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Dissertations / Theses on the topic 'Media player'

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1

Palmestedt, Bill. "Player perceptions of Pokémon Go." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32476.

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In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the game while asked to specify the games they played regularly, although they had previously mentioned that they play the game daily. This paper will explore those player’s perception of Pokémon Go in aim to understand why they did not account for the game. This study uses a series of interviews of the participants to explore how they perceive the game. The interviews are analysed thematically using predefined themes and the results suggests that the reason to why the game was not accounted for mig
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Nordberg, Andreas, and Jonathan Sjölund. "Geo-based media player : An interactive interface for geo-based video streaming." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129609.

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Being able to interact with video streams can be both fun, educational and provide help during disaster situations. However, to achieve the best user experience the interaction must be seamless. This thesis presents the design and implementation of an interface for a media player that allows for users to view multiple video streams of the same event from different geographical positions and angles. The thesis first describes the system design and methods used to implement this kind of media player and explains how to achieve a seemingly good and, to a higher extent, enjoyable video streaming e
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Bryant, Travis Joseph. "Presenting Structured, RSS-Fed New Media Streams Within A Portable Media Player: A Category Or Source Organizational Decision." Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/280.

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The RSS protocol allows, among other uses, for portable media player devices to download files automatically from the internet. Although text RSS feed on portable media devices is currently limited, it is possible that text feeds will become a ubiquitous feature on future PDA/media crossover devices. With the increasing usage of video-enabled portable media players, video content on these devices will also gain strength in the consumer market. Through qualitative interviews this pilot study hopes to investigate usage of new media streams on portable devices, with additional focus on RSS feeds,
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Anderson, Eike F. "On the definition of non-player character behaviour for real-time simulated virtual environments." Thesis, Bournemouth University, 2008. http://eprints.bournemouth.ac.uk/11991/.

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Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially
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Filip, Mori. "A 2D video player for Virtual Reality and Mixed Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217359.

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While 3D degree video in recent times have been object of research, 2D flat frame videos in virtual environments (VE) seemingly have not received the same amount of attention. Specifically, 2D video playback in Virtual Reality (VR) and Mixed Reality (MR) appears to lack exploration in both features and qualities of resolution, audio and interaction, which finally are contributors of presence. This paper reflects on the definitions of Virtual Reality and Mixed Reality, while extending known concepts of immersion and presence to 2D videos in VEs. Relevant attributes of presence that can applied
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Bergqvist, Andreas. "Aesthetic Details and Player Behavior : a study on how the colors of checkers in backgammon affect players’ choices of action." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1968.

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Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.
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7

Strååt, Björn. "Extending Game User Experience - Exploring Player Feedback and Satisfaction : The Birth of the Playsona." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147770.

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Video games are experience-based products and user satisfaction is key for their popularity. To design for as strong an experience as possible, game developers incorporate evaluation methods that help to discover their users’ expectations and needs. Despite such efforts, problems still occur with the game design that lower the user experience. To counter these problems, the evaluation methods should be investigated and improved. To address this need, I have explored various design tools and user experience theories. Applying these in a game evaluation context, I have analyzed user-created game
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8

Hallink, Robert Willem. "The Application of Design Principles on Fast-Action Puzzle Games : A study on how the use of design principles affect how players perform in Fast-Action Puzzle Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-90230.

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This thesis studies a few established design principles which were implemented in a developed fast-action puzzle game prototype. The aim was to study how several design principles affected the performance of players. The prototype was described as a Time-Based Memory Mashup with six different ”presets” based on the established design principles in which small changes occur. All participants in the study played through all six presets. Gameplay data was gathered from the participating users and were automatically recorded into a database in order to determine which preset was the most successfu
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9

Liljeblad, Hugo. "Does dynamic compression impact how well the player tracks multiple targets in a FPS game." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73281.

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When navigating a spatially immersive environment like a game, sound can be used to get anapproximate direction and distance of objects, like targets headed for the player. Game sounddesigners can use this knowledge to create interactions. However, processing sound mightalso interfere with players’ abilities to track targets. By reducing the dynamic range of soundswith compression it might change how players interact in games. Whether the ability to trackseveral targets is affected by compression of sounds was investigated with an interactivelistening test where participants were asked to trac
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10

Bergström, Patrik. "A Proof-of-Concept Implementation of a Non-linear Video Player for HTTP-based Adaptive Streaming." Thesis, Linköpings universitet, Databas och informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95446.

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Konsumtionen av video på Internet har ökat det senaste decenniet och trenden är förväntad att fortsätta stiga. Strömmande video är en ofta använd lösning för att se video på Internet. Tekniken tillåter användaren att se film medan den laddas ned. Adaptive streaming är en teknik som låter videospelaren ändra bit-raten på videon baserat på användarens tillgängliga bandbredd. En annan lösning för att göra användarens upplevelse mer skräddarsydd är ickelinjära videor. Den här typen av videor kan spelas ur sekvens. Som exempel kan en tittare välja slutet i en film eller välja vägen genom en utställ
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11

Sherrick, Brett I. "Some disassembly required understanding the deaths of the player-character self in Call of duty 4 /." View electronic thesis (PDF), 2009. http://dl.uncw.edu/etd/2009-1/sherrickb/brettsherrick.pdf.

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Flinck, Lindström Sebastian, and Markus Wetterberg. "Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167196.

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Cloud computing is a way to deliver high-performance services to clients who would not usually be able to handle the computations on their own. They rely on computers in the cloud performing the calculations and therefore ease the load on the client-side. The goal of this thesis is to find what factors affect the players' experience and how they affect the player. To handle this, we have done a user-based study on cloud gaming. The users get to play a fast-paced single-player game and a fast-paced multiplayer game against each other, while we collect data about their experiences. During the te
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André, Andreas. "En färgglad studie om spelarbeteenden." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226308.

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This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews tha
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Feldman, Lee. "Player-Response on the Nature of Interactive Narratives as Literature." Thesis, Chapman University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10822281.

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<p> In recent years, having evolved beyond solely play-based interactions, it is now possible to analyze video games alongside other narrative forms, such as novels and films. Video games now involve rich stories that require input and interaction on behalf of the player. This level of agency likens video games to a kind of modern hypertext, networking and weaving various narrative threads together, something which traditional modes of media lack. When examined from the lens of reader-response criticism, this interaction deepens even further, acknowledging the player&rsquo;s experience as a va
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Årnell, Tobias, and Nikola Stojanovic. "Horror game design – what instills fear in the player? : A study on the effects of horror game design theories and level design patterns on player behaviour in a horror environment." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40778.

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This research paper aimed to study how to make a scary horror game and what in turn makes these games scary. This study utilizes an original game called The House specifically designed and created by us. This is done in order to study the effects of implementing level design and navigation patterns and horror game design theories in an original horror game on player behaviour and reaction in relation to these theories. The study was done with the use of 10 participants, who each took part in a 15 minute play session, and were later interviewed using the data gathering method stimulated recall.
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Hellqvist, Max, and Herman Härjeström. "Measuring the Impact of Heads-Up Display on Player Experience in FPS Games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32533.

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In this study, we investigate the effect of Heads-Up Display on player experience and performance when playing the first person shooter games Battlefield 1 and Battlefield 4. Participants played a mission twice, once with Heads-Up Display and once without. After each session, the participant answered a PENS questionnaire. The amount of enemies killed and the amount of times the player character died during the session was recorded. No significant differences were found other than that the participants who answered that they only played first person shooter games a few times every month killed
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Foo, Jody. "DocPlayer: Design Insights from Applying the Non-HierarchicalMedia-Player model to Document Management." Thesis, Linköping University, Department of Computer and Information Science, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2086.

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<p>Managing documents is an integral part of computer use, and with the growing document collections of today, the importance of tools that are both flexible and efficient is becoming more evident. In many cases, the hierarchical file system used by many operating systems is also used for document management purposes. However, by using the file system for document management, restrictions and limitations such as strict hierarchical document classification and the use of non-content-related document properties are inherited. This thesis explores some of the consequences of extending the non- hi
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18

Ström, Anni-Ruffina. "Difficulties of Coming Out Amoung Japanese Elite Athletes : A media-studies inquiry into the case of soccer player Shiho Shimoyamada." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-191129.

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The 2020 Summer Olympicsand the Paralympic Games were scheduledto take placein Tokyo. This sporting mega-event has affected change in the public and social spheres of the host country, Japan, but with regard to athletes’ gender and sexual orientation Japan’s mainstream media seem still considerably biased. Little has been reported on openly LGBTpro athletes from Japan and their involvement in advocating the Olympic values:diversity, inclusiveness and equality.This thesis investigates howLGBTiconsare portrayed by the media, or more specifically,the national newspapers, LGBTcommunity sources and
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Amaral, Filho Lúcio Siqueira. "Do player à interface: escavações publicitárias no youtube em busca da relação entre os meios." Universidade do Vale do Rio dos Sinos, 2016. http://www.repositorio.jesuita.org.br/handle/UNISINOS/5273.

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Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-05-19T12:26:32Z No. of bitstreams: 1 Lúcio Siqueira Amaral Filho_.pdf: 19011403 bytes, checksum: 7cf088c18ce64c2373cba9e13369db99 (MD5)<br>Made available in DSpace on 2016-05-19T12:26:32Z (GMT). No. of bitstreams: 1 Lúcio Siqueira Amaral Filho_.pdf: 19011403 bytes, checksum: 7cf088c18ce64c2373cba9e13369db99 (MD5) Previous issue date: 2016-04-06<br>Nenhuma<br>Esta pesquisa aborda a relação entre os meios e o seu comparecimento nas peças publicitárias produzidas para o YouTube. Para tanto, um primeiro movimento leva
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Miraldi, Peter Nello. "Influence of College Students’ MP3-Player Motives on Their Social Interaction." Kent State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=kent1289513209.

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Rickle, Kimberly. "Hej? Hejdå? Eller vad menar du? : En kvalitativ studie om hur gester och kroppsspråk kan standardiseras för att skapa trovärdiga Non Player Characters." Thesis, Södertörns högskola, Medieteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-37674.

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The study is aimed to map the gestures of Non Player Characters to make it easier for developers in the future to find fitting gestures for their characters to make sure they retain their believability. By making a survey with open questions and animations of the different gestures, the respondents were asked what they thought the characters in the animation wanted to convey. By counting how many times the respondents used the same, or similar words, each question were summarized into a table. The results were that many of the gestures that were used to convey a feeling, were better suited to
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Ware, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.

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23

Deakin, Graham Stuart. "The changing image of the 1960s football hero : an interrogation of the effects of media on representations of the star player." Thesis, University of Central Lancashire, 2016. http://clok.uclan.ac.uk/16561/.

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This thesis investigates continuities and change in the visualization of the hero in 1960s English football, a period of transition for the player from traditional to modern football practices. It does so from a socio-historical perspective. Its principal aim has been to explore the media representation of the evolution of the visual image of the football hero. This through the study of primary source archive material in the form of media images held by the National Football Museum archive and the National Photographic collection at the National Media Museum. In addition a corpus of contempora
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Wang, Ri Jing. "Identity construction in the player community in Mainland China : a case study of World of Warcraft." Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2162008.

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Lundh, Haaland Magnus. "The Player as a Conductor : Utilizing an Expressive Performance System to Create an Interactive Video Game Soundtrack." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281324.

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Music is commonly applied in art and entertainment to enhance the emotional experience. In video-games and other non-linear mediums this task must be achieved dynamically at run-time, as the timeline of events is unknown in advance. Different techniques have been developed to solve this issue, but most commercial applications still rely on pre-rendered audio. In this study, I investigate using a Computer System for Expressive Music Performance (CSEMP) to dynamically shape a computer performance of a pre-composed track to a small platforming game. A prototype environment utilising the KTH Rule
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Romo, Flores Azul. "To Conquer Or To Kill? : A qualitative study on game mechanics and player experience in MOBA games." Thesis, Södertörns högskola, Medieteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38003.

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The eSports scene as well as the Multiplayer Online Battle Arena (MOBA) have rapidly grown in popularity over the past decade. Research regarding game design factors and player experience in this genre are still not fully explored. This study aimed to examine Heroes of the Storm (HotS), League of Legends (LoL) and Defense of the Ancients 2 (Dota2) through a tailored game ontology for MOBA games, if the game mechanics cause more frustration and challenge compared to other genres (Johnson, Nacke and Wyeth, 2015); and to better understand the effect on player experience in MOBA games. Results sug
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Taffazoli, Hosein, and Thomas Tiedemann. "Confined and Condemned : The Impact a Restricted User Interface Has on the Player Experience in Survival Horror Games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32753.

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In this study, we will explore how a restricted user interface affects the player experience in survival horror games. To test this, we created a digital survival horror game. The restricted user interface in the prototype resides in the player controller who has access to five different user interface elements. These elements are health, revolver, flashlight, compass and a watch. The results showed that the restriction and making the user interface diegetic did affect the player experience. This was presented through dividing the participant's experiences with the prototype in four categories
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Ask, Hanna, and Kenneth Söderman. "Spelkomponenter i World of Warcraft : En undersökning om vilka spelkomponenter som är viktigast för spelaren i MMORPG-spelet World of Warcraft." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18103.

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We have chosen to focus this paper on the importance of game-components in the MMORPG-game World of Warcraft, in order to discover which of them who are the most important and create the biggest motivation to play the game for the players of World of Warcraft. We made this  investigation because we wanted to find out more about the specific reasons about what people think is especially great with World of Warcraft and makes them want to play it for hour after hour. By doing this we wanted to find out what it is that is so appreciated with this game. But this is a big area and it has therefore
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Ferrari, Ursula. "The Microsoft Case : A reflection on the tying of Windows Media Player and the Commission Decision of 24 March 2004 (Case-COMP/C-3/37.792)." Thesis, Jönköping University, Jönköping International Business School, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-104.

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<p>Master’s Thesis in Competition Policy Title: ”The Microsoft Case – A reflection on the tying of Windows Media Player and the Commission Decision of 24 March 2004 (Case COMP/C- 3/37.792)” Author: Ursula Ferrari Tutor: Göran Wahlgren Date: [2005-05-23] Subject terms: Competition Policy, EU law, Abuse of dominance, tying Abstract This Master’s thesis is an analysis of the European Commission Decision in the Microsoft Case-COMP/C-3/37.792 and the tying as an abusive practice prohibited by Article 82 of the EC Treaty. In this case the European Commission (Commission) applied a rule-of-reason app
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Lindskog, Eric, and Wrang Jesper. "Design of video players for branched videos." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148592.

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Interactive branched video allows users to make viewing decisions while watching, that affect the playback path of the video and potentially the outcome of the story. This type of video introduces new challenges in terms of design, for example displaying the playback progress, the structure of the branched video as well as the choices that the viewers can make. In this thesis we test three implementations of working video players with different types of playback bars: one fully viewed with no moving parts, one that zooms into the currently watched section of the video, and one that leverages a
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Rydeberg, Herman, and Isabella Kilvéus. "”Lill-Marta” och ”Granen” med hela svenska folket : En kvantitativ studie om Aftonbladets gestaltning av herrarnas och damernas världsmästerskap i fotboll." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-91237.

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The purpose of this study was to examine how the Swedish newspaper Aftonbladet wrote and constructed their articles about the FIFA World Cup 2018 and the FIFA Women’s World Cup 2019. The other purpose was to see if the Sweden men’s national football team and the Sweden women’s national football team got the same space in the newspaper and to see if the teams are portrayed in different ways. This study is based on both a quantitative content analysis and a critical discourse analysis. To do so we analyzed all of the articles that were published during both of the World Cups group stages. In tot
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Norén, Robin. "The impact of spontaneous independent NPC dialogue in RPG games : How do independent uninitiated conversations between various NPC agents in the player’s vicinity affect the player interest in the game narrative?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18603.

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This paper explores the impact that spontaneous independent NPC dialogues have upon the player experience within a RPG. The study makes use of adjacent established research where dialogue is concerned as a launching point as spontaneous NPC dialogue has not been directly researched. The tests consisted of a playthrough of a two-part prototype. The first part had spontaneous independent NPC dialogue and the second part was used as a control part. While playing through the artefact participants voiced their thoughts and feelings concerning the prototype. With that and an interview, we measured t
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Axelsson, Kim, and Kasper Batalje. "Utforskning i spel och immersionens djup : En empirisk studie om upplevelsen av immersion i ett utforskningbaserat spel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29498.

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Den här studien är en empirisk studie genomförd via en enkät online där deltagarnahar fått svara på frågor som rör utforskning och inlevelse i spelet Starbound.Deltagarna fick svara fritt i löpande text hur de upplever att dessa aspekter påverkarderas förmåga för immersion. Dessa svar har vi sen analyserat med tematisk analysför att ta fram teman och kategorier som ger underlag för vår forskning. Vi fann att deredan etablerade kategorierna för immersion kunde utökas då svaren vi fick tydligtindikerade på att utforskning är av stor vikt för spelarnas förmåga att uppnåimmersion i spelet. Utöver
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Mellet, Dieter. "Servicisation : extending the product life cycle of high technologically manufactured goods." Thesis, Stellenbosch : Stellenbosch University, 2008. http://hdl.handle.net/10019.1/895.

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Thesis (MBA (Business Management))--Stellenbosch University, 2008.<br>ENGLISH ABSTRACT: An investigation of the servicisation phenomenon and its influence on the product life cycle of high technologically manufactured goods. Rising demand for services and ongoing commoditisation of goods has forced businesses to purse alternatives to differentiate themselves in the market place. This has renewed interest to reposition the unit of exchange from a goods dominant to a service dominant perspective. Although applicability of the product life cycle as a marketing tool has often been questioned, i
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Lidbeck, Max, and Henrik Bielsten. "Virtuella karaktärer, verkliga känslor : En studie av skuld och relationer i digitala spel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12174.

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Det här kandidatarbetet undersöker relationer mellan personer som spelar digitala spel och fiktiva spelkaraktärer och hur de kan påverkas av skuldkänslor. Syftet är att beskriva skuld som känsla och hur man, i ett spelscenario, kan utnyttja hur människor förhåller sig till den för att skapa starkare band mellan den som spelar och en fiktiv karaktär i spelet. För att undersöka problemområdet genomfördes en spelproduktion där vår kunskap kring skuldkänslor användes för att designa och utveckla ett spelscenario ämnat att frambringa skuldkänslor hos spelaren och i förlängning förstärka bandet mell
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Aarthun, Tobias, and Marko Sokolovic. "Adaptiv musik i digitala spel : dess funktion och inverkan på spelaren." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16765.

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Adaptiv musik gör det möjligt för spelutvecklare att implementera musik som reagerar på andra spel-parametrar. Därmed kan musiken följa spelets narrativ i realtid och på så vis bidra till en uppslukande upplevelse. I ett spel med adaptiv musik innehar spelaren agens och inverkan på musiken, samtidigt som musiken också innehar agens och inverkan på spelaren. Vi har i detta kandidatarbete undersökt hur den adaptiva musiken skulle kunna påverka spelarens prestationsförmåga genom att titta på element som kan ha inflytande i den här frågan, till exempel musikens funktioner och stress. Vi har bedriv
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Estemyr, Isac, and Johan Fredrik Karén. "Designers bemötande av spelarens förväntningar : Interaktion." Thesis, Blekinge Tekniska Högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21885.

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Denna artikel undersöker hur förväntningarna hos spelaren inför en upplevelse påverkar dennes subjektiva upplevelse med ett verk. Genom självutvärdering från spelare påvisar undersökningen kopplingen mellan förväntningar och upplevd upplevelse genom den tillhörande gestaltnings designkontext. Denna undersökning ämnar försöka ge en definition på termen “spelarens förväntningar”, samt hur denna term kan användas i spelskapande som ett verktyg för att uppnå förståelse för spelaren. Detta genom ett fokus på de subjektiva politiska-, etiska- och kulturella värderingarna hos spelaren.<br>This articl
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Börjesson, Veronica, and Karolin Jonsson. "Evaluating the user experience in mobile games using session recording tools." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119989.

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This thesis work examines how the user experience of mobile games can be evaluated with the use of session recording tools. The thesis project was carried out at the mobile games development company MAG Interactive, and the aim was to produce a workflow for the company with guidelines for how to conduct user testing with session recording tools for mobile devices. In order to evaluate the tools and services, and to develop the workflow, several user tests have been conducted. When using mobile session recording tools, it is possible to record the screen of the device, the microphone input and
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Boyd, Davis Stephen. "Media Space : an analysis of spatial practices in planar pictorial media." Thesis, Middlesex University, 2002. http://eprints.mdx.ac.uk/4970/.

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The thesis analyses the visual space displayed in pictures, film, television and digital interactive media. The argument is developed that depictions are informed by the objectives of the artefact as much as by any simple visual correspondence to the observed world. The simple concept of 'realism' is therefore anatomised and a more pragmatic theory proposed which resolves some of the traditional controversies concerning the relation between depiction and vision. This is then applied to the special problems of digital interactive media. An introductory chapter outlines the topic area and the ma
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Cheng, Chih-Wen. "Media globalization in Greater China : strategies of transnational media players and the regional television space." Thesis, City University London, 2007. http://openaccess.city.ac.uk/8522/.

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This research aims to analyze the Greater China television industry in the context of the debate on globalization. It presents an overview of the transnational corporate practices and the resulting transformation of the Greater China's television industry. The objective of this dissertation is threefold. It analyzes the development of the television industry in Greater China, examines the corporate practices of cross-horder management, and discusses the formation of the Greater China television space. A milestone in Greater China's globalization was Mainland China and Taiwan's accession to WTO
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Veselý, Vladimír. "Architektury systémů na Internetu se skupinovým adresováním." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236780.

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With rapid expansion of interest in multimedia and distributed computing applications across the Internet increases importance of optimized delivery of group traffic. According to current situation the best practice to achieve this goal is multicasting. This masters thesis summarizes multicasting methods and facts. Also it draws conclusions from practical application of presented information on commercial project.
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Nyholm, Lina, and Pernilla Sandell. "Att planera, genomföra och utforma en föredömlig reklamkampanj." Thesis, Karlstad University, Division for Culture and Communication, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-236.

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<p>As the field of marketing becomes increasingly competitive, creative tools to reach the intended consumer needs to be utilized. In order to break through the crowded airways and packed ad space, one can choose to direct the message through channels that relate to current</p><p>trends in society, while using innovative artistic concepts. The fundamental purpose behind this report is to provide a roadmap for creating a successful and unique marketing campaign. In addition, we have attempted to identify how visual methods can add valuable attributes to the campaign, ensuring a more progressive
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Tolbert, Clayton T. "Lonely Planet." Digital Commons at Loyola Marymount University and Loyola Law School, 2013. https://digitalcommons.lmu.edu/etd/8.

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Wittek, Stephen. "The media players: Shakespeare, Middleton, Jonson, and the idea of news." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119618.

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I argue that the early modern theatre made a significant contribution to the development of a new, more complex, idea of news that began to take root in the early seventeenth century. Unlike other means of representing current events, theatrical discourse did not present itself as true—it depended for effect on a knowing disengagement from reality, an implicit awareness that Burbage was not really Richard III and the Globe theatre was not really Bosworth Field. Compounding this formal barrier to reality, dramatists of the period typically approached topical concerns from an oblique angle, or f
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Hägglund, Karin. "The Smart Home : Logistical media, infrastructure and practiced places." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33634.

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This master thesis in media and communication studies explores the concept of the smart home, which by various industries within communication, information and energy business alongside property developers is expected to be the model for future living, housing and infrastructure development. Departing from a theoretical framework highlighting media and infrastructure as temporal and spatial phenomena, the analysis shows how the smart home arranges and manages both means of time and space due to its saturation of information technologies in the form of sensors, applications and data visualizati
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Page, Adam Freddie. "Surface plasmon emission and dynamics in active planar media." Thesis, Imperial College London, 2015. http://hdl.handle.net/10044/1/30760.

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By reducing the number of dimensions that light can propagate in from three to two, control over the properties of propagation can be achieved. The plasmonic modes of planar metal-dielectric heterostructures will confine light in one dimension, enhancing the electromagnetic fields within the structure. This thesis focuses on two particular aspects of active nanoplasmonics in planar systems, stopped light lasing and plasmons with gain in nonequilibrium graphene. For stopped-light lasing, a plasmonic waveguide mode is designed to have two points of zero group velocity in a narrow frequency range
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Humphreys, Alison M. (Sal). "Massively Multiplayer Online Games. Productive players and their disruptions to conventional media practices." Thesis, QUT, 2005.

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Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games – through their production of game-play, derivative works and strong social networks that drive the profitability of the games – disrupts some of the key foundations that underlie o
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Humphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16119/1/Alison_Humphreys_Thesis.pdf.

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This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publ
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Humphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16119/.

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This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publ
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Voss, Simon. "Designval för virtuella karaktärer med artificiell intelligens och deras påverkan på spelupplevelsen." Thesis, Södertörns högskola, Medieteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44661.

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Denna studie undersöker hur spelupplevelsen i ett "management"-spel förändras om virtuella karaktärer agerar verklighetstroget i sina handlingar och val samt hur en spelutvecklare kan hålla nere påverkan på spelets prestanda och samtidigt bibehålla trovärdigheten hos spelets virtuella karaktärer. Resultat från tidigare forskning om AI-LOD har använts som grund i utvecklingen av en prototyp av ett "management"-spel som sedan testats av åtta deltagare följt av individuella intervjuer gällande deras upplevelser av och reflektioner kring spelet. Studien presenterar förslag på tillvägagångssätt för
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