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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

The Game Changer : MMO-spels inverkan på elevers färdigheter i engelska som andraspråk

Bergstrand, Isak, Fritzon Sund, Viktoria January 2016 (has links)
Läroplanen i engelska beskriver hur undervisningen ska anknyta till elevnära och vardagliga situationer. Studien utgår därför ifrån de vardagliga situationer där eleverna möter engelska. Flertalet av dagens elever är bekanta med och har deltagit i online-spel, det är därför intressant att undersöka användandet av online-spels inverkan på elevernas engelska språkutveckling. Målgruppen för undersökningen är elever som studerar engelska som andraspråk. Syftet med studien är att undersöka ‘Massive Multiplayer Online’-spels påverkan på elevers språkutveckling i engelska som andraspråk och är en litteraturöversikt på forskning inom området. Materialet består av vetenskapliga artiklar samt en forskningsrapport. Kommunikationsmiljöerna i spelen ses som mer autentiska än de i klassrummet, vilket i sin tur anses leda till ökad språkinlärning och ett stort intresse för att kommunicera hos eleverna. Elever som aktivt spelar ‘Massive Multiplayer Online’-spel på fritiden visar även enligt studierna en högre kommunikativ och vokabulär förmåga inom engelska som andraspråk. Användandet av spelen lämpar sig inte för elever med begränsade engelskkunskaper och används främst av pojkar. Slutsatsen av studien är att MMO-spel i sin nuvarande form inte bör föras in i klassrummet som en allmängiltig undervisningsmetod, utan att spelen ska ses som ett komplement till engelsk språkutveckling.
2

Learning by gaming : A comparison of how Swedish upper secondary male and female students learn English

Mattsson, Annette January 2020 (has links)
Earlier research has suggested that online gaming can be an effective way of acquiring English as a second or foreign language. It can both increase language proficiency (vocabulary or oral proficiency) and have a positive impact on affective filters such as motivation or willingness to communicate. The present study further investigates if habitual playing of massively multiplayer online (MMO) games results in achieving higher grades in English as a foreign language (EFL) for the Swedish upper secondary students. Possible gender differences regarding the acquisition of English and grades in the subject are also investigated to see if the female students play MMOs to the same extent as the males do and if the female students’ higher grades can be connected to gaming. 78 upper secondary school students answered a questionnaire about their English-language-related activities in their spare time and their online gaming habits in particular. The students’ most recent grades in the English subject were gathered to see if the habitual gamers achieved higher grades.   The results show that most of the males play MMOs and that most of the females do not. The males also engage more in other English-language-based activities in their spare time than the females do. Still, the informants’ English grades are similar between the genders. Females seem to learn more English in school and the males more in their spare time. However, the group of gamers playing MMOs 4-8 hours a week or more achieved higher grades than the rest of the student informants.
3

Vergemeinschaftung in MMORPGs

Inderst, Rudolf Thomas January 2009 (has links)
Zugl.: München, Univ., Diss., 2009
4

SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D

Santos, Marcelo Anderson Batista dos January 2011 (has links)
Orientador: Carlos Alberto Kamienski. / Dissertação (mestrado) - Universidade Federal do ABC. Programa de Pós-graduação em Engenharia da Informação.
5

Protegendo a economia virtual de MMOGS através da detecção de cheating. / Protecting the virtual economy in MMOGs by cheat detection

Severino, Felipe Lange January 2012 (has links)
Nos últimos anos Jogos Online Massivamente Multijogadores (MMOG) têm se expandido em popularidade e investimento, influenciado, especialmente, pela evolução da conexão residencial (conexões mais rápidas a preços mais baixos). Com o crescimento dessa demanda, surgem problemas na utilização da arquitetura cliente-servidor, normalmente utilizada em jogos comerciais. Entre as arquiteturas alternativas de suporte a MMOGs estão as arquiteturas peer-to-peer. Porém essas arquiteturas apresentam problemas relativos a segurança, problemas esses que possuem, muitas vezes, soluções de baixo desempenho, sendo impraticáveis em jogos reais. Entre os problemas de segurança mais significativos para MMOGs encontra-se o cheating, ou a ação que um ou mais jogador toma para burlar as regras em favor próprio. A preocupação com cheating agravase quando o efeito desse cheating pode causar danos irreversíveis à economia virtual e, potencialmente, afetar todos os jogadores. O presente trabalho faz uso de uma divisão celular do mundo virtual para restringir o impacto de um dado cheating a uma única célula, evitando que este se propague. Para tanto é realizada uma classificação do estado do jogador e utiliza-se uma técnica de detecção de cheating para cada uma das classificações. Foram realizados experimentos através de simulação para testes de aplicabilidade do modelo e análise de desempenho e acuracidade. Os testes indicam que o modelo proposto consegue, de forma eficaz, realizar a proteção da economia virtual, impedindo que a ocorrência de um cheating atinja todos os jogadores. / In the past few years, Massively Multiplayer Online Games (MMOG) grew in both popularity and investment. This growth has been influenced by the evolution of residential connection (faster and cheaper connections). With the demand, some limitations imposed by the client-server architecture becomes more significant. Peer-to-peer architectures aim to solve those problems by distributing the game among several computers. However, those solutions usually lack security, or presents low performance. Among the problems, cheating can be considered the most significant to MMOGs. Cheating can be defined as the action taken by a player when this action is against the rules. This may be aggravated when this action can cause irreversible damage to the virtual economy and, potentially, affect all players in the virtual world. This work’s goal is to restrict the cheating impact using a cellular world division. The proposal is to restrict the cheating in a limited virtual space, preventing the propagation. A state classification is presented, and different cheating detection techniques are presented to each element of this classification. Simulation is used to make the experiments aiming to test the performance and accuracy of the proposal. Results indicate that the proposed solution can efficiently protect the virtual economy, restraining the effects of a cheating occurrence to a small portion of the virtual world.
6

Activity-Centric Prioritized Streaming of Games to Mobile Devices

Rahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
7

Activity-Centric Prioritized Streaming of Games to Mobile Devices

Rahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
8

The Exploratory Research of Flow Experience on Internet

Chen, Wei-Jei 03 January 2002 (has links)
none
9

Activity-Centric Prioritized Streaming of Games to Mobile Devices

Rahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
10

Lidando com recursos escassos e heterogêneos em um sistema geograficamente distribuído atuando como servidor de MMOG / Dealing with scarce and heterogeneous resources in a geographically distributed MMOG server system

Bezerra, Carlos Eduardo Benevides January 2009 (has links)
Tradicionalmente, utiliza-se um servidor central para prover suporte a MMOGs (massively multiplayer online games, ou jogos online maciçamente multijogador), nos quais o número de participantes é da ordem de dezenas de milhares. Muitos trabalhos foram realizados com o intuito de criar um modelo de suporte completamente descentralizado, par-a-par, para este tipo de aplicação, minimizando o custo de manutenção da sua infraestrutura, mas algumas questões críticas persistem. Exemplos de problemas do modelo de suporte par-a-par são: vulnerabilidade a trapaça, sobrecarga da banda de envio dos pares e dificuldade para manter a consistência da simulação entre os diferentes participantes. Neste trabalho, é proposta a utilização de nodos de baixo custo geograficamente distribuídos, operando como um servidor distribuído de jogo. O modelo de distribuição proposto e alguns trabalhos relacionados também são apresentados. Para tratar o custo de comunicação imposto aos servidores, foi projetado aqui um novo refinamento para a técnica de gerenciamento de interesse, reduzindo significativamente a largura de banda necessária ao jogo. Foram realizadas simulações utilizando o simulador ns-2, comparando diferentes algoritmos de área de interesse. Os resultados demonstram que a nossa proposta é a que tem a menor utilização de largura de banda, com uma redução em 33,10% do tráfego máximo, e em 33,58% do tráfego médio, quando comparada com outros algoritmos de gerenciamento de interesse. Além disso, em uma arquitetura de servidor distribuído para MMOGs, com recursos heterogêneos, os nodos servidores podem ser facilmente sobrecarregados pela alta demanda dos jogadores por atualizações de estado. Neste trabalho, é proposto também um esquema de balanceamento de carga que utiliza o tráfego de rede como a carga a balancear entre os servidores e tem como objetivos principais: alocar a carga nos servidores proporcionalmente à capacidade de cada um e reduzir tanto quanto possível o overhead introduzido pela própria distribuição. O esquema de balanceamento é dividido em três fases: seleção local de servidores para participarem, o balanceamento em si e o posterior refinamento da divisão de carga. Quatro algoritmos foram propostos: ProGReGA, ProGReGA-KH, ProGReGA-KF e BFBCT. Destes, o ProGReGA foi o que introduziu o menor overhead de todos e o ProGReGA-KF foi o que se mostrou mais eficiente para reduzir o número de migrações de jogadores entre servidores. / Traditionally, a central server is used to provide support to MMOGs (massively multiplayer online games), where the number of participants is in the order of tens of thousands. Much work has been done trying to create a fully peer-to-peer model to support this kind of application, in order to minimize the maintenance cost of its infra-structure, but critical questions remain. Examples of the problems relative to peer-to-peer MMOG support systems are: vulnerability to cheating, overload of the upload links of the peers and difficulty to maintain consistency of the simulation among the participants. In this work, it is proposed the utilization of geographically distributed lower-cost nodes, working as a distributed server to the game. The distribution model and some related works are also presented. To address the communication cost imposed to the servers, we specify a novel refinement to the area of interest technique, significantly reducing the necessary bandwidth. Simulations have been made with ns-2, comparing different area of interest algorithms. The results show that our approach achieves the least bandwidth utilization, with a 33.10% maximum traffic reduction and 33.58% average traffic reduction, when compared to other area of interest algorithms. Besides, in a distributed MMOG server architecture, with heterogeneous resources, the server nodes may become easily overloaded by the high demand from the players for state updates. In this work, we also propose a load balancing scheme, which considers the network traffic as the load to balance between the servers, and it has the following main objectives: allocate load on the servers proportionally to the power of each one of them and reduce as much as possible the overhead introduced by the distribution itself. It is is divided in three phases: local selection of servers, balancing and refinement. Four algorithms were proposed: ProGReGA, ProGReGA-KH, ProGReGA-KF and BFBCT. From these, ProGReGA has proved to be the best for overhead reduction and ProGReGA-KF is the most suited for reducing player migrations between servers.

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