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Dissertations / Theses on the topic 'Game Technique'

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1

Cailes, John. "Following the game." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2001. https://ro.ecu.edu.au/theses/1016.

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This thesis consists of a collection of seventeen short stories and a critical essay of approximately 8000 words. Selected stories from this collection are discussed at varying length in the essay. Within the essay I have attempted to look at- and in one case in particular to demonstrate - the operation of some of the theories put forward by several literary critics- notably, Roland Barthes, Wolfgang lser, Mikhail Bakhtin and, to a lesser degree directly, Norman Holland. Not all of my stories were written with the specific purpose of having them conform to or elucidate a model: rather, to pres
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2

Swing, Oskar. "Using Gyroscope Technology to implement a Leaning Technique for Game Interaction." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15204.

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Context. Smartphones contain advanced sensors called microelectromechanical systems(MEMS). By connecting a smartphone to a computer these sensors can be used to test new interaction techniques for games. Objective. This study aims to investigate an interaction technique implemented with a gyroscope that utilises the leaning of a user’s torso and compare it in terms of precision and enjoyment to using a joystick. Method. The custom interaction technique was implemented by using the gyroscope of a Samsung Galaxy s6 Edge and attaching it to to the torso of the user. The joystick technique was imp
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Hansson, Oskar. "Can an Optimized MidSide Technique Improve Perceived Envelopment in Game Audio." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69063.

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Mid/side processing techniques are commonly used in the music recording industry to widen the stereo image to create a more enveloping listening experience. Since the gaming industry is now in need of better audio solutions to stay on par with the recent visual advances intechnology; these mid/side techniques could potentially be a useful tool for sound designers to use. In this study, an experiment was conducted where 16 participants were asked to play 4 scenarios with different audio settings meant to enhance envelopment in different ways. After each scenario the participants were asked to r
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Liljekvist, Pontus Holmertz, and Andreas Zsigmond. "Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2081.

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While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. With each generation of games getting more advanced, the demand for highly detailed models increase. This leads to a higher workload for the GPU. The purpose of this thesis is to research the fi eld of tessellation and develop a prototype to optimize the tessellation pipeline. The prototype is designed to help reduce
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Ludvigsen, Fredrik. "Play-Create-Share Gameplatform for the iPad : Exploring Game Creation Technique on a Touch Screen Platform." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13574.

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This report presents the implementation and analysis of a simple create-andplaygame for the iPad. The game is a platformer with a level editor, utilizingthe iPad’s touchscreen and acceleration sensor. We believe the results arealso applicable to games, that have level editors, for other types of post-PCtablet devices (Samsung Galaxy Tab, Motorola Xoom etc.).The analysis comprise a usability test with a questionnaire. 33 universitystudents and 4 children attended the test. The attendants were given severalopportunities to provide feedback as free text. The free text answers havealso been c
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Burger, Clayton. "A hybridisation technique for game playing using the upper confidence for trees algorithm with artificial neural networks." Thesis, Nelson Mandela Metropolitan University, 2014. http://hdl.handle.net/10948/3957.

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In the domain of strategic game playing, the use of statistical techniques such as the Upper Confidence for Trees (UCT) algorithm, has become the norm as they offer many benefits over classical algorithms. These benefits include requiring no game-specific strategic knowledge and time-scalable performance. UCT does not incorporate any strategic information specific to the game considered, but instead uses repeated sampling to effectively brute-force search through the game tree or search space. The lack of game-specific knowledge in UCT is thus both a benefit but also a strategic disadvantage.
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Khambete, Surendra S. "MANAGING RATIONAL DIVERGENCE: TESTING THE EFFECTS OF A COGNITIVE BEHAVIORAL THERAPY (CBT) TECHNIQUE ON COLLABORATIVE VERSUS COMPETITIVE BEHAVIORS IN A GAME THEORETIC SETTING." Case Western Reserve University School of Graduate Studies / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=case1606306856751918.

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8

Enrich, Yann. "Étude socio-technique des usages et de l'imaginaire des communautés virtuelles sur Internet." Montpellier 3, 2009. http://www.theses.fr/2009MON30015.

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A travers trois communautés virtuelles distinctes que sont les hackers, les joueurs de jeux en réseau et les utilisateurs lambdas, cette étude met en lumière la dimension sociotechnique incontournable des liens sociaux entre les individus sur Internet. Appuyé par une analyse des outils majeurs tels que les forums, les blogs et les chats, il est démontré qu'Internet est un média communautaire par excellence, tant au niveau des usages de ses membres que de l'imaginaire commun à chaque internaute<br>Three communities are studied in this document : the hackers, the online gamers and the lambdas us
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Ryding, Karin. "Poetry is for everyone : A comparative analysis of the cut-up technique, Magnetic poetry and the casual word game Words of Oz." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228190.

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Language is a system that fundamentally influences us as human beings. There are numerous schools of thought critiquing our use of language and celebrating attempts to break free of the control it has over our lives. In that perspective a transformative play with language can be seen as critical play, and a game design approach supporting this kind of play can be defined as critical. The cut-up technique is an aleatory literary technique invented by the Dadaists in the 1920s. It was the fundamental lack of belief in society and language that gave birth to the cut-up method. Mary Flanagan inclu
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Kurki, Saara. "How to let go : Different ways to detect and release tensions." Thesis, Kungl. Musikhögskolan, Institutionen för klassisk musik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-4186.

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The aim of my project was to find different ways to make playing easier and freer. What does it actually mean to let go and what could help to achieve more secure and relaxed feeling in your body when playing your instrument? I collected and experimented with exercises from a book The Inner Game of Music and Alexander Technique. I found out that knowing more precisely what to focus on and being more aware of the body can have a great effect. I discovered more gentle ways to teach myself and learned about the importance of how we are treating and using our bodies during practicing and in everyd
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Huang, Fan. "Allocation des ressources fondée sur la qualité du canal pour la voie descendante des systèmes LTE." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS250/document.

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La recherche effectuée dans cette thèse a pour cadre les réseaux radio privés dédiés aux forces de sécurité civile. En effet, doté actuellement d’un service bande étroite, ils doivent évoluer pour faire face à de nouveaux besoins comme la vidéo ou le multimédia. L’objectif est donc d’adapter la technologie LTE aux contraintes et propriétés de ces réseaux particulier. Ainsi, le nombre d’utilisateurs est limité mais le service doit toujours être disponible et des priorités peuvent être mises en œuvre.Dans ce contexte, l’allocation des ressources de communication est un problème important avec de
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Kozemjakin, Da Silva Miriam. "Study of the impact of information collected during the design process on the environmental expert." Thesis, Troyes, 2014. http://www.theses.fr/2014TROY0028/document.

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Le présent travail a pour but de contribuer à la prise en considération des aspects environnementaux dans le processus de conception de produits par l’étude des échanges d’informations en conception. Plus précisément, la question de recherche abordée est : Quelles sont les conséquences sur le produit lorsque différentes informations du processus de conception sont données à l'expert environnement ?Le développement de ce manuscrit porte, en premier lieu, sur la représentation des informations du produit nécessaires à l'expert environnement. Ensuite, en tenant compte de ces informations de base,
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Saini, Simardeep S. "Mimicking human player strategies in fighting games using game artificial intelligence techniques." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/16380.

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Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. H
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Gustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.

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Context. Augmented reality (AR) is a technology that uses the camera to display what is seen on the screen and adds digital informationover the picture. This study analyses how augmented reality mightaect game experience when applied to real time strategy games. Objectives. Evaluate the available development tools, to implementthe game prototype and the AR interaction. Then develop interactive methods for AR and traditional version. Create a basic articialintelligence, design the experiment to evaluate game experience, completion time and score. Methods. The experiment were executed after impl
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Mbeng, Ndemezogo Georgin. "La commercialisation du gibier au Gabon : anthropologie du conflit des imaginaires du rapport à l'animal." Thesis, Lyon 2, 2011. http://www.theses.fr/2011LYO20135/document.

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A travers l’exemple de la commercialisation du gibier sur les marchés de Libreville, cette recherche vise à déconstruire les deux imaginaires contradictoires qui mobilisent plusieurs catégories d’acteurs multi-situés dans les problématiques respectives de la consommation et de la protection animales. Comme telle, elle se propose de réévaluer les modèles culturels applicables aux rapports de l’homme à l’animal, et à leurs transformations historiques dans le contexte du Gabon contemporain. Ce contexte est notoirement marqué par la confrontation frontale de conceptions et comportements endogènes
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Roy, Brice. "Penser le jeu à l’ère du numérique : une approche à la croisée de la phénoménologie et de la théorie des supports." Thesis, Compiègne, 2019. http://www.theses.fr/2019COMP2493.

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Le plus souvent, penser le jeu se résume à la question suivante : s’agit-il d’une activité libre ou au contraire d’un système déterminé par des règles ? Cette manière d’approcher la question est symptomatique d’une tradition intellectuelle normée dès l’antiquité par le principe d’une opposition entre l’homme et la technique. Prenant appui sur les préceptes de la thèse de la technique anthropologiquement constitutive et constituante, le présent travail entend proposer une approche inédite de la question du jeu, entendue comme rapport singulier de l’homme à la technique. Dans le jeu, l’homme ren
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Persson, Martin. "Development of three AI techniques for 2D platform games." Thesis, Karlstad University, Division for Information Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-1.

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<p>This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows nothing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part includes game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dis
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Reilly, Brian Kevin. "The statistics of helicopter total counts of large ungulates in sourish mixed bushveld, northwest arid bushveld and mopane veld, Republic of South Africa." Thesis, Stellenbosch : Stellenbosch University, 2000. http://hdl.handle.net/10019.1/52027.

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Dissertation (PhD)--Stellenbosch University, 2000.<br>ENGLISH ABSTRACT: The use of helicopters has become almost universally accepted as the method of choice in the enumeration of large ungulates in Southern Africa. In most cases decisions affecting management of these populations are made based on a single count result. In all these instances the within technique variance is ignored, often leading to decisions based on type I or type II statistical errors where the within technique variance is misconstrued as the population change. Many studies have investigated the issue of accuracy o
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Istance, Howell O. "An investigation into gaze-based interaction techniques for people with motor impairments." Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/23911.

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The use of eye movements to interact with computers offers opportunities for people with impaired motor ability to overcome the difficulties they often face using hand-held input devices. Computer games have become a major form of entertainment, and also provide opportunities for social interaction in multi-player environments. Games are also being used increasingly in education to motivate and engage young people. It is important that young people with motor impairments are able to benefit from, and enjoy, them. This thesis describes a program of research conducted over a 20-year period start
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Schmidt, Katarina, and Alexandra Skerka. "Affärsförhandlingar : en studie av relationsskapande förhandlingar avseende köp- respektive säljsituationer i företag med olika typer av affärsverksamhet." Thesis, Linköping University, Department of Management and Economics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1543.

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<p>Background: The starting point of the thesis is the growing importance of negotiations that serve to establish a relationship between the parties involved as companies’ business activities are getting more complex. </p><p>Purpose: The purpose of the thesis is to find and to analyze which elements are of importance for parties, when creating a successful negotiation with regard to building long-term relationships, and if those elements differ for sales and procurement negotiations in companies with business activities of various kinds. </p><p>Research method: The study was realized with the
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Golliot, Julie. "Vers une rupture cognitive et conceptuelle dans l'orientation de la dimension soignante en rééducation fonctionnelle cognitive ˸ : introduction d'un Serious Game thérapeutique agissant en tant que dispositif de médiation." Electronic Thesis or Diss., Toulon, 2020. http://www.theses.fr/2020TOUL4001.

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Cette thèse CIFRE au sein d’une organisation de santé nous a conduit à nous intéresser aux fonctions exécutives, impliquées dans le contrôle cognitif intervenant dans les situations nécessitant une articulation des actions ou pensées dirigées vers un but finalisé. Ces processus sont sollicités pour se concentrer sur une tâche (Attention), mémoriser et manipuler des informations (Mémoire de travail), s’adapter à de nouveaux environnements ou règles (Flexibilité mentale, Inhibition) et plus généralement lorsque les habitudes et automatismes ne suffisent pas à atteindre ces buts (Planification, S
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Vickers, Stephen. "Eye-gaze interaction techniques for use in online games and environments for users with severe physical disabilities." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5006.

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Multi-User Virtual Environments (MUVEs) and Massively Multi-player On- line Games (MMOGs) are a popular, immersive genre of computer game. For some disabled users, eye-gaze offers the only input modality with the potential for sufficiently high bandwidth to support the range of time-critical interaction tasks required to play. Although, there has been much research into gaze interaction techniques for computer interaction over the past twenty years, much of this has focused on 2D desktop application control. There has been some work that investigates the use of gaze interaction as an additiona
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Charles, Therese. "Enhanced e-learning engagement using game absorption techniques ELEGANT." Thesis, University of Ulster, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.551593.

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The influence of technology on education is significant and growing. In particular, most students in higher education now work in a learning environment that supports electronic access to course materials and perhaps controls aspects of the learning process. Within such an environment, students have greater choice as to when, where and how they study; unfortunately, however, these advantages are often offset by a reduction in student engagement. This is partly due to the quality of the learning content but equally important is the suitability of the learning environment in which that material
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Wu, Yu. "Mathematical optimization and game theoretic techniques for multicell beamforming." Thesis, Loughborough University, 2016. https://dspace.lboro.ac.uk/2134/20039.

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The main challenge in mobile wireless communications is the incompatibility between limited wireless resources and increasing demand on wireless services. The employment of frequency reuse technique has effectively increased the capacity of the network and improved the efficiency of frequency utilization. However, with the emergence of smart phones and even more data hungry applications such as interactive multimedia, higher data rate is demanded by mobile users. On the other hand, the interference induced by spectrum sharing arrangement has severely degraded the quality of service for users a
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Chartier, Angeline. "Transferts et appropriations de modèles de développement dans les pays du Sud : pour une analyse du (dys)fonctionnelment de l'aide : l'exemple de la décentralisation en Haïti et à Madagascar." Thesis, Bordeaux 3, 2016. http://www.theses.fr/2016BOR30001/document.

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Au départ modèle politique occidental, la décentralisation est érigée, dans les années 1990, en modèle de développement puis, à partir de 2000, en outil de la lutte contre la pauvreté. Le modèle est, depuis, financé et transféré dans les pays en développement, censé être levier d’une bonne gouvernance et d’une paix sociale. Cependant, malgré 25 ans d’efforts pour l’instauration du modèle, à Madagascar et Haïti, la décentralisation n’est toujours pas effective. Plus globalement, les deux pays se caractérisent par une instabilité chronique, un faux-semblant de démocratie, une aggravation de la p
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Osman, M. A. M. A. M. "A new approach to automobile insurance ratemaking by quantitative techniques." Thesis, City University London, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.373328.

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Cockerham, Lucas. "POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS." UKnowledge, 2004. http://uknowledge.uky.edu/gradschool_theses/224.

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Numerous algorithms/methods exist for creating computer poker players. This thesis comparesand contrasts them. A set of poker agents for the system PokerFace are then introduced. A surveyof the problem of facial expression recognition is included in the hopes it may be used to build abetter computer poker player.
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Valenzuela, Russell. "Predicting National Basketball Association Game Outcomes Using Ensemble Learning Techniques." Thesis, California State University, Long Beach, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10980443.

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<p> There have been a number of studies that try to predict sporting event outcomes. Most previous research has involved results in football and college basketball. Recent years has seen similar approaches carried out in professional basketball. This thesis attempts to build upon existing statistical techniques and apply them to the National Basketball Association using a synthesis of algorithms as motivation. A number of ensemble learning methods will be utilized and compared in hopes of improving the accuracy of single models. Individual models used in this thesis will be derived from Logist
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MACHADO, LUCAS EUZEBIO. "DISTRIBUTED TECHNIQUES FOR MASSIVELY MULTIPLAYER GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7692@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>Essa dissertação apresenta diversas técnicas e tecnologias úteis na criação de ambientes virtuais distribuídos com milhares de jogadores conectados. Explicações sobre o uso adequado de TCP e UDP são fornecidas. São mostradas algumas técnicas de aceleração no uso de sockets. São explicadas tecnologias que permitem tratar de muitos sockets ao mesmo tempo como a poll e a kqueue do Unix e o IO Completion Ports do Windows. Técnicas específicas de ambientes virtuais distribuídos são mostradas. Uma ferramenta que faz uso de vári
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Damianou, Christakis 1964. "Characterization techniques for contaminated gate oxide." Thesis, The University of Arizona, 1990. http://hdl.handle.net/10150/278760.

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The effect of homogeneous contamination on the oxide integrity is studied by electrical measurements. The contamination is introduced in the Buffered Oxide Etchant (BOE) used for the pre-oxidation clean. The DC parametric test of forcing 1 nA and measuring voltage across the oxide is used to relate contamination to the leakage current and also to the number of failures. The factors affecting the measured voltage such as temperature, light and noise are eliminated so that contamination dominates the change in the measured voltage. The current-transport mechanism through the oxide was found to o
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Cockerham, Lucas. "Poker face emotion base game-play techniques for computer poker players /." Lexington, Ky. : [University of Kentucky Libraries], 2004. http://lib.uky.edu/ETD/ukycosc2004t00181/thesis.pdf.

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Thesis (M.S.)--University of Kentucky, 2004.<br>Title from document title page (viewed Jan. 6, 2005). Document formatted into pages; contains vi, 32p. Includes abstract and vita. Includes bibliographical references (p. 30-31).
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Shams, Farshad. "Cooperative techniques in wireless communications: a game- and information- theoretic analysis." Thesis, IMT Alti Studi Lucca, 2012. http://e-theses.imtlucca.it/99/1/Shams_PhDthesis.pdf.

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This dissertation consists in two parts. In the first part (Chapter 1-3) we study the notion of cooperative game theory and its applications to network engineering problems. The tools of cooperative game theory are shown to be advantageous for obtaining high-performance and good results in terms of fairness, and stability. In particular, the first part describes a theoretical framework for the design and analysis of resource allocation algorithms for wireless networks using OFDMA technology in uplink transmission. The resource allocation issue is modeled as a cooperative game in which every us
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Hartman, Vile. "Spring and Plate Reverb Techniques In Games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12827.

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In games, reverb is used to convey the audial space of game environments. This thesis explores the possibilities of using spring and plate reverb, and if they enhance or detract from the experience compared to a realistic natural reverb. Under evaluation, a quantitative study with a secondary qualitative discussion was carried out where participants played a gameplay prototype that switched between using spring reverb, plate reverb and a realistic natural reverb. A survey was answered relating to the gameplay sequence, which was used to evaluate how players perceived the differences in the dif
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Chen, Yuhui. "Resonant Gate Drive Techniques for Power MOSFETs." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/10099.

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With the use of the simplistic equivalent circuits, loss mechanism in conventional power MOSFET (Metal-Oxide-Semiconductor Field-Effect Transistor) gate drive circuits is analyzed. Resonant gate drive techniques are investigated and a new resonant gate drive circuit is presented. The presented circuit adds minor complexity to conventional gate drivers but reduces the MOSFET gate drive loss very effectively. To further expand its use in driving Half-Bridge MOSFETs, another circuit is proposed in this thesis. The later circuit simplifies the isolation circuitry for the top MOSFET and meanwhile c
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Davies, Huw. "Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous music." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:3f1e4cfa-4a36-44d8-9f4b-4c623ce6b045.

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This study contributes to practical discussions on the composition of dynamic music for video games from the composer’s perspective. Creating greater levels of immersion in players is used as a justification for the proposals of the thesis. It lays down foundational aesthetic elements in order to proceed with a logical methodology. The aim of this paper is to build upon, and further hybridise, two techniques used by composers and by video game designers to increase further the reactive agility and memorability of the music for the player. Each chapter of this paper explores a different techniq
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Wennerberg, Daniel. "Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?" Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73985.

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Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. In these levels, subjects auditioned two versions of
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Menon, Rekha. "Interference Avoidance based Underlay Techniques for Dynamic Spectrum Sharing." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/27536.

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Dynamic spectrum sharing (DSS) is a new paradigm for spectrum allocation that is expected to lead to more efficient spectrum usage and alleviate the spectrum-scarcity that has been perceived in recent years. DSS refers to the opportunistic, dynamic, and uncoordinated use of the spectrum by multiple, possibly non-cooperating, systems. It allows bands which may be underutilized by incumbent or legacy systems to be shared by agile or cognitive radios on a ``do no harm" basis. An ideal DSS technique is one which efficiently uses the allocated spectrum and maximizes the performance of the DSS netw
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Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.

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Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est t
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Van, Tonder Martin Stephen. "The development and evaluation of gaze selection techniques." Thesis, Nelson Mandela Metropolitan University, 2009. http://hdl.handle.net/10948/882.

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Eye gaze interaction enables users to interact with computers using their eyes. A wide variety of eye gaze interaction techniques have been developed to support this type of interaction. Gaze selection techniques, a class of eye gaze interaction techniques which support target selection, are the subject of this research. Researchers developing these techniques face a number of challenges. The most significant challenge is the limited accuracy of eye tracking equipment (due to the properties of the human eye). The design of gaze selection techniques is dominated by this constraint. Despite deca
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Thunström, Robin. "Passive gaze-contingent techniques relation to system latency." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2595.

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Interactive 3D computer graphics requires a lot of computational resources to render a high quality frame. Typically the process of rendering a frame assumes a naïve approach that the whole frame can be perceived by the user in uniform detail. This is often not true, within 2° horizontal eccentricity from point of gaze is where one can primarily perceive details. Adjusting the quality of a frame based on the visual acuity can increase rendering performance by a factor of five to six at the resolution 1920x1080 without sacrificing perceived quality (Guenter et al., 2012a). Doing so without the
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Sharma, Akshay. "Place and route techniques for FPGA architecture advancement /." Thesis, Connect to this title online; UW restricted, 2005. http://hdl.handle.net/1773/6108.

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Cabir, Hassane Natu Hassane. "A Comparison Of Different Recommendation Techniques For A Hybrid Mobile Game Recommender System." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12615173/index.pdf.

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As information continues to grow at a very fast pace, our ability to access this information effectively does not, and we are often realize how harder is getting to locate an object quickly and easily. The so-called personalization technology is one of the best solutions to this information overload problem: by automatically learning the user profile, personalized information services have the potential to offer users a more proactive and intelligent form of information access that is designed to assist us in finding interesting objects. Recommender systems, which have emerged as a solution to
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Freund, Ari. "Aprendizagem de técnicas financeiras de venda por meio de serious game." Universidade Presbiteriana Mackenzie, 2016. http://tede.mackenzie.br/jspui/handle/tede/2809.

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Submitted by Georgia Vaz (georgia.vaz@mackenzie.br) on 2016-07-06T19:39:07Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) ARI FREUND.pdf: 2856706 bytes, checksum: 6960d4d721335f7152a54ba441237d9e (MD5)<br>Made available in DSpace on 2016-07-06T19:39:07Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) ARI FREUND.pdf: 2856706 bytes, checksum: 6960d4d721335f7152a54ba441237d9e (MD5) Previous issue date: 2016-02-16<br>Considering the games eficiency for learning business this research proposes the dev
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Melero, Gallardo Javier. "Design and implementation techniques for location-based learning games." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/145498.

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Over the past few years the use of computer-supported games for learning purposes has reported many educational benefits in terms of students’ motivation and engagement towards learning. However, the comprehensive integration of Game-Based Learning (GBL) environments in formal learning settings is still a challenge that shapes several interdisciplinary research problems in the domain of GBL. A main problem is that for games to be relevant in formal education they need to be aligned with the curriculum and adapted to teachers’ requirements depending on their particular educational situations. A
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Oldenborg, Mattias. "A comparison between techniques for color grading in games." Thesis, University of Skövde, School of Humanities and Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1033.

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<p>Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches. The results show
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Serrano, Guillermo J. "High Performance Analog Circuit Design Using Floating-Gate Techniques." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19819.

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The programmability property of floating-gate transistors is exploited in this work to compensate for mismatch and device parameter variations in various high performance analog circuits. A careful look is taken at the characteristics and behavior of floating-gate transistors; issues such as programming, precision, accuracy, and charge retention are addressed. An alternate approach to reduce the offset voltage of the amplifier is presented. The proposed approach uses floating-gate transistors as programmable current sources that provide offset compensation while being a part of the amplifier
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Wadstein, Erik. "Artistic Techniques to Influence Navigational Behavior in 3D-Games." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2401.

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Todays video games use diff erent aids to help players navigate and proceed in a 3D-environment. It is common that players are assigned an objective to complete and have to navigate from point A to point B, often with the help from navigational aids. This study contains an experiment where test-players had to navigate through a set of 3D-environments to complete an objective, without navigational aids. Instead the author used artistic techniques (geometry, lighting and texture) to see if they could aff ect test-players decisions in how to proceed. Results where compared to predictions in how t
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Butzen, Paulo Francisco. "Aging aware design techniques and CMOS gate degradation estimative." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/61868.

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O advento da utilização de circuitos integrados pela sociedade se deu por dois motivos. O primeiro consiste na miniaturização das dimensões dos dispositivos integrados. Essa miniaturização permitiu a construção de dispositivos menores, mais rápidos e que consomem menos frequência. O outro fator é a utilização da metodologia baseada em biblioteca de células. Esta metodologia permite o projeto de um circuito eficiente em um curto espaço de tempo. Com a redução dos dispositivos, novos fatores que eram desconsiderados no fluxo automático passaram a ter importância. Dentre eles podemos citar o cons
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Fernandez, Gabriel. "Développement d'un geste technique : histoire du freinage en Gare du Nord." Paris, CNAM, 2004. http://www.theses.fr/2004CNAM0450.

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Une intervention de terrain réalisée à la demande d’un CHSCT de conducteurs de train de la banlieue nord de Paris a débouché sur une recherche portant sur un geste technique de freinage. En utilisant des méthodes développementales, dont des entretiens en autoconfrontation croisée, nous avons recueilli des données nous permettant de proposer un modèle explicatif pour le développement du geste. Selon nous, la comparaison du geste entre collègues, et chez le même conducteur entre les différentes réalisations du même geste dans des contextes différents, explique ce développement. En distinguant le
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Newalkar, Aditya. "Alternative techniques for Built-In Self-Test of Field Programmable Gate Arrays." Auburn, Ala., 2005. http://repo.lib.auburn.edu/2005%20Summer/master's/NEWALKAR_ADITYA_6.pdf.

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