em minha experiência pessoal nessa atividade, entre 1994 e 2006, estabelecendo um diálogo com os trabalhos teóricos de autores de áreas correlatas. São descrições sistematizadas de técnicas e conceitos em grande parte ignorados em publicações atuais que tratam desse tema, e que decorrem de experimentação e de descobertas efetuadas durante o processo de criação e desenvolvimento de games em meio digital. / This dissertation documents the 3D game development exploration based on my personal experience in this activity, between 1994 and 2006, establishing a dialog with works of authors from correlated areas. It comprises systemized descriptions on techniques and concepts mainly overlooked in current publications devoted to the theme, and built on experimentation and discoveries achieved during the process of creation and development of games in the digital medium.
92

Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame

Ramos, Reinaldo Augusto de Oliveira 08 September 2016 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2016-11-18T11:34:54Z No. of bitstreams: 1 Reinaldo Augusto de Oliveira Ramos.pdf: 4385963 bytes, checksum: 2f3c319e5e8683bc29abfb9359b1a73f (MD5) / Made available in DSpace on 2016-11-18T11:34:54Z (GMT). No. of bitstreams: 1 Reinaldo Augusto de Oliveira Ramos.pdf: 4385963 bytes, checksum: 2f3c319e5e8683bc29abfb9359b1a73f (MD5) Previous issue date: 2016-09-08 / Pontifícia Universidade Católica de São Paulo / With this research, we aim to take a look on the digital games market as well as the courses related to professional training in this industry. This paper focus on showing the challenges found on courses that target the teaching and learning of entertainment computational products and that have laboratorial practices centered on the digital games industry. This research tackles technical courses, technologist level graduation courses, as well as post-graduations, university extension courses, and free courses in this area. We intend to investigate and reflect on the teaching and learning strategies and, mainly, to consider the implementation of practical tools and procedures, especially the DevKits – Digital Game Development Kits – that aim to initiate collaborative environments to develop digital games and, subsequently, their commercial viability. We touch on educational and practical aspects as teaching methods related to game production and tools used, as well as developing platforms: DevKit. We also intend to undertake studies on the technology domain involving game engines in addition to authoring, tridimensional images production, and graphic editorial tools. By means of qualitative and secondary quantitative researches (FEB Games e BNDES), and bibliographical review, the applied methodology evaluates the use and integration of alternative tools that can be matched to the ones used by the electronic game market.We intend, futhermore, to expand the knowledge base around the technology domain of said tools, reducing, that way, the educational institutions’ and game companies’ dependence in this country. We discuss matters such as: intellectual property, legal mechanisms, developing management, production processes, advertising and promotion approaches, and evaluation methods. We depart from the creative process, observe the interaction design related aspects, the technology issues and systemic compatibilities, and, finally, we discuss issues related to promotion and distribution. As a result, we suggest a teaching and learning methodology for digital electronic games / Com esta pesquisa pretendeu-se observar o mercado de jogos digitais e os cursos focados na formação de profissionais para esta área de atuação. Este trabalho acadêmico buscou revelar os desafios que são encontrados nos cursos que objetivam promover o ensino e a aprendizagem de produtos computacionais de entretenimento e que possuem práticas laboratoriais focadas em aspectos relativos à indústria dos jogos digitais. Esta pesquisa abordou os cursos técnicos e de graduação de nível tecnólogo, bem como as pós-graduações e os cursos de extensão universitários, além dos cursos livres nesta área de atuação. Pretendeu-se investigar e refletir sobre estratégias de ensino e aprendizagem e, principalmente, considerar a implementação de ferramentas e procedimentos práticos, particularmente os DevKits – Kits de Desenvolvimento de Jogos Digitais –, que visam implementar ambientes colaborativos para desenvolvimento de jogos eletrônicos digitais e, posteriormente, sua viabilização comercial. Abordaram-se aspectos educacionais e práticos como métodos de ensino relacionados à produção dos games e ferramentas que são utilizadas, bem com plataformas desenvolvimento: DevKit. Também se pretendeu realizar estudos sobre o domínio tecnológico envolvendo game engines, além de ferramentas de autoração, de produção de imagens tridimensionais e de edição gráfica. Por meio de pesquisas qualitativas e quantitativas secundárias (FEP Games e BNDES) e revisão bibliográfica, a metodologia empregada avaliou a utilização e integração de ferramentas alternativas que pudessem ser equiparadas às ferramentas do mercado de trabalho dos jogos eletrônicos. Pretendeu-se expandir a base de conhecimento em torno do domínio tecnológico das mesmas ferramentas, diminuindo, dessa maneira, a dependência das instituições de ensino e das empresas de jogos no país. Discutimos questões como: propriedade intelectual, autoria, dispositivos legais, gerenciamento do desenvolvimento, processos de produção, métodos de divulgação e disseminação do produto e métodos de avaliação. 7 Partiu-se do processo criativo, observaram-se os aspectos relativos ao design de interação, as questões tecnológicas e compatibilidades sistêmicas, por fim, discutiram-se questões relativas aos meios de divulgação e distribuição e, como resultado, propôs-se um método de ensino e aprendizagem para jogos eletrônicos digitais
93

O museu de game como experiência gamificada / The game museum as a gamified experience

Carmona, Sabrina Pereira Kumagai 19 October 2012 (has links)
Made available in DSpace on 2016-04-26T18:12:26Z (GMT). No. of bitstreams: 1 Sabrina Pereira Kumagai Carmona.pdf: 11567914 bytes, checksum: 98180881edb7d03df36906381ba4bb57 (MD5) Previous issue date: 2012-10-19 / Based on the state of art of games production and reception, this research has as an objective to propose the construction of a game museum conceived in the way of produce a gamified experience to those who visit it. Understood as gamification the phenomenon that has been widely released and incorporated in various fields of human activity. Gamification is taken as the application of game dynamics to day-to-day situations. The proposal comes with justifications that emphasize what is relevant to build a museum when you have as an object such a recent media as videogame. The main justification finds itself in the enormous cultural relevance of games and its indubitable penetration in people s lives, not only the young ones, in which we can conclude also about its relevance to future generations. Having as a theoretical basis mainly the studies of Huizinga, Schuytema, Zimmerman, Salen and other game scholars, it was possible to establish connections between game theory and the gamified experience that it provides to different means. This research corpus covers games as FIFA 2010 (2010), God of War (2005), Shadow of the Colossus (2006), among others. The methodology uses a case study from the Computerspiele Museum, in Berlin. By this study, and furthermore, it was possible to elaborate the history of games in a gamified experience that becomes relevant to a visitor of a Game Museum. This way, the gamified experience, that can prove itself very interesting to visit a Game Museum was elaborated having the following five essential points that are essential parts of game development: rules, narrative, interactivity, challenges and gameplay / Tomando por base o estado da arte da produção e recepção de games, esta pesquisa tem como objetivo propor a construção de um museu de game concebido de modo a produzir uma experiência gamificada para aqueles que o visitam. Entendida como a gamificação é um fenômeno que tem sido fartamente divulgado e incorporado em vários campos das atividades humanas. Entende-se por gamificação a aplicação das dinâmicas de jogos a situações cotidianas. A proposta vem acompanhada de justificativas enfatizando que é pertinente a construção de um museu quando se tem por objeto uma mídia tão recente como o videogame, tendo como. A principal justificativa encontra-se na enorme relevância cultural dos games e sua penetração indiscutível na vida das pessoas, não apenas jovens, do que se pode concluir também sobre sua relevância para as gerações futuras. Utilizando como base teórica principalmente os estudos de Huizinga, Schuytema, Zimmerman, Salen e outros estudiosos dos games, foi possível estabelecer conexões entre a teoria dos games e a experiência gamificada que a mesma proporciona para os diversos meios. O corpus da pesquisa abrange games como FIFA 2010 (2010), God of War (2005), Shadow of the Colossus (2006), entre outros. A metodologia fez uso de um case study do Computerspiele Museum, em Berlim. Por meio desse estudo, mas indo além dele, foi possível elaborar a história dos games na forma de uma experiência de gamificação relevante para um visitante de um Museu de Games. Desta maneira, a experiência gamificada, que pode se provar muito interessante para se visitar um Museu de Games, foi elaborada tendo os seguintes cinco pontos essenciais que são partes integrantes da constituição dos games: regras, narrativa, interatividade, desafios e jogabilidade
94

The construction of a Haptic application in a Virtual Environment as a post-Stroke arm Rehabilitation exercise

Dreifaldt, Ulrika, Lövquist, Erik January 2006 (has links)
<p>This thesis describes a six-month project based on stroke rehabilitation and involves designing with medical doctors, a physiotherapist and an occupational therapist, prototyping and evaluating with both stroke patients and other users. Our project involves the construction of a rehabilitation exercise system, based on virtual environments (VE) and haptics, designed for stroke patients. Our system uses a commercially available haptic device called the PHANTOM Omni, which has the possibility of being used as a rehabilitation tool to interact with virtual environments. The PHANTOM Omni is used in combination with our own developed software based on the platform H3D API. Our goal is to construct an application which will motivate the stroke patient to start using their arm again.</p><p>We give a review of the different aspects of stroke, rehabilitation, VE and haptics and how these have previously been combined. We describe our findings from our literature studies and from informal interviews with medical personnel. From these conclusions we attempt to take the research area further by suggesting and evaluating designs of different games/genres that can be used with the PHANTOM Omni as possible haptic exercises for post-stroke arm rehabilitation. We then present two different implementations to show how haptic games can be constructed. We mainly focus on an application we built, a game, using an iterative design process based on studies conducted during the project, called "The Labyrinth". The game is used to show many of the different aspects that have to be taken into account when designing haptic games for stroke patients. From a study with three stroke patients we have seen that "The Labyrinth" has the potential of being a stimulating, encouraging and fun exercise complement to the traditional rehabilitation. Through the design process and knowledge we acquired during this thesis we have created a set of general design guidelines that we believe can help in the future software development of haptic games for post-stroke arm rehabilitation.</p>
95

Analysis and improvement of tools used in a game-pipeline / Analys och förbättring av verktyg som används i en spel-pipeline

Hasslund, Mikael January 2008 (has links)
<p>Tools development is a sometimes overlooked process that is crucial for developing high quality games. The experience of the users will vary which makes usability an important issue as well as having good guidelines for communications and development of user interfaces. This report presents the development process of two different tools used in production of high-quality projects at Avalanche Studios and describes both the added functionality as well as the methods used to provide them.</p> / <p>Programmering av verktyg är en process som ofta är förbisedd men som är mycket viktig för utvecklingen av hög-kvalitativa spel. Den varierande kunskapsnivån hos användare gör att det är viktigt att fokusera på användarbarheten samt även ha bra riktlinjer för kommunikationer och utvecklingen av användargränssnitt. Den här rapporten presenterar hela utvecklingsprocessen av två olika verktyg som används vid utveckling av högkvalitativa projekt vid Avalanche Studios, och går igenom både ny funktionalitet samt även använda metoder för att uppnå detta.</p>
96

A framework for the application of participatory design with agile game development in a NUI game for wheelchair users

Szykman, Alexandre Greluk January 2016 (has links)
Orientador: Prof. Dr. João Paulo Gois / Dissertação (mestrado) - Universidade Federal do ABC, Programa de Pós-Graduação em Ciência da Computação, 2016. / Pessoas cadeirantes se beneficiam de jogos eletrônicos com Interface Natural com o Usuário (do Inglês, Natural User Interface - NUI), uma vez que os movimentos proporcionados por este paradigma de interação melhoram suas habilidades sociais, físicas e psicológicas. Estudos anteriores mostraram que considerar os valores pessoais e o contexto social desses usuários no conteúdo dos jogos melhoram sua aceitação para estes jogos. O Design Participativo (do Inglês, Participatory Design - PD) engloba técnicas que permitem absorver e refletir valores e o contexto social dos usuários no conteúdo do software. Neste estudo, utilizamos técnicas de PD com usuários de cadeiras de rodas manuais em idade mista para desenvolver um jogo com NUI. Estruturamos uma framework que proporciona uma liberdade significativa a estes usuários para expressarem os seus valores e necessidades. Para gerenciar a aplicação dando liberdade de expressão aos usuários, incluímos conceitos do Desenvolvimento Ágil de jogos eletrônicos e do Processo Criativo. Nós testamos a aceitação dos usuários em relação ao jogo desenvolvido através de análises quantitativas e qualitativas. Nossos resultados indicam que a aplicação do nosso framework pode auxiliar desenvolvedores a criar jogos com NUI que reflitam as perspectivas de grupos de usuários, consequentemente melhorando a aceitação de grupos com características semelhantes. / Wheelchair users benefit from Natural User Interface (NUI) games since the movements proportioned by this paradigm of interaction improve their social, physical and psychological skills. Previous studies showed that considering personal values and the social context of those users into content improve their acceptance for games. Participatory Design (PD) encompasses techniques that allow absorbing and reflecting values and the social context of users into software content. In this study, we employed PD techniques with mixed aged manual wheelchair users to develop a NUI game. We structured a framework that provides significant freedom to users to express their values and needs. To manage the application with the provided freedom, we included concepts from Agile Development and the Creative Process. We tested the acceptance of users for the developed game through quantitative and qualitative analysis. Our results indicate that the application of our framework can assist developers to create NUI games that reflect the perspectives of groups of users, consequently improving the acceptance from groups with similar characteristics.
97

Automatic Code Generation from a Colored Petri Net Specification for Game Development with Unity3D

Carlsson, Martin January 2018 (has links)
This thesis proposes an approach for automatic code generation from a Colored Petri net specification. Two tools were developed for the aforementioned purpose, a Colored Petri net editor to create and modify Colored Petri nets, and an automatic code generator to generate code from a Colored Petri net specification. Through the use of the editor four models were created, these models were used as input to the automatic code generator. The automatic code generator successfully generated code from the Colored Petri net specification, code in the form of component scripts for the Unity3D game engine. However, the approach used by the code generator had flaws such as introducing overhead in the generated code, failing to deal with concurrency, and restricting the types of Colored Petri nets which could be used as input. The aforementioned tools could be used in the future to research the benefits and disadvantages of modeling game systems with Colored Petri nets, and automatically generating code from Colored Petri nets.
98

Mjukvaruuteckling i multikulturellt team : En kvalitativ studie om kulturers påverkan på mjukvaruutvecklingsprojekt

Lavin, Nina January 2018 (has links)
Studier visar på att mjukvaruutvecklingsprojekt är känsliga och svåra att få i mål. Det blir dessutom allt vanligare med multikulturella arbetsgrupper inom mjukvaruutveckling och det för med sig ytterligare problem så som konflikter och missförstånd. Den här studien har undersökt hur mjukvaruutvecklingsprojekt påverkas av kulturella faktorer i en multikulturell arbetsgrupp. Det har dessutom undersökts vad som kan göras för att anpassa arbetet så att dessa konflikter kan minimeras. Undersökningen är avgränsad till ett specifikt företag och en specifik multikulturell arbetsgrupp som arbetar med mjukvaruutveckling. Resultatet visar på att mjukvaruutvecklingsprojekten påverkas av individers kommunikations- och tolkningsförmågor, något som går att härleda till det faktum att individerna har olika bakgrunder. Det i sin tur skapar problem som dubbelt utfört arbete eller missade uppgifter som resulterar i omfattande omarbetningar, att projekt tvingas startas om eller att de avslutas i förtid. Arbetet skulle kunna anpassas genom att införa effektivare projektstöd som fungerar som en gemensam plattform där utrymme för egna tolkningar minimeras och konflikter hanteras effektivare.
99

Spelprogrammering : Ett steg in i spelutvecklingsbranschen

Gräns Engblom, Robin January 2016 (has links)
Datorspelsbranschen är en enorm och ständigt växande bransch med väldigt många utvecklingsområden. För en programmerare kan det därför vara väldigt svårt att komma in och veta vilka delar som man behöver ha kunskap om. Den här rapporten tar upp problemet med att ta ett steg in i branschen för en programmerare genom att gå igenom viktiga delar för spelprogrammering och demonstrerar den med utveckling av ett spel med hjälp av ett ramverk. På så sätt kan man få en förståelse av de olika delarna och problemen som finns i utvecklingen av ett spel. Resultatet blev ett spel skrivet i Java med ramverket libGDX. Spelet går ut på att flera spelare ansluter till en server där man delas upp i lag. Sedan spelar man en match som består av ett antal ronder, för att vinna en rond så måste ett lag eliminera motståndarlaget med ett antal färdigheter som varje spelare kan välja innan matchen börjar. Laget som vinner flest ronder vinner matchen. / The computer game industry is a huge and constantly growing industry with a lot of different development areas. That is why it can be very hard for a pro-grammer to get in to and know what parts you should have knowledge about. This thesis addresses the problem of taking that first step into the industry for a programmer by going through important parts of game programming and dem-onstrating them by developing a game with the help of a framework. In this way you can get a better understanding of the different parts and problems that arise when developing a game. The result was a game written in Java with the framework libGDX. The game involves two or more players that connect to a server where they are split into teams. Then they play a game consisting of a set of rounds, to win a round one team has to eliminate the opposing team by using different abilities that every player can choose before the start of the game. The team with the most rounds won, wins the game.
100

Positive and Negative effects of Game Analytics in the Game Design process : A Grounded Theory Study

Powell, Robin January 2016 (has links)
The purpose of this Grounded Theory study is to investigate the positive and negative effects of Game Analytics and how it may affect the Game Design process within the Game Development process. This is done by reviewing and observing available source material appertaining to Triple AAA Games Industry Experts regarding the topics of Game Analytics, Gameplay, Game Design as well as Game Development. The source material consists of publications, presentations, articles and lectures directly linked to the aforementioned areas in which will be used to reinforce the theory. Through the collected data the theory will emerge which will present the potential positive and negative aspects as well as issues regarding using Game Analytics to track the player’s behavior in order to directly affect and possibly alter the Game Design process. The results highlight the positive aspects of using Game Analytics in the Game Design process in which indicate that it is helpful for the Game Designer to utilize the player’s behavioral data captured from Gameplay. This acts as a powerful extension over the traditional design process. The negative aspects have indicated that Game Analytics is a new practice and is still met with prejudice as it requires a lot of knowledge to be able to be used right in the Game Design process. The theory indicates that Game Analytics is a step in the right direction as it enables the Game Designer to gain further understanding of their players with the end goal of creating a better Gameplay experience. / Syftet med denna Grounded Theory studie är att undersöka de positiva och negativa effekterna av spelanalys och hur det kan påverka speldesign processen inom spelutvecklings processen. Detta görs genom att granska och observera tillgängligt källmaterial som är relaterat till Triple AAA spelindustrin och experter inom spelbranschen med fokus på spelanalys, spelande, speldesign och spelutveckling. Källmaterialet består av publikationer, presentationer, artiklar och föreläsningar som är direkt kopplade till ovannämnda områden som kommer att användas för att förstärka teorin. Genom det insamlade källmaterialet kommer teorin att utvecklas som presenterar de potentiella positiva och negativa aspekter om att använda spelanalys för att spåra spelarens beteende för att direkt påverka och eventuellt förändra speldesign processen. Resultaten framhäver de positiva aspekterna av att använda spelanalys i speldesign processen som tyder på att det är fördelaktigt för speldesignern att utnyttja spelarens beteenderelaterade data tagna från spelet. Detta fungerar som en kraftfull förstärkning av speldesign processen jämfört med den traditionella design processen. De negativa aspekterna har indikerat att spelanalys är en ny praxis och fortfarande kräver en hel del kunskap för att kunna användas direkt i spelet designprocessen. Teorin indikerar att spelanalys på väg i rätt riktning eftersom det gör det möjligt för speldesigners att få djupare förståelse om hur sina spelare beter sig för att nå sitt slutmål vilket är att skapa en bättre spelupplevelse.

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