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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.
51

NARRAÃÃO E IMAGINAÃÃO: A CONSTRUÃÃO DO SABER HISTÃRICO SOBRE A HISTÃRIA E CULTURA AFRICANA E AFROBRASILEIRA ATRAVÃS DO ROLE PLAYING GAME.

Joycimara de Morais Rodrigues 31 July 2014 (has links)
nÃo hà / O presente trabalho teve como objetivo compreender o papel do Roleplaying Game (RPG) como mediador do saber histÃrico sobre a Ãfrica e a cultura africana e afro-brasileira. Utilizamos as noÃÃes teÃricas sobre a cultura lÃdica, o jogo apresentado na forma do jogo protagonizado, os conceitos de histÃria e os sujeitos como atores sociais e a identidade como construÃÃo cultural como norteadores de nossa pesquisa e como base para analisarmos nossa questÃo. A metodologia adotada foi a pesquisa do tipo intervenÃÃo, caracterizada pela pesquisa-aÃÃo pelo seu carÃter colaborativo e que se adequava ao que a estrutura do RPG propÃe como sistema de jogabilidade. O processo interventivo ocorreu no Instituto Federal de EducaÃÃo, ciÃncia e Tecnologia do Rio Grande do Norte â IFRN campus Currais Novos e contou com a participaÃÃo de alunos da turma do terceiro ano do Ensino MÃdio TÃcnico Integrado do curso de Alimentos do turno matutino. Os alunos foram voluntÃrios e se tornaram jogadores de RPG, com quem procuramos recriar a diÃspora africana e a chegada dos africanos cativos ao territÃrio brasileiro no cenÃrio do jogo. Os resultados dessa pesquisa apontam que o RPG funciona como mediador do saber histÃrico na medida em que proporciona a significaÃÃo dos conhecimentos adquiridos em classe atravÃs da vivÃncia do tema, permitindo a interaÃÃo com a cultura africana atravÃs dos detalhes do cotidiano abordados nas sessÃes e proporcionando uma aproximaÃÃo empÃtica dos jogadores com seus personagens, levando-os a refletirem sobre o impacto do silenciamento da importÃncia dos povos africanos na histÃria do Brasil sobre sua prÃpria identidade. A pesquisa apontou como o tema trabalhado ainda causa estranhamento e como podemos, atravÃs de aÃÃes afirmativas, mudar os paradigmas perpetrados por uma educaÃÃo ainda veladamente racista e que excluem os negros de seu processo histÃrico.
52

Dialogue Interfaces in CRPGs : A Comparative Study / Dialogsystem i Datoriserade Rollspel : En Jämförande Studie

van den Brink, Miranda January 2011 (has links)
The purpose of this thesis was to find whether the abstraction of dialogue responses in computerized role-playing games could affect role-players’ immersion, PC control, and the meaningfulness of play. Two versions of the same role-playing scenario were created and tested by a group of eight players who all had role-played previously. Though results show that both interfaces come with pros and cons neither interface was found to be superior for role-playing. Rather it was a question of players favoring different ways of being presented with information. A more extensive study with more respondents is necessary to find out if role-players in general prefer either.
53

Non-equilibrium effects in VECSELs

Hader, J., Kilen, I., Koch, S. W., Moloney, J. V. 22 February 2017 (has links)
A systematic study of microscopic many-body dynamics is used to analyze a strategy for how to generate ultrashort mode locked pulses in the vertical external-cavity surface-emitting lasers with a saturable absorber mirror. The field propagation is simulated using Maxwell's equations and is coupled to the polarization from the quantum wells using the semiconductor Bloch equations. Simulations on the level of second Born-Markov are used to fit coefficients for microscopic higher order correlation effects such as dephasing of the polarization, carrier-carrier scattering and carrier relaxation. We numerically examine recent published experimental results on mode locked pulses, as well as the self phase modulation in the gain chip and SESAM.
54

Spelstilar i spel / Player styles in games

Blomquist, Eric, Bilski, Katarina January 2021 (has links)
Det som denna studie undersöker är huruvida det är personlighet som kan påverka hur spelare väljer att spela i digitala spel. Med hjälp av Bartles (1996) spelteorier skapades en artefakt med tre olika spelstilar. Dessa tre spelstilar jämförs tillsammans med resultatet deltagarna får i personlighetstestet ‘the big five’ (Norman &amp; Goldberg 1966). Studien använder kvantitativa metoder för att hitta detta samband. Främst används enkäter för att samla in all data. Artefakten blev framtagen med hjälp av Schells (2015) iterationsprocess vid namn ‘fast-looping’ och är tänkt att efterlikna moderna RPG-spel. På grund av för få deltagare är resultatet i studien inte pålitligt men trots detta har det gjorts en del iakttagelser kring olika tendenser. Ett exempel på dessa tendenser är att ett visst personlighetsdrag kan påverka spelares handlingar mer än ett annat. Detta tillsammans med deltagarantalet är fokus för diskussionsdelen i slutet av denna uppsats. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
55

Non-playable characters' peripheral effect in relation to narrative and worldbuilding in video games / Icke-spelbara karaktärers perifera i förhållande till narrativ och världs byggnad för videospel

Kashif, Yamaan January 2023 (has links)
The goal of this thesis is to find out how non-playable characters (NPC) in their own peripheral way, contribute to the narrative and worldbuilding of a video game. A prototype of a role-playing video game (RPG) was created for this particular study, in order to investigate and measure the effect of NPCs on worldbuilding and narrative in video games. Participants were recruited for the testing of the prototype followed by semi-structured interviews. The interviews were then analyzed and a conclusion on how NPCs affect the narrative and worldbuilding was reached, that being through multiple fronts such as foreshadowing future events and giving the world life with culture, and personal identities. / Målet med denna studie är att ta reda på hur icke-spelbara karaktärer (NPC) på sitt eget underordnade, sätt bidrar till narrativet och världsbyggandet av ett videospel. En prototyp av ett digitalt rollspel (RPG) skapades för just denna studie, för att undersöka och mäta effekten som NPCer kan ha på världsbyggnaden och narrativet i ett videospel.   Deltagare rekryterades för testning av prototypen följt av semistrukturerade intervjuer. Intervjuerna analyserades sedan och en slutsats om hur NPCer påverkar narrativ och världsbyggnad nåddes, att det påverkas inom områden liksom att förebåda framtida händelser och tillföra liv i världen med kultur och personliga identiteter.
56

Vývoj reprezentace LGBT menšiny v počítačových příběhových RPG hrách a přijímání homosexuální tématiky hráči a herními vývojáři / Progress in the representation of the LGBT minority in RPG videogames and accepting of queer topics by gamers and game-developers

Moravec, Ondřej January 2014 (has links)
Diploma thesis "Progress of representation of the LGBT minority in RPG-story-based PC games and accepting the homosexual themes by gamers and game developers" deals with new way of representation of LGBT minority via videogames. While traditional media as film or literature are able to narrate only by the linear way, with the development of RPG genre the new ergodic literature appeals. This style of narration has many ways which you can follow - and one of them is also the way of playing with LGBT character - the way which can be close for some other players. Work combines a few views on this problem - how does the language of videogames support such ideas? How game developers are interested in this matter? And what about the homosexual gamers - what do they want? This works also include the analysis of the video games, which changed the view on the representation of LGBT minority in videogames (Mass Effect I-III, Dragon Age I-II). The goal of this work is to offer the first compact text on this topic in Czech but even also in world context. Powered by TCPDF (www.tcpdf.org)
57

Subkultury a média na příkladu larp / Social network Common sing: subcultures and media

Bártová, Dominika January 2015 (has links)
In the course of 20th century, various subcultures became important part of our society. They were formed by mutual belief and shared interest in values often dissonant to those of majority. This paper describes larp community, fellowship that creates and organizes theatre- like role playing sessions. Live action role playing is about establishing new fictional worlds and retrieting legendary tales with main focus on joy experienced during the game. A radio documentary "Fenomen larp" (i.e. Phenomenon LARP) complementing this paper provides detailed insight. Main goal of the work is to put together the overview of the means of communication within larp community with accent on zines, webzines and Facebook. It also describes the way mainstream media covers the topic and what is the public opinion towards larp together with content analysis of texts published in "Pevnost" (i.e. Citadel) magazine. In appendix there are photographs from documentary shooting, interview with Helena Jiskrova (creator of Common sign social network) and overview of media outputs on larp in Czech Republic during 2014.
58

O jogo digital nos processos de ensino aprendizagem de língua portuguesa: um estudo através das seqüências narrativas

Damasceno, Vanessa Doumid 31 May 2006 (has links)
Made available in DSpace on 2015-03-05T18:10:48Z (GMT). No. of bitstreams: 0 Previous issue date: 31 / Nenhuma / Este estudo tem como objetivo principal apresentar o jogo num ambiente digital, possibilitando o ensino-aprendizagem de língua portuguesa através da narrativa.O trabalho está dividido em quatro capítulos. No primeiro capítulo apresento o jogo e, em especial, o jogo em ambiente digital. No segundo capítulo exploro o jogo digital como um Hipergênero. No terceiro capítulo apresento o jogo em seu contexto de produção. No quarto capítulo são abordadas as estruturas de narrativas através de modelos teóricos dos autores selecionados e são analisadas as narrativas criadas pelos alunos durante o jogo de RPG no ambiente escolar. As histórias criadas pelos alunos confirmaram as hipóteses do estudo. Elas se mostraram úteis à compreensão das práticas lingüísticas digitais ao contribuírem para a compreensão das narrativas não lineares,entendidas como estruturas complexas / This study’s main objective is to present the game in a digital environment, in order to make possible the learning of the Portuguese language through narrative. The work is divided into four chapters. In the first chapter, the game, and especially the game in a digital environment, is presented. In the second chapter, I explore the game as a “hyper-genre”. In the third chapter I show the game in its production context. In the fourth chapter and last chapter I explore the narrative structures through the theoretical models of the selected authors and analyze the narratives created by the students during the RPG game in school environment. The stories created by the students confirm the study’s hypothesis. They proved to be useful for the understanding of the digital linguistic practices by contributing for the understanding of the non-linear narratives considered as complex structures
59

Elaboração e proposta de um RPG (Role Playing Game) a partir do Papiro de Rhind

Geronimo, Rafael Rix 19 October 2011 (has links)
Made available in DSpace on 2016-04-27T16:57:10Z (GMT). No. of bitstreams: 1 Rafael Rix Geronimo.pdf: 1531716 bytes, checksum: 40bba0d8031fc4da6471c6cc88efb43a (MD5) Previous issue date: 2011-10-19 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This dissertation was aimed at developing an RPG (Role Playing Game), inspired on the Rhind Papyrus, to introduce the idea of unknown number to students of the seventh grade of elementary school. To this end, we discoursed on the pedagogical potential of the RPG found in some studies, which explore the game as a pedagogical tool. We also presented a brief description of the Rhind Mathematical Papyrus, as far as their parts, organization and content are concerned. From the method of false position, present in the Rhind Papyrus, we tried to develop issues, which were incorporated in the RPG, to introduce the idea of the unknown number. We present, thus, an account of the game application to a group of five students in a public school of Sao Paulo state. This report points to some strategies used by students to solve problems and to the positive and negative aspects of the game. Among the negative aspects we can list the difficulties related to non-linear narrative of the games, the language used in the game besides the fact that not all the students feel motivated to play RPG. With regard to the positive aspects, one can highlight the involvement of some students with problems in the game, which is noted at their attempt to solving problems, showing that the students faced the errors in a positive way / Essa dissertação teve como objetivo a elaboração de um RPG (Role Playing Game), inspirado no Papiro de Rhind, para introduzir a noção de incógnita para alunos do sétimo ano do ensino fundamental. Para tanto, discorremos sobre as potencialidades pedagógicas do RPG presentes em alguns estudos que exploram o jogo como ferramenta pedagógica. Apresentamos também uma breve descrição do Papiro Matemático de Rhind, considerando suas partes, organização e conteúdo. A partir do método de falsa posição, presente no Papiro de Rhind, tentamos elaborar problemas, que foram incorporados no RPG, para introduzir a noção de incógnita. Apresentamos, assim, um relato da aplicação do jogo a um grupo de cinco alunos de uma escola publica estadual da grande São Paulo. Este relato aponta para algumas estratégias utilizadas pelos alunos para resolver os problemas e para os aspectos positivos e negativos do jogo. Dentre os aspectos negativos podemos listar as dificuldades relacionadas com a narrativa não linear das partidas, a linguagem que utilizamos no jogo além do fato de quem nem todos os estudantes se sentem motivados para jogar RPG. Como pontos positivos, podemos apontar para o envolvimento de alguns estudantes com os problemas presentes no jogo, o que é notório nas tentativas que os alunos fizeram para resolver os problemas, denotando que os alunos encararam os erros de uma maneira positiva
60

O videogame como desejo de simula??o : dois g?neros de jogos virtuais em perspectiva

Silva, Aline Concei??o Job da 13 January 2012 (has links)
Made available in DSpace on 2015-04-14T13:39:17Z (GMT). No. of bitstreams: 1 461412.pdf: 1572028 bytes, checksum: b1366795c58bfa836116f8f5ed5448ae (MD5) Previous issue date: 2012-01-13 / Considering the action-adventure and RPG (with elements from the genre shooter) video games as transpositions of dramatic representation (the role playing), this Master's thesis aims to analyze the game as a virtual media for simulation and as a contemporary form of art, bringing forth a new possible model to the reception of artwork, the game itself being a form of art. Thus, the game is taken as an anthropological phenomenon, producing a new perspective of thinking created not only by the game, but also for all media related to computers (ubiquitous media). In this sense, the concepts of drama will be reviewed, especially the elements focused on dramatic play that takes place in the staging, and on game, moving to the reflections on the implementation of the non-virtual system of games to the virtual environment, and also the points of contact and of withdraw between them, namely, the character/avatar, particularly, with theoretical application to the selected games: Lara Croft: Tomb Raider and Fallout 3. / Tomando os videogames dos g?neros action-adventure e RPG (com elementos do g?nero shooter) como uma transposi??o da representa??o dram?tica (o role-playing), esta disserta??o de Mestrado prop?e-se a analisar o jogo virtual em computador e console como m?dia simulat?ria e forma contempor?nea de arte, engendrando um novo modelo poss?vel de recep??o da obra de arte, sendo o pr?prio jogo arte. Dessa forma, o jogo coloca-se como um fen?meno antropol?gico, produzindo uma nova perspectiva de pensamento criada n?o somente pelo videogame, mas tamb?m por todas as m?dias ligadas aos computadores (m?dias ub?quas). Nesse sentido, ser?o revistos os conceitos de drama, especialmente os elementos centrados no jogo dram?tico que se realiza na encena??o, e de jogo, passando para reflex?es sobre a transposi??o do sistema dos jogos n?o virtuais para o ambiente virtual, e, ainda, os pontos de contato e afastamento entre os dois, a saber, a de personagem/avatar particularmente, com aplica??o dos pressupostos te?ricos nos jogos de Lara Croft: Tomb Raider e Fallout 3.

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