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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

Play-Create-Share Gameplatform for the iPad : Exploring Game Creation Technique on a Touch Screen Platform

Ludvigsen, Fredrik January 2011 (has links)
This report presents the implementation and analysis of a simple create-andplaygame for the iPad. The game is a platformer with a level editor, utilizingthe iPad’s touchscreen and acceleration sensor. We believe the results arealso applicable to games, that have level editors, for other types of post-PCtablet devices (Samsung Galaxy Tab, Motorola Xoom etc.).The analysis comprise a usability test with a questionnaire. 33 universitystudents and 4 children attended the test. The attendants were given severalopportunities to provide feedback as free text. The free text answers havealso been categorized and summarized.The level editor provided a low entropy building scheme which was popularamong the test population. Multiple mechanisms were provided for scrollinginside levels and controlling the game character. The population was dividedin which mechanisms they learned to use, and which they preferred. Webelieve that this indicates that they did all contribute to a good game andeditor experience.We also provide some general advice about GUI appearance on touch baseddevices. Many of our test attendants were dissatisfied with how well theycould understand the meaning of the menu icons. Some attendants suggestedthat on-screen text should be used more extensively, but we do not concludewhether an improved set of icons, more text, a demonstration or informationmode or some other, yet unknown strategy is the best way to handle theissue.
2

World of Wisdom (WoW) 3D / World of Wisdom (WoW) 3D

Engebretsen, Kim Daniel January 2012 (has links)
World of Wisdom er et læringsspill som ble startet utviklet av studenter i etfag ved NTNU i 2008. Prototypen har deretter blitt forbedret ved etterfølgendeprosjekter og bidragsyterne og kvalitetssikret av Alf Inge Wang og Bian Wu som veiledende professorer. Prototypen er fullt utviklet til et fungerende spillog evaluert av studenter.Et prosjekt ferdig i desember 2011 evaluerte ulike tilnærminger til åkonvertere 2D-versjonen til en 3D-versjon. De to utgangspunktene, å skrive omde grafiske delene til egen produsert grafikk kode, eller implementere logikk og annen bakenforliggende kode inn eneksisterende 3D​​-motor, ble begge prototypet og evaluert.Dette prosjektet vil fortsette der det forrige prosjektet stoppet, som erimplementeringsfasen og full produkttesting. Men denne rapporten børfortsatt være selvstendig og vil derfor drøfte rundt noen av de valg og beskrive fremdriften så langt i korte sammendrag, slik at den kan leses uten kjennskap til tidligere stadier i forskning og utviklingen av World of Wisdom.Hovedmålet med dette prosjektet er å videre undersøke mulige alternativer for å skapeen 3D-versjon av World of Wisdom hjelp av en 3D-motor. Dette prosjektet bør ogsåprodusere en prototype av World of Wisdom 3D. Dette prosjektet tar sikte på å skapeet åpen kildekode læringsspill som kan bistå i læringssituasjoner og være et alternativ til klasseromsundervisning i høyere utdanning institusjon.
3

Software Architecture and the Creative Process in Game Development

Nordmark, Njål January 2012 (has links)
The goal of this thesis has been to perform research on the relationship between the creative team, software architecture, and game development processes.Researching this relationship was done in three stages. The first stage was a literature review into software architecture and game development. In the second stage a questionnaire was designed based on the literature review, and this questionnaire was then distributed to several game developers. In addition to querying the game developers on their knowledge on the field, they were also asked whether or not they would be willing to answer a set of follow-up questions later.The responses to the questionnaire provided a lot of answers, but also gave rise to new questions. In the third stage these new questions were incorporated into a follow-up survey which was distributed to those respondents whom had previously answered that they were willing to answer follow-up questions.The problem definition has been divided into five research questions according to the Goal Question Metric approach. Supported by the literature review and the responses to both the questionnaire and the survey, these five research questions have been answered in detail in Chapter 11: “Research Conclusions”.The results from this thesis is not generalizable to all game developers, but provides a very interesting glimpse into how the creative team is affected by, and is allowed to affect, the software architecture and tools used, as well as the game development process.
4

Learning to play Starcraft with Case-based Reasoning : Investigating issues in large-scale case-based planning

Eriksson, Jan, Tornes, Dag Øyvind January 2012 (has links)
In this master thesis we describe our work in creating a planner for the real-time strategy game Starcraft using case-based reasoning. Our work has been focused on the challenges in creating a usable casebase, and the resulting issues arising from scaling up the casebase.First, we present an agent designed to play Starcraft using plans from our CBR planner, and its architecture. We then move on to describe how this planner works, and how it overcomes the challenges in scaling up.We then present several experiments designed to measure how well our approach works given the limitations we have set. Finally, we discuss our results, and provide some interesting unsolved challenges which may benefit from further investigation.
5

Gamifying an Oil-Gas-Water Separation Process in a Process Control System to Improve Operators' Motivation, Skills, and Process Understanding

Ludvigsen, Marius, Wallervand, Christian January 2012 (has links)
Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. Gamification can be related to serious games and can be defined as the process of game-thinking and game mechanics to engage users and solve problems.The initiator of this project was ABB. ABB delivers a process control system used to control the processes of an oil production facility. One of these processes is separating oil and gas from water. A simulator of this separation process was developed and then implemented into HawkEye, a prototype of the existing process control system. We have worked with ABB to gamify the implemented separation process using different game mechanics to discover whether gamification can be used to improve a process operator's skills, understanding, and motivation. In a process control system, the process at hand has the highest priority due to its severity, which means that the gamified elements have to be subtle.The implemented separation process was tested on two groups consisting of ten people each, most of them students. The two groups carried out the separation process twice, one time without the gamified elements and one time with the gamified elements. The difference between the two groups was in which order they did the separation process.After the experiment, data was gathered from the implemented system, and also from a survey, a quiz and interviews that we conducted. These data were analysed to determine if the gamified separation process yielded better results than the non-gamified separation process. Results from the experiments showed that there was no improvement in the participants' skill or understanding because of gamification, but that the gamified elements had a positive effect on both groups' motivation.
6

Applications of artificial potential fields for real time strategy games : Troop formations and movements used trained potential functions</I>

Hansen, Finn Robin Kåveland January 2012 (has links)
This thesis describes the effort of adapting potential field methods towards man-aging groups of units in real-time strategy game like environments. The focus is ondiscovering the suitability for this technology to create realistic group behaviourand whether it can be adapted to use learning for this purpose.A flexible simulation system for units that are controlled by potential fieldmethods in environments similar to those found in real-time strategy games isdeveloped. This is then used to conduct experiments where different types ofgroup behaviour is sought after. Stochastic optimization techniques are appliedin an attempt to create and optimize desired group behaviour. The results arediscussed and future directions for this research are proposed.
7

Android object recognition framework

Karlsen, Mats-Gøran January 2012 (has links)
This thesis is a continuation of the author&#146;s specialization project where the ultimate goal is to build an object recognition framework suitable for mobile devices in real world environments, where control over parameters such as illumination, distance, noise and availability of consistent network architectures are limited. Based on shortcomings related to object recognition performance and architectural issues the author&#146;s goal was to increase the flexibility, usability and performance of the framework.Literature was reviewed on frameworks in order to discover useful techniques for development and documentation. Together with a re-introduction to the implemented recognition scheme an evaluation of the original framework artefact was performed with regards to the goals of this thesis. The results from the evaluation aided in finding an approach that balanced trade-offs between flexibility, usability, correctness and performance. By using proven framework development and documentation tactics from the literature study the author created a new iteration of the framework, improving upon the previous solution. The result is a stand alone artefact containing a hierarchy of software packages which divide functionality and offer customization using a combination of inheritance and components. The introduction of components hides domain knowledge and allows for easier reuse.In order to improve recognition performance and framework flexibility the author added external server support for image information extraction as well as support for the usage of different feature detectors and descriptor extractors. Because of time constraints the author did not test these new feature detectors and descriptor extractors suitability or performance. This testing can now be performed by the customer.In order to ensure proper correctness a lower bound on the image resolution is set at 600x600 pixels. Using properly built models correct recognition in about 90% of the cases is achievable. The added support for server side information extraction improves the object recognition performance by 42% in ideal conditions using the lower bound images. This improvement is still not enough to meet the performance criteria and combined with other issues results in the framework falling short of being ready to build production environment applications.
8

Bio-inspired Reverse Engineering of Regulatory Networks : A Revised Approach

Leon Pozo, Pedro January 2011 (has links)
This work appears to complement an existingproject, &#148;Bio-inpired reverse engineering of regula-tory networks&#148;[STH09], proposes a new algorithminspired in the artificial development technique per-forming reverse engineering over regulatory networks.The present project studies that article addressingpossible weaknesses and scalability issues. Neverthe-less, during the investigation some updates have beenperformed over the algorithm, improving the previ-ous results in some scenarios. Moreover DARBNshave been used as representation, looking for an alter-native update schema and its possible improvementsover results. Lastly, software reusable tools have beenimplemented and documented to allow additional ex-periments.5
9

Particle-based Powder-snow Avalanche Simulation Using GPU

Yndestad, Leif Kåre Hornnes January 2011 (has links)
The main focus of this thesis was the simulation of a powder-snow avalanche flow. The simulation were implemented using the particle-based simulation solution SPH, from a mathematical model describing powder-snow flow dynamics. The simulation was accelerated by applying the computational power of the GPU, in order to provide a faster simulation time than would have been achieved on the CPU.
10

Distributed Hosting of Systems using donated Computer Resources

Hansen, André Skoglund January 2013 (has links)
To host a value-added internet service, like a web page with a large user base, an organization either has to rely on cash donations or it has to monetize the service. The monetization of the service often means degrading the quality of the service or making it less appealing. This is why this project introduces a new business model where services can be run by the users themselves by letting them donate computer resources. This again should lower the operating cost of the service. The new business model is introduced by developing a framework that allows developers to implement their services in a way that let dedicated users participate in hosting the service. First the framework was developed, and then the framework was used to develop an example implementation of a distributed web page. For it to be realistic that users would be able to partake in an operation like this, a project goal was to make sure that the technical demand from users are low. The framework is written with this in mind and the reached simplicity is presented at the end of the report.

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