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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

Connection Between : The research project investigating interactivity of digital worlds in a film production pipeline

Hegerland Moen, Aurora January 2022 (has links)
“How can game technology be used to maximize creativity and create an effective production pipeline for an animated film?” I think creating animated film should be a fun and creative process, that is why I have chosen this research question. I explore techniques used in Machinima films and aim to make it more user friendly and less restrictive. My research will become a sort of proposal to how the framework of a Machinima film could look in a modern film production. / <p>It was part of the FilmMediaExpo22https://www.uniarts.se/english/news/events/events-spring-2022/filmmediaexpo22</p><p></p>
2

Business Management Simulations - a detailed industry analysis as well as recommendations for the future

Batko, Michael 04 1900 (has links) (PDF)
Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and cross-referenced against each other in order to determine three things: firstly, the practices and features used by simulation companies that have not yet been the subject of academic research; secondly, the most effective features, elements and inclusions within simulations that best assist in the achievement of learning outcomes and enhancement the user experience; and finally, 'best practices' in teaching a business management course in a university or company with the assistance of a simulation. Identified gaps in the current research were found to include the effectiveness of avatars, transparent pricing and the benefits of competing the simulation against other teams as opposed to the computer. In relation to the second and third objectives of the research, the findings were used to compile a business plan, with detailed recommendations for companies looking to develop a new simulation, and for instructors implementing and coordinating the use of a simulation in a business management context. (author's abstract)
3

Игровые технологии как средство повышения мотивации студентов к изучению русского языка : магистерская диссертация / Game technologies as a means of increasing students' motivation to learn the Russian language

Сербина, А. Б., Serbina, A. B. January 2020 (has links)
This master's thesis presents experimental work on the introduction of gaming technologies in the secondary vocational education system to increase the cognitive motivation of students to learn the Russian language and the formation of general and professional competencies in the framework of the standards of the Federal State Educational Standard of Higher Professional Education. The paper reveals the possibilities of using gaming technologies and presents examples of pedagogical games in Russian language lessons. The experience of the application of gaming technologies in the Russian language classes at GAPOU SO "Ural Railway College" is presented. / В данной магистерской диссертации представлена экспериментальная работа по внедрению игровых технологий в систему среднего профессионального образования для повышения познавательной мотивации студентов к изучению русского языка и формирования общих и профессиональных компетенций в рамках стандартов ФГОС СПО. В работе выявлены возможности использования игровых технологий и представлены примеры педагогических игр на уроках русского языка. Представлен опыт применения игровых технологий на занятиях по русскому языку в ГАПОУ СО «Уральский железнодорожный техникум».
4

A Natural User Interface for Virtual Object Modeling for Immersive Gaming

Xu, Siyuan 01 October 2013 (has links)
" We designed an interactive 3D user interface system to perform object modeling in virtual environments. Expanding on existing 3D user interface techniques, we integrate low-cost human gesture recognition that endows the user with powerful abilities to perform complex virtual object modeling tasks in an immersive game setting. Much research has been done to explore the possibilities of developing biosensors for Virtual Reality (VR) use. In the game industry, even though full body interaction techniques are involved in modern game consoles, most of the utilizations, in terms of game control, are still simple. In this project, we extended the use of motion tracking and gesture recognition techniques to create a new 3D UI system to support immersive gaming. We set a goal for the usability, which is virtual object modeling, and finally developed a game application to test its performance. "

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