• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3106
  • 2479
  • 407
  • 364
  • 359
  • 265
  • 241
  • 195
  • 145
  • 64
  • 63
  • 51
  • 39
  • 38
  • 31
  • Tagged with
  • 8870
  • 2368
  • 1459
  • 1059
  • 735
  • 696
  • 689
  • 676
  • 662
  • 649
  • 640
  • 631
  • 628
  • 596
  • 573
  • 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.
541

Haute games : innovative self and self-identity blendings

Parker, Maggie January 2008 (has links)
This thesis introduces the original idea that it is possible, and productive, to consider the ‘blending’ of (or deliberate creative combining of methods from) the fields of fine art practice and science practice, using selected empirical research methods to investigate constructions of self and self-identity that emerge between disciplines. In particular, the thesis investigates how the scientific aspects of modern computer games, for instance, can be seen to affect emotional responses from viewers and how those responses are, in turn, affected by the ‘blending’ of aesthetic concerns with consideration of alternative cognitive processes that induce relaxation to connect with participant-players’ self-identities. This process created a method to access cognitive processes, hitherto unexplored by computer-game developers. This research locates its arguments primarily in and between the disciplines, Art and Game Studies and supports the findings with examples taken from art practice and with theories of Psychology and Gaming. This thesis documents the creation of the author’s original hybrid ‘art- work-game’, known as ‘Star World’. It describes the process of ‘Star World’s’ creation, with analysis of the efficacy of this environment as a space where the mapping of narrative, and where perceptual and interactive ‘blendings’ of self and self-identity were employed and tested, with both qualitative and empirical studies of the experiences and perceptions of participant-players. The research focuses on how the distinctive abstract environment, ‘Star World’, affords and facilitates personal expression and interaction for computer-game players. It reveals specific cognitive processes undergone by participant-players; evidence that supports and validates the conjecture that participant-players use personal frames of reference when navigating, exploring and interpreting computer games. Teach-back protocols and their impact are shown to improve the interactivity and immersive potential of the environment. Overall, this thesis classifies ‘haute game’ rules that are formulated to identify virtual environments creating unique, alternative ‘blendings’ with participant-players and assembles a framework for developers to pursue, when producing original computer-game genres. It offers an innovative case study of value to future scholars of Game Studies, as well as to game developers, with cautionary examples provided to assist in dealing with situations where emotional states are accessed by game play. This thesis highlights the potential of interactive art and game design to produce beneficial outcomes for its participant-players, moreover, it demonstrates, with empirical evidence, the effect of the virtual environment on its participant-players.
542

E-leader trust contributes to satisfaction in virtual teams

Gelius, Beatrice, Selfelt, Sebastian January 2017 (has links)
Aim: Gain insight into how a relationship occur between trust in a virtual team’s e-leader and the satisfaction of the individual virtual team members. Method: Semi-structured interviews were conducted with ten virtual team members and one e- leader. By the means of grounded theory data from the interviews were analysed. Findings and results are further presented and discussed as distinct themes found in the empirical data. Result & Conclusions: We searched for a relationship between trust in the e-leader and the individual virtual team members’ satisfaction. Our findings show that the individual team members’ trust in the e-leader is influencing the feeling of satisfaction in their working environment. The three cues identified to build trust which in turn yields satisfaction in an organisational setting, first relationship and communication, second team spirit, third individual focus. Suggestions for future research: We suggest a longitudinal approach for further research to understand the long term effects and benefits for the organisation from the relationship between trust and satisfaction. We also believe the result can benefit from studies conducted in other businesses where the competitive landscape and, or setup may differ. Contribution of the thesis: The thesis contributes to an understanding of what trust in the e-leader contributes to in a virtual team in regards to its individual team members and their satisfaction.
543

Computer aided learning in computer aided design : inter and intra-departmental computer management learning (CML) in architectural education (AE)

Qaqish, Ra'ed Kamal Muba January 1997 (has links)
No description available.
544

Evaluating Sunni participation in an election in a representative Iraqi town

Gun, Suat Kursat 09 1900 (has links)
What we once thought of as purely civilian considerations are today increasingly significant matters to international peace and security. Conflicts within states and urban encounters make civilian considerations particularly troublesome for military forces sent to stabilize that country. Along with these changes in the patterns of war, the techniques that are used in operations have also changed. Stability operations are an application of military power to influence the political and civilian environment. Often these take the specific form of peacekeeping or peace support operations. Peace Support Operations (PSO) are military operations to support, provide and sustain a long-term political settlement. PSO and conventional war have different characteristics. It is possible to generalize the main purpose of conventional war as "defeat the enemy," whereas peacekeeping attempts to "win the peace." At tactical level, some of the goals of peacekeeping missions are to help and protect civilians, to avoid violence and escalation, and to ensure the safety of the public with civilians in a stability operation than in combat. Secondly, stability operations are executed in a more diverse range of environments than those of conventional war. Furthermore, depending upon the mandate, soldiers must use different sets of engagement rules when interacting with civilians.
545

Design of an object oriented and modular architecture for a naval tactical simulator using Delta3D's game manager

Toledo-Ramirez, Rommel 09 1900 (has links)
The author proposes an architecture based on the Dynamic Actor Layer and the Game Manager in Delta3D to create a Networked Virtual Environment which could be used to train Navy Officers in tactics, allowing team training and doctrine rehearsal. The developed architecture is based on Object Oriented and Modular Design principles, while it explores the flexibility and strength of the Game Manager features in Delta3D game engine. The implementation of the proposed architecture is planned to be done in standard personal computers running's WindowsTM OS, but as Delta3D is a multiplatform tool, the generated code can be easily ported to Linux or even MacTM platforms. The designed architecture includes also a proposal for fast scenario creation and modification based on XML technology.
546

Application of avatars in display design to support spatial awareness under varying workload conditions

Myttas, Dimitrios. 09 1900 (has links)
Human performance in spatial orientation tasks is mainly determined by spatial awareness and the skills to transition from the current spatial attitude into the desired spatial orientation and position. Erroneous spatial awareness may lead to degraded task performance, to the loss of equipment, to serious injuries, or fatal aviation mishaps. The use of UAVs is considered beneficial due to the reduction in risk to the human carrying out the "mission". However, the remote execution of such a mission is extremely demanding for the operator. If extensive use of UAVs is to become routine, a number of concerns that may influence their effective use needs to be addressed. When we consider the human-in-the-loop (HITL), then vehicle control and the use of autonomy are important issues for the end user. Therefore this thesis will investigate the use of a virtual avatar in the flight simulator software (Weber Box) and conduct experimental proof of concept (conduct of experiments and analysis, evaluation and validation of the data of the concept using actual flight simulation software). Results of a study (conducted by Weber, 2006) indicated that the proposed design (Weber Box) seemed to strongly support spatial awareness in 3D orientation tasks. Time to assess a spatial situation decreases significantly, whereas accuracy of this spatial judgment at least maintains its level. This study investigated human orientation performance in relation to display designs that support mental models of the user's spatial situation under varying workload conditions. The main goal is to support the pilot/operator with intuitive, 3D-based information which improves their spatial awareness and supports their mental model of spatial position, he/she is operating under, even with varying workload conditions. As a follow-up study has to be identified, determining whether varying workload affects performance between the two display designs, and if there is a significant difference to a set of properties which are essential for linking virtual avatars and spatial awareness.
547

Survey of available artificial intelligence technologies for addition into Delta3D

Mueller, Aaron J. 09 1900 (has links)
This thesis explores the addition of Artificial Intelligence (AI) capability to the Delta3D Gaming and Simulation engine developed at the Naval Postgraduate School. A look at what types of AI capabilities exist and their potential to add value to the project is presented. This look includes the use of specific AI technologies, such as State Machines and Pathfinding, as well as the potential use of existing open source packages. One growing trend in the commercial game industry is the use of AI Middleware packages, allowing developers to buy what technologies they need and reduce development time. This thesis covers the link between AI and animation, specifically comparing how animation is handled by Delta3D and UnrealEngine. One final area covered is the use of scripting to generate behaviors within a game or simulation. Again, UnrealEngine, specifically UnrealScript, is considered as a potential model for a scripting language based on the Python programming language. Python was chosen based on its integration with the underlying C++ base code. By following the game industry's lead, one has a pool of potential options and avoids attempting to reinvent the wheel.
548

Cleared hot a forward air control (airborne) concepts trainer

Lakey, Charles. 09 1900 (has links)
With the aim of creating a skill trainer of conceptual knowledge, what is the development process for ensuring the correct set of objectives are determined, matched to appropriate technology, and implemented? Months and years prior to the first instance of trainer use, the initial steps of the developer determine the end product s success. Computer based trainers fielded for use by the military are rife with poorly matched tasks to technology, often the product of contracts that begin with a list of high-level objectives imitating a detailed requirements document. In those cases, software developers are forced to make best guesses about how to meet those objectives. Is there a better method? We embarked on a project to create a trainer for the military aviation mission of Forward Air Control (Airborne) using a development process that first identified critical tasks, then matched technology to facilitate training those tasks, and finally allowed expert evaluation of positive transfer. We do not assume that our methodology which foregoes a comprehensive transfer study is the preferred approach; rather, in cases where such a study is not feasible, we assert that a good development process, reinforced with subsequent expert evaluation, is a comparable alternative.
549

The importance of artificial intelligence for Naval intelligence training simulations

Sweat, Patricia A. 09 1900 (has links)
Agent technology is widely deployed in numerous commercial areas such as networking, modeling, and software; however, this technology remains under-utilized by operational organizations within the United States Navy. This thesis will investigate the importance of artificial intelligence (AI) for military training simulations, particularly in the training of intelligence personnel in the Navy. The Computer Generated Forces (CGF) of the current Intelligence Team Trainer's (ITT) system initiate actions as a result of rigid scripted programming. Forces will execute the same actions regardless of what the user decides to do, resulting in highly unrealistic scenarios. For instance, in a scenario where an ARG (Amphibious Ready Group) transits the Strait of Hormuz, the response of Iranian P3 or an incoming dhow would be the same whether the battle group utilized frigate escorts or not. This thesis will produce very simple, but less rigid AI, which can easily be made more complex and intelligent in later phases. Demonstrations and assessments will validate the importance of AI integration for the ITT. Furthermore, this analysis of the requirements for the AI will assist training commands and combat information centers fleet wide with the range of realistic combat-related possibilities needed in order to ensure a fully capable 'combat ready' watch team.
550

The design of a stand-alone division tactics simulator utilizing non-proprietary (open source) media and iterative development

Ernst, Ryan B. 03 1900 (has links)
Fleet maneuvers, or division tactics (DIVTACS), are achieved by a series of precision shipboard movements directed by an Officer in Tactical Control. Much like a precision drill team, DIVTACS training requires multiple ships underway in close proximity, often a rare commodity. Costs to conduct live training range from several Thousand (per evolution) to several Million dollars (to repair ships after a collision at-sea). Computer simulation opens the door to maximizing DIVTACS training, while mitigating risk. The Navy spends in excess of 60 Million dollars per year on simulation-based training. Currently available simulators provide a DIVTACS capability by connecting several simulators together via a LAN. These simulators are cost prohibitive ranging from 1,00,000 dollars to Millions of dollars per unit. They are manpower and maintenance intensive requiring dedicated infrastructures, drastically limiting deploy-ability and reliability. Open source applications are gaining considerable leverage in the commercial market and offer significant cost-reductions. This thesis explored the possibilities of open source development by providing a proof of concept division tactics simulator. Additional considerations were given to the extension of the simulator for use in surface tactics in general and areas of future research.

Page generated in 0.0734 seconds