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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

Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women

Hall, Courtney D., Clevenger, Carolyn K., Wolf, Rachel A., Lin, James S., Johnson, Theodore M., Wolf, Steven L. 01 January 2016 (has links)
The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults.
2

Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening

Janssen, Michael January 2008 (has links)
Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening. I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna text ska jag även förklara hur precautionstridsystemet fungerar med alla matematiska beräkningar för att sedan beskriva mitt verk som praktiskt resultat av arbetet. I slutet av rapporten inleder jag med en diskussion där mitt arbete sammanfattas och problem behandlas som uppstått vid arbetets gång. Texten beskriver i sin helhet hur man kan gå tillväga för att balansera ett spelsystem såsom Dreamlords precautionstridsystem. Som resultat av mitt arbete kan betraktas mitt balanseringsverktyg och denna reflekterande text som förhoppningsvis kommer att inspirera läsaren och flera andra personer som är intresserad av att balansera dataspel.
3

Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening

Janssen, Michael January 2008 (has links)
<p>Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening.</p><p>I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna text ska jag även förklara hur precautionstridsystemet fungerar med alla matematiska beräkningar för att sedan beskriva mitt verk som praktiskt resultat av arbetet. I slutet av rapporten inleder jag med en diskussion där mitt arbete sammanfattas och problem behandlas som uppstått vid arbetets gång. Texten beskriver i sin helhet hur man kan gå tillväga för att balansera ett spelsystem såsom Dreamlords precautionstridsystem. Som resultat av mitt arbete kan betraktas mitt balanseringsverktyg och denna reflekterande text som förhoppningsvis kommer att inspirera läsaren och flera andra personer som är intresserad av att balansera dataspel.</p>
4

Úspěšnost útočných herních systémů v basketbalu u U17 a U19 / Success of offensive game systems in basketball for U17 and U19

Kos, Jakub January 2020 (has links)
The topic of the diploma thesis is the success of offensive game systems in basketball in the age categories U17 and U19. The aim of this work is to map and compare the offensive game attack game system of counterattack and the attack game systems of gradual attack in the teams of the Jižní Supi in twenty matches. Research has shown that a more successful offensive game system is a fast-paced attack game system. The partial goals were to compare individual attack game systems between the age categories U17 and U19. From this comparison, it turned out that the U17 age category is more successful in using the attack game system of fast counterattack. The U19 age category is more succcessful in using the attack game system of gradual attack. The difference between the two offensive game systems is in units of percent. The research method is indirect structured observation, the researh is of a quantitative nature. KEYWORDS: success, offensive game system, basketball, U17, U19
5

How do game systems of the battle royal game PUBG promote Aggressive and Non-aggressive Player Strategies?

Zhou, Airui, Li, Yali, Qi, Shilong January 2024 (has links)
This study examines how various game features in PlayerUnknown's Battlegrounds (PUBG Corporation, 2017), such as map terrain, resources, safe zone mechanics, teamwork, combat, and weaponry, influence player behavior by promoting aggressive and non-aggressive strategies. By analyzing player decisions across different game phases, the research highlights the need for a sophisticated understanding of game mechanics and acknowledges the impact of environmental elements and player skill levels on strategic adjustments. The game has had a huge impact on industry trends and gaming culture since its 2017 debut thanks to its enormous success. Many people may not have noticed that some system mechanisms in the battle royal game PUBG will subtly create aggressive and non-aggressive strategies, and players will alternate between these two strategies in the game. This is a survival game that is not just about fighting. Are these types of games currently promoting players to be aggressive too much? A deeper understanding of the relationship between aggressive and non-aggressive strategies and game systems will allow developers to create more balanced system mechanisms and help players further understand how to choose more appropriate strategies in different situations. Players can improve their gameplay and strategy by using this insight. This study focuses on players who have engaged with PUBG within the last six months, collecting their strategies and opinions on the game system through surveys, video recordings, and narrative accounts. After analyzing these data sources, we integrate the results to draw meaningful conclusions about how PUBG's gameplay systems promote both aggressive and non-aggressive player strategies.
6

Dynamic Real-Time Fire Propagation for Networked Multiplayer Games

Kotsinas, Iris, Tholén, Viktor January 2022 (has links)
Simulating fire propagation in games can be problematic since it requires immense computational power if the fire is portrayed physically accurate. To decrease the computational power required, simplifications and approximations must be made. The aim of this thesis is to evaluate possible methods for simulating fire spread in a networked game environment. More specifically, a level set and a node graph method are implemented and investigated. A vector field was created with the different level properties, which the two methods used as a base for the fire behavior. The performance and overall behavior of the methods were evaluated and tested in order to create an optimized simulation suited for games. Two implementations were made in the Frostbite game engine. The level set propagates the fire with two different level set operators; the normal advection operator and the vector field operator. The normal advection operator spreads the fire outwards in the normal direction. The vector field operator spreads the fire front according to the vector field. The node graph implementation uses a semi-connected bi-directed graph with nodes as starting positions for the fire. The fire spreads through the nodes via their connections. This implementation also depends on the vector field which was translated to the nodes through scalar projection. The vector field represents the properties of fire dynamics and can be adjusted to move the level set and node graph implementation according to wind, slope and fuel. The node graph implementation was further developed with networked capabilities, a heat grid which translates the heat of the node graph making it possible to sample the heat at a position within the level, and also basic interaction with vegetation. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>

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