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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

Eye tracking complemented HUD for video games : A perception evaluation of information display in FPS games

Andersson, Emma January 2020 (has links)
Background. The heads-up display (HUD) is a useful tool for displaying information to the player in a game, but the HUD is not a part of the game world. This could take away from the desired experience of the game and block important parts of the main action screen. To counteract this the HUD mostly occupies the edges of the screen and avoids drawing the player’s attention away from the main action scene except when it has important information for the player. Only having the HUD visible when it has important information to the player could remove the distraction of the HUD while keeping all the benefits of having one. Objectives. By using eye tracking to complement the HUD, the HUD can be invisible when the player does not use it, and change how the information is presented depending on where the player is looking. By creating a first-person shooter (FPS) game with a HUD complemented by eye tracking, then comparing it to how a normal HUD differed in terms of visibility and clutter, using a survey. Methods. The game was created using the Tobii Unity SDK and modifying the FPS demo scene. To create the gaze sensitive HUD three scripts were created to produce the finished result. Giving the HUD the ability to make all HUD elements invisible and able to appear after passing a specific value or when the element has new information, the HUD also has the ability to present information close to the player’s gaze point in the of notifications. The game was then presented to the participants in the form of two videos one using the normal HUD and one using the gaze sensitive HUD. After watching the partisans answered a survey related to the videos. Results. The gaze-based HUD was generally on par with the normal HUD. The most noticeable significant difference being that the normal HUDs ammunition counter and health bar was proffered over a less visible one. Conclusions. From the results gathered having a gaze-based HUD does not make it harder to notify the player of important information and dos not make the HUD less cluttered, compared to a normal HUD, but there is a difference between them.
52

Player-Driven UI Design for FPS-Games

Flensburg, Allan, Nilsson, Simon January 2020 (has links)
This paper explores the appeal of customizable user interfaces (UI) in video games, and the choices players make when this option is available to them. In the video game industry at present, players aren't given much choice in regards to the UI, even though it is usually a vital element that will support them throughout their whole experience. To determine the value of customizable UIs, players were provided a testing environment with tools that allowed them to modify their UI, and quantitative data was collected during this test. A qualitative study has also been conducted with a focus on the players attitude towards the subject. The results of the study show a high favor for UI customization among the players. It does however show that players are split on several aspects within the topic and further research is required. This can hopefully lead to developers adapting more uses of user experience (UX) and implementing UI customization within their games.
53

Improving First-Person Shooter Player  Performance With External Lighting

Dahlström, Erik January 2017 (has links)
This thesis project focuses on the creation and usage of external light effects to accommodate the needs of competitive gamers. Prior to the creation of these light effects, the function of audio in films and games was analyzed by examining the works of Michel Chion, who is the leading scholar in studying audio-vision: the relationship between the screen and sound. Subsequently, the possible application of these theories onto the lighting domain was discussed, showing the similarities and usefulness of these two different modalities. The goal of the thesis project was to improve the gamers’ perceived and objective performance in first-person shooter games. A counterbalanced within-group study was conducted; each participant played the game Doom 3 for 25 minutes with and without light effects. Four functional and informative light effects were created to accommodate the in-game content in an attempt to improve their performance. The players were given identical instructions on how to play the game. Four Philips Hue Go lights were placed in a rectangular shape around the participant with the TV in front. An additional Philips Hue LED strip was placed behind the TV. After each session, a standardized Game Experience Questionnaire (GEQ) was used to collect data on the players’ perceived performance. In-game logs were collected to determine how the players fared in combat. A linear checkpoint system was created to judge how far the participants progressed. The GEQ data showed that the light effects improved the players perceived performance. However, the results from the in-game logs and player progression are inconclusive and not statistically significant. The identified potential reasons were the low sample size (n=14), too little practice time, potential differences in player skill and physical light positioning. / Detta examensarbete fokuserar på skapandet och användandet av externa ljuseffekter  för att ackommodera tävlingsinriktade gamers behov. Inför skapandet av dessa  ljuseffekter genomfördes en utforskning av ljudets funktion i film och spel genom att  analysera Michel Chions verk inom audio-vision (eng); det vill säga förhållandet mellan  bild och ljud. Fortsättningsvis diskuterades huruvida dessa teorier kunde appliceras på  domänen ljus, genom att visa på användbarheten samt de likheter som dessa två olika  modaliteter har.    Målet för examensarbetet var att förbättra gamers upplevda och objektiva prestation i  förstapersonsskjutare (eng: First Person Shooter / FPS). En motviktad användarstudie  (within-group) genomfördes. Fyra funktionella och informativa ljuseffekter skapades för  att ackommodera spelets innehåll i ett försök att förbättra spelarnas prestation. Varje  deltagare spelade FPS-spelet ​Doom 3​ i 25 minuter med och utan ljuseffekter. Spelarna fick  identiska instruktioner om spelets grunder. Fyra Philips Hue Go-lampor var utplacerade  rektangulärt runt spelaren med TVn längst fram i mitten. En ytterligare Philips Hue LED  strip var placerad bakom TVn.    Efter varje session användes ett standardiserat Game Experience Questionnaire (GEQ) för  att insamla data av spelarnas upplevda prestation. Data loggades även inifrån spelet för  att uppmäta hur spelarna presterade i strid. Ett linjärt kontrollstationssystem upprättades  för att avgöra hur långt in i spelet deltagarna nådde.    Datan från GEQ-enkäterna visade att ljuseffekterna förbättrade spelarnas upplevda  prestation. Datan från spelloggarna och kontrollstationssystemet gav ett ofullständigt  resultat och var statistiskt insignifikant. De identifierade potentiella anledningarna var det  låga antalet deltagare (n=14), för lite övningstid, skillnader i spelarfärdighet och fysisk  ljuspositionering.
54

OPTIMIZING INDIVIDUAL FIRST-AID KIT PLACEMENT IN K-12 SCHOOL ENVIRONMENTS

Collin N Knolhoff (17586267) 12 December 2023 (has links)
<p dir="ltr">With increasing frequency, American schools have been plagued with mass casualty events perpetrated by offenders using various types of firearms. In recent years, several studies have used AnyLogic®, an agent-based computer modeling software, to model some of these mass shooting events. More specifically, researchers have modeled mass shooting events and how changes in police response and victim response affect casualty rates in these scenarios. Another model has used the same agent-based software to model mass-casualty events of various venues. The model goes further by integrating what will be known throughout this paper as “the bleed-out model”. The bleed-out model uses known data from these mass casualty events to model types of injuries and their related probability of resulting in a fatality. The model also uses known data about traumatic wound interventions from mass casualty scenarios, as well as law enforcement and military applications, to model life-saving measures to counteract traumatic injuries and decrease the probability of a victim becoming a fatality. This research used AnyLogic® software to integrate agent-based school shooting models with an agent-based bleed-out model. Once combined, individual first aid kits (IFAKs) geared toward traumatic wound/hemorrhaging care were introduced into the environment and their placement was arranged in several different ways. AnyLogic® software and quantitative analysis were used to make recommendations about best practices for implementing IFAKS in schools. This research specifically examines whether the placement distance for IFAKS in schools during an active shooter incident could have a statistically significant impact on the survivability of active shooter victims. Different scenarios are assessed in the AnyLogic® model varying the placement of a fixed number of IFAKS throughout the school during an incident.</p>
55

Differential Associations between Psychopathy Factors and Shooter Bias in the Police Officer's Dilemma

Roy, Sandeep 08 1900 (has links)
The current study assessed abnormal attention in 71 undergraduate men, approximately half of which displayed elevated psychopathic traits, as they attended to cues on the Police Officer's Dilemma. In the computerized task, participants are instructed to shoot men holding guns and not shoot men holding neutral objects. However, research has shown that irrelevant racial cues in the task can influence participants to shoot unarmed Black men more frequently than unarmed White men; a phenomenon termed shooter bias. Contrary to expectations, individuals with elevated psychopathic traits tended to erroneously shoot unarmed Black men more frequently compared to those with low psychopathy scores. Additional analyses indicated that the interpersonal and lifestyle facets were associated with more interference in determining unarmed Black men as not threatening relative to unarmed White men and the affective domain was associated with faster responses to shooting armed Black men relative to armed White men. Additionally, prejudicial attitudes (i.e., social dominance orientation) moderated the relationship between the affective psychopathic traits and shooting armed Black men by increasing the number of armed Black men identified as threatening relative to armed White targets. These findings are discussed in the context of the relationship between psychopathic traits and prejudicial attitudes and recent refinements to etiological theories of psychopathy.
56

Principals Perceptions of ALICE Training in Public High Schools

Dagenhard, Paige C., Dagenhard January 2017 (has links)
No description available.
57

USING REINFORCEMENT LEARNING FOR ACTIVE SHOOTER MITIGATION

Robert Eugen Bott (11791199) 20 December 2021 (has links)
This dissertation investigates the value of deep reinforcement learning (DRL) within an agent-based model (ABM) of a large open-air venue. The intent is to reduce civilian casualties in an active shooting incident (ASI). There has been a steady increase of ASIs in the United States of America for over 20 years, and some of the most casualty-producing events have been in open spaces and open-air venues. More research should be conducted within the field to help discover policies that can mitigate the threat of a shooter in extremis. This study uses the concept of dynamic signage, controlled by a DRL policy, to guide civilians away from the threat and toward a safe exit in the modeled environment. It was found that a well-trained DRL policy can significantly reduce civilian casualties as compared to baseline scenarios. Further, the DRL policy can assist decision makers in determining how many signs to use in an environment and where to place them. Finally, research using DRL in the ASI space can yield systems and policies that will help reduce the impact of active shooters during an incident.
58

Barriers To Entry For New PlayersIn First-Person Games : The issues that new players encounter and possible ways to solve them

W Andersson, Joakim, Hassis, Pontus January 2017 (has links)
This paper studies how new players approach first-person games using a controller. By observingthe behaviour of five mostly inexperienced individuals as they play through the first few levelsof the game Portal 2 , the following patterns for barriers to entry can be observed:The game presumes common knowledge of its player that new players lack.Uninitiated have a hard time using buttons and sticks simultaneously for complicatedmaneuvers.New players primarily use the buttons that they can see with a casual glance, causingsome buttons to be less used.Misunderstanding due to not clearly have been shown possibilities in the gameworld.New players are unaware of the Options menu.Players find navigation and orientation difficult when lacking all the senses of a physicalbody.The fear of not being good enough causes distress.Players find it a waste of time to redo previously conquered challenges or not makingprogress fast enough.The paper then discusses possible solutions to these problems. / Denna rapport studerar hur nya spelare närmar sig förstapersonsspel som kontrolleras medhandkontroll. Genom att observera beteendet hos fem till mestadels oerfarna individer medan despelar igenom några av de första få banorna i spelet Portal 2 kan följande mönster som hindrardem från att börja spela urskiljas:Spelet förutsätter att dess spelare har en gemensam allmän kunskap. Kunskap som nyaspelare saknar.Oinvigda har svårt att använda både knappar och spakar simultant för att utförakomplicerade manövrar.Nya spelare använder primärt knapparna som de kan se vid en flyktig blick, vilketorsakar att vissa knappar blir mindre frekvent använda än andra.Missförstånd på grund av att icke klart och tydligt blivit meddelade spelvärldenmöjligheter.Nya spelare är omedvetna om Options-menyn.Spelare finner att röra sig i spelvärlden är svårt när de inte har tillgång till alla sinnen enfysisk kropp har.Rädslan för att inte vara bra nog orsakar oro.Spelare finner att det är slöseri med tid att göra om tidigare erövrade utmaningar eller attinte göra framsteg i tillräckligt hög fart.Denna rapport diskuterar möjliga lösningar på dessa problem.
59

Active Shooter Event Severity, Media Reporting, Offender Age and Location

Swift, Philip Joshua 01 January 2017 (has links)
Following the 1999 Columbine High School shooting, it was hypothesized that offenders used knowledge gained from news media reports about previous events to plan mass shootings. Although researchers have studied active shooter events, little research has been conducted on the factors that influence an active shooter's decision and ability to carry out such events. The purpose of this study was to evaluate the relationship between the rate of news media reporting about an active shooter event and the casualty rate of the ensuing event in the United States. The bracketed time of this assessment was between April 20, 1999, and June 15, 2016. The age and regional location of the subsequent shooters were examined as moderating variables. Social learning and social cognitive theories constituted the theoretical framework. Data were gathered from existing mass shooting and active shooter studies, Google News, and the ProQuest Central database. A Spearman's correlation analysis revealed no significant relationship between the rate of news media reporting about an active shooter event and the casualty rate of the ensuing event. The age and regional location of subsequent shooters were not moderating variables. However, a Spearman's correlation analyses did reveal a significant relationship between the casualty rate of an active shooter event and the amount of news media coverage the event received prior to the ensuing event. The study finding clarified the need for active shooter reporting guidelines, similar to existing suicide reporting guidelines. The implementation of such guidelines could reduce the regularity and severity of active shooter events, thereby improving public safety in the United States by reducing the regularity and severity of active shooter events.
60

Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters / Engagement in digital games : a study of immersion in first-person shooters

Radsby, Christoffer, Djurberg, Christian January 2009 (has links)
<p>Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet bekräftar tidigare forskning på området och för ämnet om inlevelse i first-person shooter genren vidare, där inlevelsen styrs av spelelementens fyra pelare: estetik, spelmekanik, story och teknik men är också högst beroende av en spelares personlighet, mentalitet och inställning till det spel denne spelar. Enkätundersökningen pekar också på ytterligare faktorer som kan stärka respektive hämma inlevelsen i FPS.</p> / <p>The term immersion is widely used in the video game industry, but there is still a lack of signs on what immersion really is, or if people are using the term with the same meaning behind it. This paper describes previous research relating to the subject but also what gamers think about immersion, and what different factors that they deem important to focus on when creating an immersive digital video game in the first-person-shooter genre. With research of previous work in the field and a survey on immersion showed that immersion can be seen in three different levels: engagement, engrossment and total immersion. This research paper confirms previous research in the field and moves the research of immersion in first-person shooters forward, where immersion is governed by the four pillars of game elements: aesthetics, game mechanics, story and technology but is also highly influenced by the gamers personality, mentality and attitude towards the game the gamer is playing. The research paper also indicates other elements which can enhance or limit the feeling of immersion in FPS.</p>

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