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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.
401

Jazykové hry ve výuce českého jazyka na 1. stupni ZŠ / Language games in the teaching of Czech language on the first grade of the basic

LUKEŠOVÁ, Tereza January 2017 (has links)
The thesis deals with linguistic games in the Czech language at the primary schools. The thesis is divided into two parts theoretical and practical. . The theoretical part focuses on the game and its benefits. Emphasis is put on the didactic game, its definition, classification, motivation, managemet and evaluation of the linguistic games. Theoretical part of the theses also deals with cooperative teaching and time undemanding cooperative methods. The practical part acquaints with the interpretation of the survey results. The survey was carried out by questionnaire. A fund of linguistic games applicable for the primary schools usage is part of the theses. These linguistic games were tried out and experienced.
402

Space Vector: Video Games for Introductory Newtonian Mechanics

January 2014 (has links)
abstract: This dissertation describes Space Vector 1 and Space Vector 2, two video games that introduce Newtonian mechanics concepts. Space Vector 1 is a side-scrolling game, in which players choose to drop bombs or supplies. Players had to identify if the physics was correct during a mission, or they had to plot the trajectory of a falling object, which was then simulated. In Space Vector 2, players were given velocity and acceleration values and had to plot the trajectory of a spaceship across a grid, or players were given a trajectory of a spaceship on a grid and had to program the velocity and acceleration values to produce the trajectory. Space Vector 1 was evaluated with 65 college undergraduates. Space Vector 2 was evaluated with 18 high school students. All participants were given a subset of the Force Concept Inventory, a standard assessment tool in physics education, as a pretest and posttest. Space Vector 1 was evaluated with a single group pretest-posttest design. Space Vector 2 was evaluated with a 2 x 2 ANOVA, where the factors were game mechanic (prediction mechanic or programming mechanic) and bonus questions (bonus question after a mission or no bonus question). Bayesian statistical methods were used for the data analysis. The best estimate for the average change in test scores for Space Vector 1 was a score gain of 1.042 (95% Highest Density Interval (HDI) [0.613, 1.487]) with an effect size of 0.611 (95% HDI [0.327, 0.937]). The best estimate for the grand mean of change scores in Space Vector 2 was an increase of 0.78 (95% HDI [-0.3, 1.85]) with an effect size of 0.379 (95% HDI [-0.112, 0.905]). The prediction/no bonus question version produced the largest change in score, where the best estimate for the mean change score was an increase of 1.2. The estimation intervals for the Space Vector 2 results were wide, and all included zero as a credible value. / Dissertation/Thesis / Doctoral Dissertation Educational Technology 2014
403

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.
404

O jogo de futebol : investigação de sua estrutura, de seus modelos e da inteligencia de jogo, do ponto de vista da complexidade / The soccer game : searche of this structure, its models and intelligence of the game from the point of view of complexity

Leitão, Rodrigo Aparecido Azevedo 14 August 2018 (has links)
Orientador: Antonio Carlos de Moraes / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação Fisica / Made available in DSpace on 2018-08-14T03:45:10Z (GMT). No. of bitstreams: 1 Leitao_RodrigoAparecidoAzevedo.pdf: 13998407 bytes, checksum: 93ed4e81434259f8b9cd13ff9e41a7e9 (MD5) Previous issue date: 2009 / Resumo: No desporto de alto rendimento, cada vez mais os detalhes fazem a diferença entre o primeiro e o segundo colocados. O jogo, e no nosso caso o jogo de futebol, é um fenômeno complexo, onde o desempenho de quem joga é transdimensional. A todo o tempo, jogadores e equipes são confrontados com situaçõesproblema, em circunstâncias com alto grau de imprevisibilidade que requerem respostas imediatas, técnicas, táticas, físicas e psicológicas ao mesmo tempo, não dissociadas e de forma integral. Os conflitos e soluções desencadeadas por tais situações geram um ambiente de jogo extremamente dinâmico de constantes ajustes em suas estruturas e com permanente mobilização da inteligência humana, individual e coletiva, que do ponto de vista da complexidade, se torna transdimensional. Caos, fractais, sistemas, jogo, imprevisibilidade; a real compreensão dos fenômenos que levam ao melhor rendimento e aos melhores resultados nas situações-problema do jogo deve transcender os óculos tradicionais que o observam como fenômeno. Dessa forma a proposição dessa pesquisa é: a) analisar o fenômeno da auto-organização no jogo de futebol; b) analisar a mobilização da atuação da inteligência humana em contexto específico de jogo com característica emergencial; c) justificar a necessidade de um modelo de treino para o futebol pautado no paradigma da complexidade. Para tanto, foi realizada pesquisa de caráter qualitativo: 1) com análise de ações técnico-táticas de jogadores de futebol, durante os jogos das quartas-de-final, das semifinais e da final da Copa do Mundo FIFA 2006; 2) através da análise de imagem, a 30 quadros por segundo, de situações específicas em contexto de urgência nesses mesmos jogos; e 3) através de procedimento de observação participante de uma equipe de futebol masculino sub-17, treinada sob o ponto de vista da complexidade. A partir das observações realizadas, podemos destacar dentre outras coisas, que: a) no jogo de futebol a inteligência humana se manifesta individual e coletivamente de acordo com cada circunstância; b) A mobilização da inteligência humana individual, observada em contexto de urgência, mostrou estar intimamente associada à intenção nas ações e à intencionalidade; c) a mobilização da inteligência coletiva de jogo mostrou estar associada a auto-organização das equipes, sendo essa (a autoorganização) a manifestação da inteligência em constante interação com os atratores e outros elementos do sistema "jogo"; d) é o sistema "jogo" que comporta a interação dos sistemas organizacionais das equipes que jogam. A organização de cada um desses sistemas pode ser influenciada e influenciar a organização adversária através, ou de uma interação melhor com o sistema "jogo", ou de ruídos que são gerados por cada uma das equipes visando desequilibrar o adversário (futebol de influência); e) como a organização funciona como uma identidade do sistema, para mantê-la, jogadores e equipes precisam de referências que permitam melhor leitura de jogo e autonomia para as ações. O esquema tático, por exemplo, pode se configurar como uma dessas referências (e também como um atrator do sistema); f) a transdimensionalidade das situações-problema do jogo, sob as lentes da complexidade, justifica a necessidade de um modelo de treino subordinado ao jogo. / Abstract: In high-level sports, small things make difference between the first and second positions. The game, and in this is case the soccer game, is a complex phenomenon where the player's performance is transdimensional. At every time players and teams meet problem-situations, in unpredictable circumstances that need fast technical, tactical, physical and psychological responses, at the same time not separated and comprehensive. The conflicts and the solutions in these situations create a dynamic game environment, with many adjusts in its structures and permanent individual and collective human intelligence mobilization, from the point of view of complexity, it becomes trans-dimensional. Chaos, fractals, systems, game, unpredictability; the real phenomena understanding needs to transcend the traditional view that sees it as phenomenon. Then, the purpose of this research is: a) to analyze the self-organization in soccer game; b) to analyze the human intelligence mobilization in specific game circumstance, with emergency characteristics; c) to justify the need of a training model for soccer based on the complexity paradigm. For this, a qualitative research was carried out: 1) with technical-tactical analysis of soccer players' actions, on round of eight, semi-finals and final of the FIFA World Cup 2006; 2) through image analysis, at 30 frames per second, in emergency specific situations, in the same games, and 3) through the participant observation procedure of a soccer team U-17 male, trained from the point of view of complexity. From observations, we can point out that: a) in soccer game, the human intelligence appears individually and collectively, under the circumstances; b) the individual human intelligence mobilization, observed in urgency situation, is closely associated with the actions intention and intentionality; c) the game human intelligence mobilization is associated with team's self-organization, and this (the selforganization) is the manifestation of intelligence in constant interaction with attractors and other elements of game systems; d) it is the "game" system that contains interaction between the organizational systems of the teams that play. The team organizational systems can be influenced and influence the opponent organization through, either best game system interactions, or noises that are created to unbalance the opponent (influence soccer); e) if the organization is the system's identity, to keep it, players and teams need references that let the best game perception and autonomy to actions. The tactical scheme, for example, can configure with these references (and with system's attractor too); f) trans-dimensionality of game problem-situations, under the complexity's lens, justified the need of a training model subordinated to the game. / Universidade Estadual de Campi / Ciencias do Desporto / Doutor em Educação Física
405

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.
406

Srovnání efektivity herního výkonu družstev žen na MS 2014 v Turecku / Comparison of the game perfomarmance efficiency on the 2014 World Championchips for woman in Turkey

Jandová, Karolína January 2017 (has links)
Title: Comparison of the game performance efficiency on the 2014 World Championship for woman in Turkey. Objectives: Compare and describe the effectiveness of selected performance gaming indices in all matches played during the 2014 World Championship in Turkey. The partial aim of the thesis is to find out the relation of the game indicators and the result of the match, which has a difference of 10 or less points. Methods: The main method is the secondary analysis of data that was obtained by direct observation during a match. These data are available to the public on the fiba.com web site in clear tables. Their values were analyzed and subsequently described and evaluated. Results: Using quantitative data processing, we have confirmed the improved efficiency of winning cooperatives in most of the tracked gaming indicators. We also confirmed the inadequate interdependence between one game factor and the result in a match. Keywords: team game performance, indicators, shooting, success, comparison, individual game activities, shooting success, rebounds
407

L'Artgame, un jeu utopique à l'ère de la gamification ? / Artgame, a gameful utopia in the era of gamification?

Siegel, Claire 04 December 2015 (has links)
Du serious game à l'Artgame, le jeu vidéo s'est détaché de l'industrie du loisir pour devenir l'un des médiums les plus attractifs de ce siècle. La gamification, notamment, traduit une aspiration au ludique qui pénètre les mentalités des individus contemporains et leur rapport au monde et à autrui. Que ce soit dans son industrie, dans les mouvements des serious games, des Games For Change et également de l'Artgame et du Game Art, l'avènement de la société du jeu total est manifeste. Comme le jeu avant lui, le jeu vidéo apparaît comme un espace de représentations, véhicule de l'esprit du temps. Perpétué ou mise en critique, celles-ci se déploient à l'intérieur des représentations formelles et structurelles de ces objets vidéoludiques. Formant des « architectures rhétoriques », les jeux vidéo doivent être considérés comme des hypermédiums afin de découvrir les discours et les tensions socio-politiques en jeux.Conçus par des sujets culturels, les jeux vidéo véhiculent les idéologèmes transmis par leurs game designers. A travers leurs créateurs, ces formes artistiques sont telles des prismes qui permettent de faire apparaître les enjeux contemporains à travers différents matériaux artistiques dont ils se font le porteur : image, musique, texte, mécanique, systèmes de gameplay, etc. Face à une gamification dont l'objectif est d'édulcorer le monde pour le rendre fonctionnel dans une société néolibérale aliénante, certaines œuvres vidéoludiques, notamment dans le domaine de l'Artgame, dévoile le potentiel émancipateur, critique et revendicateur du jeu vidéo. Chez elles, les territoires vidéoludiques sont, au contraire, saisis comme une « technique du réveil » des questions philosophiques fondamentales, des actes sociétaux nécessaires et d'un engagement politique vital chez l'individu contemporain. / From serious games to ArtGame, the video game broke away from the entertainment industry to become one of the most attractive media of this century. Gamification, in particular, reflects a desire for fun penetrating the mentality of contemporary people and their relation to the world and to others. Whether in its industry, in the serious games movement, or the Games for Change and also the ArtGame and Game Art, the advent of the society of total gaming is obvious. As with all forms of games previously, the video game appears as a space for representations, a vehicle of “l'esprit du temps”. Perpetuated or criticized, these representations unfold within the formal and structural representations of these videogames. Forming "rhetorical architectures", video games must be regarded as “hypermediums” to discover discussions and the socio-political tensions at play.Conceived by game designers, who are “cultural subjects”, video games convey their “ideologemes” transmitted from a time. Through their creators, these art forms are like prisms that can show the contemporary issues through the various artistic materials : image, music, text, mechanics, gameplay systems, etc. Faced with gamification aiming to sweeten the world to make it functional in an alienating neo-liberal society, some video games, especially in the field of ArtGame, unveil the emancipating, critical and demanding potential of video games. Among them, the video game territories are, instead, considered as an "awakening technique" for fundamental philosophical questions, necessary societal actions and vital political commitments in the contemporary individual.
408

Postavení videoherního průmyslu mezi kreativními průmysly v České republice / The position of video game industry among the creative industries in the Czech Republic

Roubíčková, Anna January 2015 (has links)
The diploma thesis entitled "The position of video game industry among the creative industries in the Czech Republic" brings up a complex view on the Czech video game market. It has been created based on data acquired from numerous local and international scientific studies and also using interviews with selected representatives of the Czech video game market. It has turned out that the Czech video game industry builds up its economical position step by step. Its year-on-year turnover grows and thus gradually counts up to even larger portion of the return of cultural and creative industries. This happens spontaneously, without systematic support from the national or local governments. However, such a support is common in other European countries. Interested parties that play a part in the Czech video game market would be (according to conducted interviews) very interested in this kind of support, mainly in form of tax relief and the promotion of local developers abroad (which would also bring foreign investors into the country). Thus, the claim that the implementation of institutional support of Czech video game would solve its two most acute problems, is valid. All addressed representatives (coming from different segments of video game market) have confirmed that these two issues are the lack of financial and marketing support. In case these barriers of market development are removed, the process of growth of the Czech video game market as a strong member of the industry would speed up significantly. All abovementioned facts, along with other aspects of the problematics, are reflected in SOAR analysis that brings the thesis to an end.
409

Network Gaming : Performance and Traffic Modeling

Åkervik, Mattias January 2006 (has links)
There are several different types of games that are played in multiplayer mode over networks. The type of network games that, from a network’s perspective, are the most demanding is real-time based multiplayer games. Users of such games both assume and require that game play interaction happens in near real-time and these games often support a large number of simultaneous players. Most networks are specialized to either voice traffic (such as the first and second generation of mobile networks) or data traffic (such as wired data networks). It is not clear that the requirements for such real time games can always be met on either type of network. The core of this thesis investigates the performance requirements real-time multiplayer games place on packet switched data networks and the connection between network impairments and game quality degradation. Traffic generated by network games distinguishes itself from other traffic both regarding its general characteristics and the requirements it places on the network. Understanding these traffic characteristics, requirements, and what consequences failures to support such requirements entail are of great importance when designing new networks in order to guarantee suitable quality of service for such real-time games. / Det finns idag en stor mängd datorspel som spelas i flerspelarläge över nätverk. De spel som från ett hårdvaru- och nätverksperspektiv ställer högst krav är realtidsbaserade flerspelarspel. Slutanvändare av dessa realtidsspel både förutsätter och tar för givet att interaktionen sker i så nära realtid som möjligt samtidigt som dessa spel ofta stödjer ett stort antal samtidiga användare. De flesta nätverk är i första hand anpassade för rösttrafik (som första och andra generationens mobilnät) eller datatrafik (som trådade datanätverk). Det står inte klart huruvida någon av dessa nätverk kan garantera tillräcklig prestanda för att en acceptabel spelkvalité skall uppnås för slutanvändaren. Kärnan i denna rapport utreder vilka krav som dagens mest krävande realtidsbaserade flerspelarspel ställer på nätverken de spelas över samt kopplingen mellan brister i dessa nätverk och den upplevda spelkvalitén för användarna. Trafik genererad av realtidsbaserade flerspelarspel särskiljer sig från annan trafik både när det gäller generell karaktäristik och när det gäller de krav som de ställer på nätverken. Det är viktigt att ha en förståelse kring den trafik som dessa spel skapar, kraven de ställer, samt de konsekvenser ett misslyckande av upprätthållande av sådana krav medför. Denna förståelse är av yttersta vikt när man designar nya nätverk för att kunna erbjuda en passande Quality of Service för denna typ av interaktiva multimediatjänster.
410

Fluid Dynamics as a Foundation for Game Mechanics

Myhrberg, Viktor January 2020 (has links)
This thesis investigates whether a game world based solely on fluid dynamics could be an interesting alternative to one based on rigid bodies by presenting a prototype to players where they can control the movement of a fluid. The players evaluate the prototype’s responsiveness, intuitiveness, visual appeal, immersion, and how well they think the fluid could represent ghosts, flocks, magic, and a platformer avatar by rating them vocally while playing. The fluid physics engine prototype is a simple grid-based one that utilizes the ideal gas law and pressure gradient force to calculate the flow between its cells. It is unstable and thus cannot handle too large time-steps. Therefore, simulating many cells (more than 10000 for two fluids) at the same is a slow process, and the prototype can only present a pixelated result. If a highresolution game is in general preferred by players, a computationally efficient solution could consist of utilizing shaders for cell blending. In the experiments, all categories except the platform avatar received positive evaluations despite the prototype’s early stage, which according to theories presented within Swink’s Game Feel (Swink, 2009) and the MDA framework (Hunicke et al., 2004) may indicate that a game based on a fluid physics engine like this one could be entertaining. The simulation could possibly be run as a separate system to add game mechanics to a game based on rigid bodies as well.

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