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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

Moterų krepšinio komandų žaidybinių klaidų analizė / Women‘s basketball team game turnovers analysis

Morkūnaitė, Diana 19 June 2014 (has links)
Tyrimo objektas. Krepšinio komandų žaidybinių klaidų analizė. Darbo tikslas. Atlikti moterų krepšinio komandų žaidybinių klaidų analizę puolimo metu. Darbo uždaviniai: 1.Išsiaiškinti žaidybinių klaidų pobūdį puolimo metu rungtynėse ir per atskirus kėlinius; 2.Nustatyti aikštės zonas, kuriose atliekama daugiausiai klaidų; 3.Palyginti Lietuvos rinktinės atliekamų klaidų pobūdį su Europos čempionių rodikliais. Tyrimo hipotezės. Manome, kad krepšininkės daugiausiai atliks kamuolio perdavimo klaidų H1); Dažniausiai klaidos turėtų kartotis pirmąjame (dėl įtampos rungtynių pradžioje) ir ketvirtąjame (dėl nuovargio) kėliniuose (H2); Klaidų atlikimo vieta dažniausiai turėtų būti baudos aikštelėje (H3). Tyrimo rezultatai. Išanalizavus stebėtas rungtynes nustatėme, kad 2013 metų Europos moterų krepšinio čempionate visos komandos vidutiniškai per rungtynes atliko 15,6 ± 4,3 technikos klaidas. Laimėtojų komandos vidutiniškai per rungtynes atliko po 14,3 ± 4,0 technikos klaidas. Pralaimėtojos vidutiniškai per rungtynes atlikdavo po 16,8 ± 4,6 technikos klaidas. Analizuojant laimėtojų ir pralaimėtojų komandų rodiklius Europos moterų krepšinio čempionate vidutiniškai per vienas rungtynes laimėtojos atliko blogo perdavimo klaidų po 36,6 % (5,2 ± 3,8) kamuolio valdymo klaidų 31,7 % (4,5 ± 2,5), kitų klaidų 31,7 % (4,5 ± 2,5). Europos moterų krepšinio čempionate pralaimėtojos vidutiniškai per vienas rungtynes atliko blogo perdavimo klaidų po 40,7 % (6,8 ± 5,0) kamuolio valdymo klaidų 30,0 % (5... [toliau žr. visą tekstą] / Topic: Women‘s basketball team game time turnovers format in offense The subject of the research: Game time turnovers format in offense. The hypothesis of the research: Supposedly, most of the turnovers basketball players will make passing the ball, the most common turnovers repeats in second (because of the tension in the beginning of the match) and third (because of low fatigue) quarters. The location of turnovers will be under the basket. The objective of the research: To make a research on women’s basketball team game time turnovers format in offense. Goals of the research: 1. To analyze, which game time turnovers are most commonly made in offense, technical turnovers rates in different quarters. 2. To analyze in what basketball court areas, players make most of the turnovers. 3. Compare Lithuanian team turnovers with European champions indicators. Results of the research: The analysis of observed matches found that in the 2013 European Women’s Basketball Championship, all teams made technical turnovers by an average of 15.6. The winning teams of the game made technical turnovers by an average of 14.3 ± 4.0. The losing team of the game made technical turnovers by an average of 16.8 ± 4.6. The analysis of the winning teams and losing teams indicators in European Women’s Basketball Championship showed that, an average of one game winning teams made 36.6 % (5.2 ± 3.8) assist turnovers, ball control turnovers 31.7 % (4.5 ± 2.5), other turnovers 31.7 % (4.5 ± 2.5). During... [to full text]
2

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.

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