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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.
21

Does the game Genshin Impact follow the 40 second rule for the frequency of points of interest that is used in The Witcher 3?

Krafft, Felix, Wiking, Hugo, Katsoula Johansson, Danai January 2023 (has links)
The open world game The Witcher 3: Wild Hunt (2015) has been proven to follow a 40 second rule when placing points of interest for players to explore. The developers of the game said in an interview that the rule existed, and this was proven by a study made in 2021 by Cojanu and Jaber (2021). The 40 second rule means that whichever direction the player goes in, they will encounter a point of interest within 40 seconds. This study asks the question if Genshin Impact (2020) is following the 40 second rule. The researchers analyzed footage from four YouTube content creators to see if the rule was implemented in the game. It was found that Genshin Impact (2020) follows the 40 second rule since the points of interest were about 10 seconds apart. How the player decides to play the game slightly impacts the frequency of the points of interest and could be taken into account when testing the 40 seconds rule. It was found that points of interest found were more random at the start of the game and more intentionally found by the player later in the game. / Öppen världs spelet The Witcher 3: Wild Hunt (2015) har visat sig följa en 40 sekunders regel när det gäller placeringen av intressanta platser för spelare att utforska. Spelets utvecklare sa i en intervju att regeln fanns, och detta bevisades genom en studie utförd 2021 av Cojanu och Jaber (2021). Regeln innebär att oavsett vilken riktning spelaren går i så kommer de att stöta på en intressant plats inom 40 sekunder. Denna studie undersöker om Genshin Impact (2020) följer 40 sekunders regeln. Forskarna analyserade videomaterial från fyra YouTube innehållsskapare för att se om regeln implementerades i spelet. Det visades att Genshin Impact (2020) följer 40 sekunders regeln, eftersom de intressanta platserna låg ungefär 10 sekunder ifrån varandra. Hur spelaren väljer att spela spelet påverkar lite grann frekvensen av de intressanta platser och detta kan tas i beaktning när man testar 40 sekunders regeln. Det visade sig att de intressanta platserna var mer slumpmässiga i början av spelet och mer avsiktligt hittade av spelaren senare i spelet.
22

[pt] A ROTA DA APRENDIZAGEM: SERIAM OS GAMES UMA VIA? / [en] THE ROUTE OF LEARNING: WOULD GAMES BE ONE WAY?

LUIS HENRIQUE SFORZIN PAZZINI 13 February 2020 (has links)
[pt] Os games (jogos digitais) estabelecem relação com linguagens de outras mídias e têm a propriedade de manifestar aspectos da vida humana. Constituem um fenômeno da cultura digital que vem se sofisticando cada vez mais e multiplicam o desenvolvimento de inúmeros estilos de design de jogo, produzindo experiências diversificadas através de seus inovadores sistemas de jogabilidade. Logo, os games possuem plasticidade para incorporar diversos fins e, como objeto cultural, atraem diferentes segmentos sociais para explorá-lo, tais como gamers (jogadores), desenvolvedores (indústria) e pesquisadores (acadêmicos). Esta dissertação parte de uma conceituação baseada em elementos compartilhados pelo campo cultural dos games e se apropria da análise crítica sobre a gamificação para investigar se um game do estilo de design mundo aberto possibilita mediação de princípios de aprendizagem à luz da abordagem da cognição situada. A pesquisa se fundamenta em evidências obtidas de gamers em processo de interação com o mundo virtual do game. A experimentação lançou mão da captura e análise qualitativa de gameplays. Os procedimentos metodológicos elaborados para análise qualitativa desta investigação resultaram em um roteiro de observação direta em formato de tabela de rubricas, e isso talvez seja a principal contribuição desta dissertação, cujo status epistemológico permite que a construção teórico-metodológica para análise de imagens em movimento desta pesquisa seja útil para investigar se outros estilos de design de game comportam a mediação de princípios de aprendizagem. / [en] Games relate to languages in other media and have the property of manifesting aspects of human life. They are a phenomenon of digital culture that has become increasingly sophisticated and multiply the development of innumerable styles of game design, producing diversified experiences through its innovative gameplay systems. Thus, games have plasticity to incorporate various purposes and, as a cultural object, attract different social segments to exploit it, such as gamers, developers and researchers. This dissertation starts from a conceptualization based on elements shared by the cultural field of the games and appropriates the critical analysis on the gamification to investigate if a game of the open world design style allows mediation of learning principles according to the approach of situated cognition. The research is based on evidence obtained from gamers in the process of interacting with the virtual world of the game. The experimentation used capture and qualitative analysis of gameplays. The methodological procedures developed for the qualitative analysis of this research resulted in a direct observation script in a table format, and this is perhaps the main contribution of this dissertation, whose epistemological status allows the theoretical-methodological construction for video analysis of this research to be useful for investigate whether other game design styles mediate learning principles.
23

Achieving Autonomic Web Service Compositions with Models at Runtime

Alférez Salinas, Germán Harvey 26 December 2013 (has links)
Over the last years, Web services have become increasingly popular. It is because they allow businesses to share data and business process (BP) logic through a programmatic interface across networks. In order to reach the full potential of Web services, they can be combined to achieve specifi c functionalities. Web services run in complex contexts where arising events may compromise the quality of the system (e.g. a sudden security attack). As a result, it is desirable to count on mechanisms to adapt Web service compositions (or simply called service compositions) according to problematic events in the context. Since critical systems may require prompt responses, manual adaptations are unfeasible in large and intricate service compositions. Thus, it is suitable to have autonomic mechanisms to guide their self-adaptation. One way to achieve this is by implementing variability constructs at the language level. However, this approach may become tedious, difficult to manage, and error-prone as the number of con figurations for the service composition grows. The goal of this thesis is to provide a model-driven framework to guide autonomic adjustments of context-aware service compositions. This framework spans over design time and runtime to face arising known and unknown context events (i.e., foreseen and unforeseen at design time) in the close and open worlds respectively. At design time, we propose a methodology for creating the models that guide autonomic changes. Since Service-Oriented Architecture (SOA) lacks support for systematic reuse of service operations, we represent service operations as Software Product Line (SPL) features in a variability model. As a result, our approach can support the construction of service composition families in mass production-environments. In order to reach optimum adaptations, the variability model and its possible con figurations are verifi ed at design time using Constraint Programming (CP). At runtime, when problematic events arise in the context, the variability model is leveraged for guiding autonomic changes of the service composition. The activation and deactivation of features in the variability model result in changes in a composition model that abstracts the underlying service composition. Changes in the variability model are refl ected into the service composition by adding or removing fragments of Business Process Execution Language (WS-BPEL) code, which are deployed at runtime. Model-driven strategies guide the safe migration of running service composition instances. Under the closed-world assumption, the possible context events are fully known at design time. These events will eventually trigger the dynamic adaptation of the service composition. Nevertheless, it is diffi cult to foresee all the possible situations arising in uncertain contexts where service compositions run. Therefore, we extend our framework to cover the dynamic evolution of service compositions to deal with unexpected events in the open world. If model adaptations cannot solve uncertainty, the supporting models self-evolve according to abstract tactics that preserve expected requirements. / Alférez Salinas, GH. (2013). Achieving Autonomic Web Service Compositions with Models at Runtime [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/34672

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