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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

Vem Kan Spela Förutan Bild? : En undersökning om diegesis och ledande ljud i förstapersonsspel

Vaara, Jonatan, Rahden, Tomas January 2016 (has links)
Detta examensarbete undersöker frågeställningen “Hur kan diegetisk ljudsättning användas för att vägleda spelare i first-person shooters?”. Detta görs med hjälp av teorier från bl.a. Michel Chion, Christine Jørgensen och Karen Collins som sedan tillämpats i analyser av spelen “Half-Life 2” (Valve Corporation 2004) och “Shadow Warrior” (Flying Wild Hog 2013) för att ta reda på vilka tekniker dessa spel använder sig av ljud. Dessa tekniker har vi sedan använt oss av i vårt eget first-person shooter spel, ett spel utan någon som helst visuell feedback, för att sedan speltesta spelet och komma fram till slutsatser angående vägledande ljudsättning. Resultaten visar att det går att spela ett spel utan visuell feedback så länge ljudläggningen följer specifika regler. / This bachelor’s thesis examines the question “How can diegetic sound design be used to guide players in first-person shooters?”. This is done with theories from authors including Michel Chion, Christine Jørgensen and Karen Collins, which are then applied in two analyzes of the games “Half-Life 2” (Valve Corporation 2004) and Shadow Warrior” (Flying Wild Hog 2013) to find out which techniques they use when working with sound. We then used these techniques in our own first-person shooter, a game without any form of visual feedback, in order to performe a game test and draw our own conclusions concerning guiding sound design. The results show that it’s possible to play a game without any visual feedback, as long as the sound design follows a set of specific rules.
2

An Exploration of the Architecture of First Person Shooter Games

Prashar, CHARU 14 January 2014 (has links)
First Person Shooter (FPS) games are one of the most popular game genres and have a history of over 2 decades. While there has been extensive research on such games, the focus has been limited to their analysis at an individual level. In this thesis, we present a comparative analysis of three first person shooter games - Doom, Quake3 and Cube from an architectural point of view. All of these games have come at different times in the history of first person shooter games, and thus possess different and unique features. We describe the process followed in deriving their architecture at various levels of abstraction – the file level, the subsystem level, the library/non-library level and the individual subsystem level for a given part of code. We conclude with a comparative analysis of the similarities and differences in the structure and architecture of the three gaming systems. / Thesis (Master, Computing) -- Queen's University, 2014-01-13 15:26:25.387
3

Side health indicators in FPS : A study in the subject health indicators in first person shooters

Beijnoff Bergström, Peder January 2014 (has links)
This essay is about side health indicator in FPS, why they look like they do and what function they provide in FPS and their existence in modern FPS. The essay also contains information about traditional health indicators, psychology in colors, the crosshair focus area and research about FPS in modern times. The author research of 44 FPS games is find out the amount of side health indicators against the more traditional types and the reasons a developer would include a side health indicator instead of the others. In his research he found out that in the selected games, a fair amount of them did include only a side health indicator but a far larger amount of the combination type, using a traditional type as a primary health indicator and a side health indicator when an avatar takes too much damage or nearing death. The author also found out a type he had not thought of, called full screen health indicators, which affects the whole screen to indicate the avatars state of health.
4

Public Mass Shootings Impact on the Public’s Firearm Carrying Habits: Evidence of a Moral Panic

January 2018 (has links)
abstract: Public mass shootings occur at a rate in the U.S. that is higher than any other developed country. These event initiate wide spread media attention. The media attention these events achieve have shown to impact the public behavior (e.g., increased firearm sales). However, the impact public mass shootings have on firearm storage and carry habits of the public is not well understood. Using data collected from the Transportation Security Administration, this study examines how mass shootings have led to moral panics occurring within the U.S. through the examination of the firearm carrying habits among the population immediately following mass shootings. The results indicate that loaded firearms with rounds in the chamber detected by the TSA have significantly increased since 2012. Further, firearms detected immediately following a public mass shooting had a higher proportion of firearms loaded with a round in the chamber relative to 7 days prior to the shooting. Moreover, the increase in proportions of firearms found loaded with a round in the chamber exponentially decays as days past the initial shooting, these events occur at a higher rate than the decay rate can normalize these occurrences. I conclude that in the wake of these shootings a moral panic ensues that is partially responsible for the change in the general public’s arming configuration habits. Further research is needed in to determine the impact on crime, and public health related issues due to this change in the public’s firearm carrying habits. / Dissertation/Thesis / Masters Thesis Criminology and Criminal Justice 2018
5

Joint optical and near-infrared spectroscopic studies of stars with X-shooter : an insight into carbon stars / Etude spectroscopique conjointe de l'optique et de l'infra-rouge pour des étoiles observées avec x-shooter : un aperçu des étoiles carbonnées

Gonneau, Anaïs 25 September 2015 (has links)
Cette thèse nous a permis de présenter la bibliothèque spectrale x-shooter (xsl) et quelques aspects de la réduction de données. Nous avons concentré notre analyse sur un type spectral particulier, à savoir les étoiles carbonées. Jusqu'à présent, le faible nombre de bibliothèques stellaires contenant des étoiles carbonées ne permettait pas de reproduire leur diversité dans les modèles de populations stellaires. XSL nous permet de faire un pas en avant car cette collection accroit les précédentes et présente même une diversité. Une première comparaison avec des modèles hydrostatiques d’étoiles carbonées a été réalisée. La prochaine étape est de se tourner vers les modèles dynamiques qui prennent en compte les propriétés de pulsation. Pour le moment, il est mieux de moyenner nos spectres de carbonées plutôt que de les utiliser individuellement pour les applications liées a la synthèse de population. XSL regorge d’étoiles de type spectraux varies, et des analyses du même type que celle menée dans cette thèse devront être faites avant de cerner la formation et l'évolution des galaxies. / In this thesis, we have developed the x-shooter spectral library and some backstage process. We have focused our analysis on one spectral type, the carbon stars. Until now, the small number of carbon stars in stellar libraries prevented the reproduction of their diversity in stellar population synthesis. With XSL, we go a step further: this collection extends the previous ones and even shows diversity. A comparison with hydrostatic carbon-rich models was done as a first pass, and the next step is now to turn to dynamical models, which take into account the pulsation properties. For now, we advise users to average our c-star spectra instead of using individual ones for stellar population synthesis applications. The X-shooter spectral library is full of stars from various spectral types, and more analysis like that in this thesis need to be done, before reaching for the galaxies.
6

PREPAREDNESS OF SENIOR CENTERS TO ACTIVE SHOOTER INCIDENTS

Paciorek, Steven L. 17 July 2019 (has links)
No description available.
7

The Desert of the Real in Spec Ops: The Line. A Study of Simultaneous Hyperreal Experiences by Protagonist and Player : A Study of Simultaneous Hyperreal Experiences by Protagonist and Player

Lidén, Christer January 2016 (has links)
As an anomaly on the market of military shooters of the 21st century, Spec Ops: The Line entails a journey of undetermined realities and modern warfare consequences. In this study, the narrative is analyzed from the perspective of Jean Baudrillard’s idea that simulations have replaced our conception of reality. Both the protagonist and the player of Spec Ops will unavoidably descend into a state of the hyperreal. They experience multiple possible realities within the game narrative and end up unable to comprehend what has transpired. The hyperreal is defined as the state in which it is impossible to discern reality from simulation. The simulation of reality has proliferated itself into being the reality, and the original has been lost. The excessive use of violence, direct approach of the player through a break with the 4th wall and a deceitful narrator contribute to this loss of reality within the game. Although the game represents simulacra, being a simulation in itself, the object of study is the coexisting state of hyperreal shared between protagonist and player when comprehending events in the game. In the end, neither part can understand or discern with any certainty what transpired within the game. / <p>Grade: B</p>
8

ACTIVE SHOOTER PREPAREDNESS TRAINING

Dougherty, Berenice, Chuol, Nyemal Thuok 01 June 2018 (has links)
This study examined the effectiveness of active shooter preparedness training on students for the purpose of assessing whether or not undergoing such training helps ease students’ level of anxiety, sense of preparedness in the event of a mass shooting attack at their California State University campus, or an attack occurring at their place of internship. This data was collected by offering an active shooter training to student participants, facilitated by the Risk Management department, at a large University in Southern California. Following the training, first-year Bachelors and Masters students within the School of Social Work were given a self-administered questionnaire. The questionnaire pertained to student perceptions of anxiety connected to fear of a shooting on campus and/or at their internship placement as well as students' perceptions of the effectiveness of the active shooter preparedness training. The research found that participants, on average, are moderately anxious about the possibility of an active shooter situation at school and their internships. Participants also indicated finding Risk Management’s active shooter preparedness training to be important and useful. Therefore, this study recommends that the California State University provide an active shooter preparedness training to all incoming first-year BASW and MSW students during school orientation.
9

The Acoustic Ecology of the First-Person Shooter

Grimshaw, Mark Nicholas January 2007 (has links)
This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology. It explores the idea that the single-player FPS game acoustic ecology has the basic components of player and soundscape and that the relationships between these two lead to the creation and perception of a variety of spaces within the game world constituting a significant contributing factor to player immersion in that world. Additionally, in a multiplayer FPS game, these individual acoustic ecologies form part of a larger acoustic ecology which may be explained through autopoietic principles. There has been little written on digital game sound (much less on FPS game sound) and so the research contained within this thesis is an important contribution to the Game Studies field. Furthermore, the elaboration of the hypothesis provides insight into the role of sound in the perception of a variety of spaces in the FPS game, and player immersion in those spaces, and this has significance not only for Game Studies but also for other disciplines such as virtual environment design and the study of real-world acoustic ecologies. A text-based methodology is employed in which literature from a range of disciplines is researched for concepts relevant to the hypothesis but, where necessary, new concepts will be devised. The aim of the methodology is to construct a conceptual framework which is used to explicate the hypothesis and which may, with future refinement, be used for the study of sound in digital game genres other than FPS.
10

Shooter Localization in a Wireless Sensor Network / Lokalisering av skytt i ett trådlöst sensornätverk

Wilsson, Olof January 2009 (has links)
<p>Shooter localization systems are used to detect and locate the origin of gunfire. A wireless sensor network is one possible implementation of such a system. A wireless sensor network is sensitive to synchronization errors. Localization techniques that rely on the timing will give less accurate or even useless results if the synchronization errors are too large.</p><p>This thesis focuses on the influence of synchronization errors on the abilityto localize a shooter using a wireless sensor network. A localization algorithm</p><p>is developed and implemented and the effect of synchronization errors is studied. The localization algorithm is evaluated using numerical experiments, simulations, and data from real gunshots collected at field trials.</p><p>The results indicate that the developed localization algorithm is able to localizea shooter with quite good accuracy. However, the localization performance is to a high degree influenced by the geographical configuration of the network as well as the synchronization error.</p> / <p><p>Skottlokaliseringssystem används för att upptäcka och lokalisera ursprunget för avlossade skott. Ett trådlöst sensornätverk är ett sätt att utforma ett sådant system.Trådlösa sensornätverk är känsliga för synkroniseringsfel. Lokaliseringsmetoder som bygger på tidsobservationer kommer med för stora synkroniseringsfel ge dåliga eller helt felaktiga resultat.</p><p>Detta examensarbete fokuserar på vilken inverkan synkroniseringsfel har på möjligheterna att lokalisera en skytt i ett trådlöst sensornätverk. En lokaliseringsalgoritm utvecklas och förmågan att korrekt lokalisera en skytt vid olika synkroniseringsfel undersöks. Lokaliseringsalgoritmen prövas med numeriska experiment, simuleringar och även för data från riktiga skottljud, insamlade vid fältförsök.</p><p>Resultaten visar att lokaliseringsalgoritmen fungerar tillfredställande, men att lokaliseringsförmågan till stor del påverkas av synkroniseringsfel men även av sensornätverkets geografiska utseende.</p></p>

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