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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.
41

O papel do livro de mesa na sociedade do espetáculo

Silva, Francisco Sérgio Barbosa da 28 April 2014 (has links)
Made available in DSpace on 2016-04-26T18:14:05Z (GMT). No. of bitstreams: 1 Francisco Sergio Barbosa da Silva.pdf: 15404087 bytes, checksum: 285916653d969678f1ae0f48ce4417ea (MD5) Previous issue date: 2014-04-28 / The object of this research work is to study the tabletop book and its role in the market. The tabletop book, also known as the coffee table book, belongs to a generic category of works that are marked, first, by their esthetic characteristics and by the use that is made of them. Since they have appealing titles, and artistic and luxurious finishing, they become products to be admired and appreciated, and are displayed prominently, instead of arranged, even hidden, on bookshelves. Thus, they function as part of a device for socio-cultural acknowledgment, promoting and revealing those who put the books on display. That feature leads us to the thesis that these works are the editorial symbol of their times, the so-called society of the spectacle (DEBORD). In a world accustomed to the hyper-production of images, we are interested in investigating to what point the works that are notable for their visual and physical impacts can contribute to the discussion regarding print/digital reproduction, considering that tabletop books are basically are justified by their body and not only by their contents, and they might cease to exist, if put into a form other than what is currently used. This study deals with the following main themes: a) insertion of the object in modern/contemporary society, in light of media and cultural phenomena (ADORNO, AGAMBEM, BAUDRILLARD, DEBORD, DELEUZE, ECO,FOUCAULT, FLUSSER, JAMESON, LIPOVETSTKY, McLUHAN, PERNIOLA, WILLIAMS); b) insertion of the object in the historiography of books and of the editorial market (BURKE, CHARTIER, DARNTON, EPSTEIN, SCHIFFRIN, THOMPSON): c) treatment of the book as a product that is symbolic (BOURDIEU), fetishistic (HAUG, RÜDIGER), and of specific value (BENJAMIN, GORZ); d) use of the body concept, based on Bodymedia Theory (KATZ and GREINER). In order to show how tabletop books came into existence and became established, a case study was done of one of the world-renowned publishing companies that best represents this category, Germany s TASCHEN, known as The king of the coffee table book . The state of the art of the polemics regarding the current transformations of the editorial market does not deal specifically with tabletop books, despite being a phenomenon of today s society, which is on display in homes, reception areas, stores, and style and decoration publications / Esta pesquisa tem como objeto de estudo o livro de mesa e seu papel no mercado. Livro de mesa, também chamado de coffee table book, pertence a uma categoria genérica de obras que se destacam, primeiramente, pelas características estéticas e pelo uso que se faz delas. Por serem títulos chamativos, com acabamento artístico e luxuoso marcante, tornam-se produtos de apreciação e até culto, ficando expostos em lugar de destaque, em vez de acomodados em estante. Funcionam, assim, como parte de um dispositivo (AGAMBEM) de reconhecimento sociocultural, promovendo e revelando quem os expõem. Tal característica nos impulsiona a trabalhar com a hipótese de que essas obras são o símbolo editorial do seu tempo, a dita sociedade do espetáculo (DEBORD). Num mundo de hiperprodução de imagens, nos interessa investigar em que medida as obras que se notabilizam pela visualidade e fisicalidade podem contribuir para a discussão sobre o impresso/digital, considerando que os livros de mesa se justificam, fundamentalmente, pelo corpo, e não apenas pelo conteúdo, deixando de existir em outra forma que não seja a atual. Este estudo articula os seguintes eixos temáticos: a) inserção do objeto na sociedade moderna/contemporânea, à luz de fenômenos midiáticos e culturais (ADORNO, AGAMBEM, BAUDRILLARD, DEBORD, DELEUZE, ECO, FOUCAULT, FLUSSER, JAMESON, LIPOVETSTKY, McLUHAN, PERNIOLA, WILLIAMS); b) inserção do objeto na historiografia do livro e do mercado editorial (BURKE, CHARTIER, DARNTON, EPSTEIN, SCHIFFRIN, THOMPSON): c) tratamento do livro como produto simbólico (BOURDIEU), fetichista (HAUG, RÜDIGER) e de valor específico (BENJAMIN, GORZ); d) uso do conceito de corpo a partir da Teoria Corpomídia (KATZ e GREINER). Para mostrar como os livros de mesa surgiram e se consolidaram, foi realizado o estudo de caso de uma das editoras mundialmente conhecidas que melhor representam essa categoria, a alemã TASCHEN, tida como The king of coffee table book . O estado da arte da polêmica sobre as transformações atuais do mercado editorial não contempla especificamente o livro de mesa, apesar de ser um fenômeno da sociedade atual, em destaque em casas, recepções, lojas e editoriais de estilo e decoração
42

Designing tangible tabletop interactions to support the fitting process in modeling biological systems

Wu, Chih-Sung 13 November 2012 (has links)
This thesis aims to explore how to physically interact with computational models on an interactive tabletop display. The research began with the design and implementation of several prototype systems. The research of the prototype systems showed that tangible interactions on interactive tabletops have the potential to be more effective on some tasks than traditional interfaces that use screen displays, keyboards and mice. The prototype work shaped the research to focus on the effectiveness of adopting tangible interactions on interactive tabletops. To substantiate the thesis claims, this thesis develops an interactive tabletop application, Pathways, to support the fitting process in modeling biological systems. Pathways supports the concepts of Tangible User Interfaces (TUIs) and tabletop visualizations. It realizes real-time simulation of models and provides comparisons of simulation results with experimental data on the tabletop. It also visualizes the simulation of the model with animations. In addition to that, Pathways introduces a new visualization to help systems biologists quickly compare the simulation results. This thesis provides the quantitative and qualitative evaluation results of Pathways. The evidence showed that using tangible interactions to control numerical values is practical. The results also showed that in experimental conditions users achieved better fitting results and faster fitting results on Pathways than the control group, which used the systems biologists' current tools. The results further suggested that it is possible to recruit non-experts to perform the fitting tasks that are usually done by professional systems biologists.
43

Trollskogen : A Framework for Enhancing Communication for Cognitively Disabled Children

Zarin, Rouien January 2009 (has links)
All people need to communicate - but not all people have the same preconditions. Some are limited in their ability to speak, read and write, for example, people with severe learning difficulties.To help support this communities it is apparent that new tools need to be created to help enhance communication by providing alternative means. Promoting independence Communicative technologies can potentially increase independence amongst a group of people who rely on caregivers and assistance on a daily basis and provide opportunities of enhancing community and safety through social connectedness. Multi-Touch Devices The technology for multitouch tables and devices has existed for a few years and is continually improving. This opens new doors for interaction and can be a potential asset for people with Cognitive Disabilities.
44

Supporting and Improving New User Integration in Dungeons & Dragons 5e with Consideration for Applied Nonlinear Pedagogical Thought

Bremer, Jonathan Lee 07 December 2021 (has links)
No description available.
45

Spelar det någon roll? : Äventyrsrollspel som behandlingsmetod för personer med psykisk ohälsa och autismspektrumtillstånd / Tabletop role-playing games as a method of therapy for individuals with mental illness and autism spectrum disorder

Jäderkvist, Henrik, Byman Jonsson, Johannes January 2020 (has links)
I denna uppsats undersöks användningen, användbarheten, samt för- och nackdelar medäventyrsrollspel som behandlingsform vid psykisk ohälsa och autismspektrumtillstånd.För att studera detta har vi genomfört en kvalitativ intervjustudie med verksammapraktiker. Resultatet visar att behandlingens struktur är liknande för olika klientgrupperäven om behandlingsfokuset kan skilja sig beroende på klientens problematik.Återkommande teman är användandet av fantasin som verktyg vid behandling,äventyrsrollspelet som ramverk, social träning samt möjligheten till personligutveckling vilket är positiva aspekter av behandlingen. Dock är behandlingen begränsadför individer med vissa typer av problematik och skulle därmed fungera bättre som enkompletterande terapi. Den har även högt ställda kompetenskrav på behandlare som villanvända metoden. I diskussionen använder vi symbolisk interaktionism som teoretisktramverk för att tolka resultatet. / This study explores the usage, applications, as well as the pros and cons of utilizingtabletop role-playing games as a method of therapy for individuals with mental illnessand autism spectrum disorder. Qualitative interviews were conducted with practitionerswho apply the method. The result shows that the method is structured similarly fordifferent client groups while treatment focus changes according to individual diagnoses.Some recurring themes were: fantasy as a tool for therapy, the tabletop role-playinggame framework, social training, and possibility for personal growth which are allpositive aspects of the treatment. However, the treatment has limitations when used onindividuals with certain types of mental health problems and would instead work betteras a complementary treatment. However, a high level of competence is required forpractitioners who wish to utilize the method. In the discussion we seek to answer ourexplored issues through a symbolic interactionist theoretical standpoint.
46

Which Foot Forward? : An analysis of footing in the Dungeons & Dragons stream Critical Role

Lindhagen, Emma January 2019 (has links)
Tabletop roleplaying games are a type of social, narrative game driven by a group conversation in which a narrative which is co-created by the participants and propelled forward by some mechanical component (for example dice rolls used to determine the narrative outcomes of actions). As mode of spontaneous conversation that has a unique set of specific characteristics, it might be fair to claim that TTRPGs constitute a unique oral genre (or, in conversation analytic terms, a unique speech-exchange system).  One of the most notable characteristics of TTRPGs as conversations is the intensive use of footing shifts. As the players alternate between orienting toward the conversation as players of a game with mechanical components and as co-creators of a joint narrative, various different resources are used to signal what footing a particular turn-at-talk is produced from. Using video from Critical Role, a live-streamed Dungeons & Dragons show, this paper examines the use of footing in TTRPGs and what resources are used to signal these.  The results of the study showed that several different types of footing were used in this material, with a large amount of overlap between them. Though it was possible to identify the primary resources for signalling some of them, for others it was not clear.
47

[pt] A ERGONOMIA INFORMACIONAL DE MANUAIS E REGRAS DE JOGOS ANALÓGICOS: ANÁLISE DA HIERARQUIA E ORDENAÇÃO DAS INFORMAÇÕES / [en] THE INFORMATIONAL ERGONOMICS OF TABLETOP GAMES RULEBOOKS: AN ANALYSIS ON INFORMATIONAL HIERARCHY AND ORGANIZATION

JOAO VITOR LESTE 12 July 2021 (has links)
[pt] Ao mergulhar na área dos estudos lúdicos, é possível notar que os jogos muitas vezes são estudados como ferramentas educativas ou fenômenos sócio-antropológicos. Até o momento, pouco foi discutido sobre os processo de aprendizado de jogos – e muito menos sobre os manuais de regras de jogos, que são constantemente negligenciados inclusive nos projetos e produção de jogos. Por este motivo, a presente dissertação tem como objetivo iniciar um diálogo sobre manuais de jogos, culminando na proposta de critérios de ordenação para as informações contidas nestes documentos, tendo como referência o ponto de vista da Ergonomia Informacional. Considerando a escassez de produção de bibliografia específica sobre o assunto, a fundamentação teórica foi construída a partir da revisão bibliográfica de literatura referente às áreas de estudo da Ergonomia Informacional, Estudos Lúdicos, Psicologia Cognitiva, Linguística e Educação – apresentados nos capítulos 2 a 4. Esses conteúdos foram, então, organizados no contexto da Hierarquia Informacional de Manuais de Jogos Analógicos, tendo como o foco o processo de aprendizado de regras em situações de primeiro uso. A fim de avaliar a aplicabilidade prática dos levantamentos realizados, foi conduzida uma rodada de entrevistas com game designers que possuem experiência com a redação de manuais de jogos – seja para jogos de autoria própria ou de terceiros. A partir das respostas das entrevistas, aliadas ao referencial teórico, foi então definida uma lista de diretrizes de ordenação das regras de manuais de jogos analógicos, além de critérios de utilização de imagens complementares ao texto. Por fim, estas diretrizes foram postas à prova por meio de um experimento de playtest , no qual usuários foram convidados a jogar dois jogos: No Thanks! e SET. Cada grupo de usuários – composto por grupos de 3 a 4 participantes – interagiu com um jogo com seu manual original e o outro com um manual revisado a partir das diretrizes definidas pela presente pesquisa. A fim de avaliar o desempenho de cada grupo, foram definidas as seguintes variáveis a serem analisadas: tempo de leitura do manual; tempo de jogo; quantidade de erros cometidos; quantidade de interrupções no jogo para revisar as regras; tempo total de interrupção do jogo para revisar as regras. Além disso, foi considerada a opinião de cada participante em relação à redação do texto, a fim de identificar se os pontos de atenção identificados em cada manual se tornaram aparentes durante a experiência de primeiro uso dos manuais e jogos em questão. Foi feita uma análise da aplicação do experimento, identificando os impactos que as alterações do manual proporcionaram no desempenho dos participantes. Como resultado, e devido às limitações de contato físico e presencial decorrentes da situação de pandemia e quarentena, em função Covid-19, o resultado final desta dissertação é a proposta revisada do experimento, a ser aplicado em momento mais propício à pesquisas presenciais. / [en] By dwelling on the area of Playful Studies, it becomes hugely noticeable that games are often regarded as educational tools of socio-anthropological phenomena. So far, very little has been discussed about the board game learning process, and even less about their rulebooks, which tend to be sidelined even during the development and production of tabletop games. For this reason, this dissertation aims to start a conversation about tabletop games rulebooks, culminating in a proposition of new criteria that can be used to better organize the information contained in rulebooks of tabletop games. Those criteria were determined from the standpoint of Informational Ergonomics and Human Factors. Considering the shortage of bibliography regarding this specific matter, the theoretical foundation has been built upon the literature review of works in the fields of Informational Ergonomics, Playful Studies, Cognitive Psychology, Linguistics and Education – presented in chapters 2 through 4. The relevant concepts and ideas found on these works were then adapted to the context of the Informational Hierarchy of Tabletop Games Rulebooks, specifically during the first time when players were interacting with the games and their rulebooks. In order to evaluate how useful those findings were in practice, a round of interviews was conducted with game designers who have previous experience with writing rulebooks – either for their games or as a consultant. Their answers, along with the theoretical foundation previously mentioned, served as the foundation to propose a list of guidelines, that aim to help organize the information contained in tabletop rulebooks and the usage of complementary images to better explain the game s rules. Those guidelines were then put to the test by means of an experiment, in which participants were invited to take part in a playtest of two well-known games: No Thanks! and SET. Each group of players interacted with the two games: the first, containing its original rulebook; the second, containing a revised version, based on the previously mentioned criteria or organization. To evaluate the group s performance, five variables were analyzed: Time elapsed while reading the rulebook; time elapsed during the game; the quantity of mistakes made; the quantity of pauses in order to revise the game s rules; and time elapsed while revising the game s rules. On top of that, the participants opinions and impressions were taken into consideration, in order to identify whether the points of concern previously mentioned became apparent to them as well, as a result of their interactions with the games and their rulebooks. Afterwards, the experiment results were analyzed, in order to identify the extent of the impact that the new criteria had on the player s performance. Due to the pandemic and quarantine – caused by Covid-19 –, this dissertation s final result is a revised proposal for the experiment – to be applied whenever the conditions once again favour the development of experimental and in-person research.
48

General Game Playing Within Modern TabletopGames Through Rolling Horizon EvolutionaryAlgorithms

Smedman, Mattias January 2022 (has links)
Tabletop games have within recent years evolvedto become more and more complex, such as through the useof dynamic rules, permanently changing how the game worksafter a playthrough, and players playing different roles in thegame. This leads to unique challenges for Artificial Intelligence.A Tabletop Games Framework (TAG) is a framework intended topromote research within general AI for modern tabletop games.Rolling Horizon Evolutionary Algorithms (RHEA) are a typeof algorithms that have been applied to games with successin the past. By implementing a RHEA agent we can studyhow it compares to other types of agents such as Monte CarloTree Search and Random Mutation Hill Climbing agents. Ofparticular interest is the game Pandemic (2008), as the existingagents are unable to win at it.
49

Interaction tangible sur table interactive : application aux géosciences / Tangible interaction on tabletops : applied in geoscience

Rivière, Guillaume 09 September 2009 (has links)
Cette thèse traite des interfaces utilisateur tangibles (TUI). La première partie de ce manuscrit concerne l'interaction tangible sur table interactive. Nous introduisons tout d'abord les TUIs et les tables interactives. Nous validons une hypothèse concernant la spécialisation de la forme des interacteurs tangibles et nous en tirons les conséquences pour la conception des TUIs. Nous proposons une solution de boîtier à boutons pour y déporter certaines opérations dans le contexte d'une TUI sur table interactive. Nous abordons la construction et le développement d'un système de tables interactives tangibles transportables et à faible coût permettant de faire du prototypage rapide de TUIs. Nous terminons en soulignant les particularités de l'évaluation expérimentale des TUIs. La seconde partie de ce manuscrit traite un cas d'application d'une TUI pour les géosciences : GeoTUI. Nous commençons par présenter le contexte métier des géophysiciens et leurs besoins en terme de nouveaux moyens d'interaction. Nous présentons les résultats de notre conception d'une TUI pour les géosciences. Nous précisons le détail du développement de notre prototype. Pour terminer, nous présentons les deux expérimentations utilisateurs qui ont été conduites pour valider nos choix de conception. / This thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices.
50

Tabletop Role-playing Games (TRPG) and Group Coherence / Rollspel och gruppkoherens : En enkät- och intervjustudie

Danielsson, Martin January 2021 (has links)
Tabletop role-playing games (TRPGs), also known as Pen-and-Paper role-playing games(PnP-RPGs), are games that can be described as a mix between board games and improvisationaltheatre. Each player takes on the role of a single character, while the game’s leader(GM or DM) is in charge of both simulating the game world, acting out all remainingcharacters and facilitating the game rules. The games are often played in campaigns,continual stories told over several gameplay sessions. This thesis investigates whetherplayers’ types/characteristics and preferences affect the enjoyment of play, and in particularwhether being coherent with the rest of the role-play group in these respects affects theenjoyment of TRPG play. The research questions were addressed primarily by a surveyamong TRPG players that received 1,982 completed questionnaires. These were thenanalysed by correlation and factor analyses in order to find connections between responses.The thesis work shows that the length and depth of previous experiences have almost nocorrelation to the level of enjoyment. Some aspects of the game itself contributed to theenjoyment, but a clearer factor was that of group coherence – if the player perceives thegroup to have the same or similar stances as him/herself on game preferences.Keywords: tabletop role-playing game, pen-and-paper role-playing game, groupcoherence, game enjoyment, satisfaction / Bordsrollspel (TRPGs), även känt som penna-och-papper-rollspel (PnP-RPGs), är en typ avspel som kan beskrivas som en blandning mellan brädspel och improvisationsteater. Varjespelare antar rollen av en karaktär, medan spelledaren (GM eller DM) ansvarar för simuleringenav spelvärlden, agerandet av resterande karaktärer samt ansvar för regelhållningen.Denna uppsats undersöker om spelartyper (egenskaper) och deras preferenser påverkarspelglädjen, och i synnerhet huruvida det är viktigt att ha samma uppfattning som den övrigagruppen i dessa frågor (gruppkoherens). Forskningsfrågorna besvarades huvudsakligengenom en enkätundersökning bland TRPG-spelare som gav 1982 komplett ifyllda enkätsvar.Dessa analyserades sedan med korrelations- och faktoranalyser för att hitta kopplingarmellan svaren. Uppsatsen visar att längden och djupet av tidigare spelupplevelser nästan intehar något samband med nivån av spelglädje. Några aspekter av själva spelet bidrog däremottill spelglädjen, och den tydligaste faktorn var gruppens koherens – om spelaren uppfattar attgruppen har samma eller liknande ståndpunkter som sig själv när det gäller spelpreferenser.Nyckelord: bordsrollspel, penna- och papper-rollspel, gruppkoherens, spelglädje, nöjdhet

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