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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.
31

Is there a connection between experienced realism, rate of fire and loop length on fully automatic rifles in a first-person shooter game in first-person?

Klang, Marcus January 2017 (has links)
This thesis aims to test if there is a connection between modern day fully automatic rifles rate of fire, used loop length in implementation and experienced realism in a first-person shooter game in first-person, fired by the players own character. With a background consisting of papers, books and lectures/conferences given by experienced people and other experts in the game industry regarding first person shooter games, a listening test was conducted and carried out on a computer using headphones with both trained and untrained subjects since players can be both. A simple firing-range was constructed in Unreal Engine 4 (Epic Games, 2017) where the subjects could switch between two weapons with different rates of fire and three versions of each with different loop lengths, 4, 8 and 16. The sounds were divided into layers, e.g. body, mechanical and bottom, played back using looping as implementation. The subjects were also asked to rate the sounds regarding gameplay and preference to see if the results would differ between the three categories. The results showed a tendency to choose the longer loop for all categories, but only four comparisons gave a significant result when doing t-tests.
32

Genreblandning i digitala spel / Genre blending in video games

Borgström, Alexander, Axelsson, Markus Lok January 2012 (has links)
Genreblandning har de senaste fem åren blivit en allt större del i hur datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan appliceras i en spelproduktion och hur denna produktion och dess genreblandning uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som studeras är den mellan genrerna role-playing game, dual-joystick shooter och minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att genreblandning mellan de valda genrerna fungerar trots deras olikheter sinsemellan, men att det är mycket viktigt att spelets övriga element inte försummas till förmån för genreblandningen. Det framgår även att den grad till vilken de tre genrerna blandas i spelet respondenterna testar inte är den maximala.
33

Konstrukční návrh vstřelovacího stroje s pevnou vstřelovací hlavou o objemu 30dm3 / Design of core shooting machine with a fixed head with a capacity 30dm3

Mátl, Pavel January 2013 (has links)
This diploma thesis deals with core shooter with stationary shooting head with a volume of 30dm3. Introductory part is about development of the foundry industry, divison and development of the machines for the core shooting and about technologies of the core production. It also marginally deals with core shooters. It describes the operation principle of a single position CB core shooter for vertically and horizontally divided cores. The thesis includes three-dimensional constructional design with a description of all parts and stress analysis of chosen components performed by using finite element method.
34

Procedurell Generering eller Manuell Design? : En undersökning av hur Procedurell Generering uppfattas i First Person Shooters / Procedurell Generation or Manual Design? : A survey of how Procedural Generation is perceived in First Person Shooters

Falk, Sean, Renhammar Metus, Viking January 2020 (has links)
När det kommer till procedurell generering så är det inte First Person Shooters (FPS) somde flesta kommer att tänka på. Vi har därför genomfört en undersökning för att ta reda på vad som skiljer handgjorda banor från genererade banor när det kommer till en spelares subjektiva upplevelse inom denna genre. För att ta reda på detta så gjordes efterforskning inom level design, arkitektur från den valda eran samt diverse algoritmer för implementering av en PCG. Vi skapade en FPS tillsammans med två banor; en handgjord och en procedurellt genererad. Sedan fick ett antal testpersoner spela igenom båda och ge sina åsikter för analys. Testerna visade på att det finns ett antal utvecklingsområden som designers av PCG:er behöver tänka på om de vill komma upp i samma kvalitet som handgjorda banor är kapabla att nå. Dessa områden har kategoriserats i fyra teman: ljussättning, planlösning, kontext och geometri.
35

A bubble shooter as an exergame

Detter, Jacob January 2022 (has links)
As society becomes more and more sedentary new solutions must be researched. One such possible solution is exergames.They are games that require physical movement to be played.By playing exergames a player can become less sedentary and get a bit of physical exercise. This thesis will examine the viability of a bubble shooter game as an exergame in order to potentially find another kind. This is to find if a bubble shooter is a game type that fits well with being made into an exergame. To do this a bubble shooter was developed and turned into an exergame. Then a small user test wascarried out in order to gather data on the viability of the game. These results showed that a bubble shooter works well as an exergame, and it has the potential to work really well.
36

Kognitiv kostnad av UIelement : Går det att sänkakognitiv kostnad av ettgränssnittselement somindikerar riktning? / Cognitive costs of UIelements: : Is it possible toreduce the cognitive cost ofa user interface elementthat indicates direction?

Söderberg, Sigrid, Orlov, Joacim January 2021 (has links)
Denna studie undersökte rimligheten av att applicera kognitiva teorier och interaktionsdesigns koncept på ett datorspelsgränsnitt med rollen av att hävda en riktning som en användare ska vända sig mot för att hitta sitt mål. För att skapa ett gränssnitt som gör detta valdes olika kognitiva teorier och interaktionsdesign koncept exempel på dessa är Cognitive workload theory” (Kosch, 2020) och Sökbarhet (ware, 2011, s 23-64). Ett gränssnitt skapades för ett FPS-spel där målet var att hitta och sikta mot olika objekt och gränssnittets roll var att hjälpa användaren att hitta dessa mål oavsett vart de var i förhållande till vart användaren tittade. En studie utfördes med två UXD-experter där experterna fick spela genom artefakten och intervjuades efter genomspelningen. Datan visar på att det finns starka bevis för att det går att skapa ett gränssnitt som med låg kognitiv kostnad pekar ut en riktning genom att följa kognitiva teorier och interaktionsdesign koncept. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
37

Using Biofeedback to Enhance Player Experience in a First-Person Shooter

Molin, Martin, Kristiansson, Nicolina January 2018 (has links)
This paper investigates if real-time biofeedback can be used to enhance individual player experience by increasing the sense of flow and immersion with the player and to what extent this can be achieved. We used an oximeter, the Contec CMS50D+ to capture live biometric data which was in turn interpreted and implemented in the game Half-Life 2. The data was used to alter the damage taken and inflicted by the player, the timescale and the field of view, all to enhance the players sense of flow and immersion.An experiment group playing the modification and a control group playing the original game were evaluated, whose test results were compared to one another to analyze the alterations. The test subjects filled out a game experience questionnaire customized to this game and research, and were lastly interviewed. While the results indicate that it is possible to enhance gameplay experience by using biometric data, further research is needed in order to conclude to what extent this is possible.
38

Crime Scene Behaviors of Rampage School Shooters: Developing Strategies for Planning, Response, and Investigation of Multiple-Victim Shooting Incidents on School Campuses

Knox, Michael 01 January 2018 (has links)
Despite their almost aberrational rarity, rampage school shootings have gained national attention to an extent that would make it seem that such events are a common occurrence. Many schools—along with hospitals, businesses, and other institutions—have adopted policies, implemented training, and conducted drills for responding to such incidents. In some cases, concern over school rampage shootings has led to bad policy implementations, particularly adoption of “zero tolerance” policies that punish the slightest infractions in hopes of thwarting potential attackers, but, rather than achieving their intended goal, result in massive false positive rates with few, if any, successes and a potential for fostering violence rather than abating it. For their part, law enforcement trainers and administrators have been caught in the rampage school shooter turmoil to such an extent that, starting with the aftermath of the 1999 Columbine High School massacre, significant paradigm shifts in policing methodology have taken effect. In order to promote more informed policy-making and training decisions by law enforcement managers, this dissertation seeks to determine through empirical study of the crime scene behaviors of rampage school shooters the extent to which law enforcement planning and training can be informed by the study of prior incidents. Policy, training protocols, and institutional response plans have been shaped, in many cases, by a world of perception rather than reason and sound empirical evidence. This research seeks to bring clarity to the decision-making processes and provide sound empirical evidence on which to base those decisions and develop strategies for on-site protocols to help mitigate casualties, establish police response protocols, and develop post-incident investigative models.
39

Gun-Free Zones: A Geographical Opinion Study on Attitudes Toward Gun-Free Zones and the Safety Impact on Residents

Grier, Sean 01 January 2018 (has links)
Gun violence is a pandemic problem in the United States, resulting in over two thirds of all homicides each year. Consequently, gun related policies have been fiercely debated within the political spectrum, with the 20th century seeing a dramatic increase in gun control legislation. Gun-free zones are designated areas that strictly prohibit all private citizens from carrying a firearm, even those with concealed weapon permits. The statistics indicate that numerous instances of gun related mass shootings have occurred within the confines of these gun-free zones (schools, movie theatres, government installations, etc.). However, little research exists to understand whether citizens actually feel any safer when they are in a gun-free zone. The purpose of this study was to explore citizens’ perceptions about gun control policies, specifically about using gun-free zones, who resided in the five states with the highest rates of gun violence per capitain descending order, these included Virginia, Florida, Texas, Nevada, and Connecticut. Moreover, these five states were the locations of the top five deadliest mass shootings in U.S. history to date. The researcher also discovered how residents felt about pro-gun areas, where responsible citizens could legally carry firearms, as well as determine whether gun-free zones influenced their likelihood of visiting a prescribed location. Finally, the study sought to understand residents’ perceptions regarding using gun-free zones pertaining to their impact on reducing incidents of mass shootings. The researcher filled the gap in the literature regarding knowledge pertaining to citizens’ perceptions about using specific gun control measures, such as gun-free zones, and the influence that the historical evidence had on their perceptions. The answer to RQ1 (do residents associate using gun-free zones with feelings of safety or feelings of concern?) was that participants were twice as likely to associate using gun-free zones with feelings of concern rather than feelings of safety. The answer to the first part of RQ2 (whether participants believed that gun-free zones reduced gun-related violence) was no, based on a 2-to-1 ratio. Responses to the impact of gun control measures on reducing gun violence were closely matched to perceptions of the role of gun-free zones in reducing gun violence. The answer to the second part of RQ2 (do residents believe that gun-free zones lower the occurrences of mass shooting incidents?) was no, again based on a 2-to-1 ratio. The answer to the third and final part of RQ2 (whether participants’ perceptions correlated to the historical/empirical evidence of the location of mass shootings as primarily inside of or outside of gun-free zones) was yes for participants from Florida, Texas, Nevada, and Connecticut and no for participants from Virginia.
40

Information Conveyance : An Examination of Using Level Design to Communicating the State of Play in a Competitive Video Game

Ibrahim, Ahab, Andersson Novela, Adam Xavier January 2023 (has links)
This is a study on information conveyance, specifically a study on how specific level design techniques can be used to convey information to the players regarding a competitive multiplayer game's “state of play”. Through an analysis of different games, three different level design elements were identified as effective tools for conveying information and these elements are; architectural placement, visual cues and environmental changes. A third-person multiplayer shooter game was then created with the three elements applied in different forms and then tested for their effectiveness. Afterwards, the game was tested by a number of participants who filled out a survey of questions and were interviewed. It was discovered that the methods tested were found to be mostly effective at conveying information, the architectural placement of the capture point in conjunction with the visual cues aspect of it worked well to inform the players of the state of play. The environmental changes were an example where a method had an impact on the game but since the correlations were unclear, the information was not conveyed effectively, but with a few alterations has the potential to work well.

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