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Dissertations / Theses on the topic 'Pervasive game design framework'

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1

Kostakos, Vassilis. "A design framework for pervasive computing systems." Thesis, University of Bath, 2004. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.409882.

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2

Oest, Samuel. "A Playcentric Design Process of a Storytelling Pervasive Game." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-143812.

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One genre of games is pervasive games and it is a concept that many forms of gaming have been grouped into. Pervasive games can be described as games that are played in social environments and influence the ordinary life of the player and the people around them. Such influence creates new challenges for the game design, since the dynamics of game and ordinary life have to be taken into consideration. When not only designing for an engaging pervasive game, but having stakeholders with certain demands as well, the challenge gets even bigger. This thesis exlores the playcentric iterative game des
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Foxberg, Evelina. "Visby Treasure Haunt : An Evaluation of Impactful Design Patterns in a Pervasive Horror Game." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-333466.

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Treasure hunts are one of the earliest forms of pervasive games, and there are documentationsof them since the mid 19th century. In this study, the work by Björk & Pietz on design patternsin pervasive games are used as a base for analysing the impact of design patterns in a horrorthemed treasure hunt, a so called Treasure haunt. Through focus group interviews andtheoretical thematic analysis, 16 different patterns were analysed. The most prominent themes found were Player-player proximity which was expressedthrough the teams' interest in each other's activities and whereabouts, and Common
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Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.

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This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for
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Stauffer, Griffin K. "Design-build vs design-bid-build a procurement method selection framework." Thesis, (8 MB), 2006. http://handle.dtic.mil/100.2/ADA471905.

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Thesis (M.S. in Civil Engineering)--Purdue University, 2006.<br>"August 2006." Description based on title screen as viewed on June 9, 2010. DTIC Descriptor(s): Decision Making, Construction, Game Theory, Procurement, Models, Facilities, Standards, Selection. DTIC Identifier(s): Construction Projects, Utility Theory, Thresholds, Frameworks, Procurement Criteria, Project Delivery, Procurement Methods, DB (Design-Build), DBB (Design-Bid-Build) Includes bibliographical references (leaves 31-32). Also available in print.
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LUCIANO, HENRIQUE DE OLIVEIRA SANTOS. "Pervasive Game Design : a Case Study Using Social Interaction to Promote Physical Activity of Elderly People." Kyoto University, 2019. http://hdl.handle.net/2433/244577.

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付記する学位プログラム名: デザイン学大学院連携プログラム<br>Kyoto University (京都大学)<br>0048<br>新制・課程博士<br>博士(情報学)<br>甲第22096号<br>情博第706号<br>新制||情||121(附属図書館)<br>京都大学大学院情報学研究科社会情報学専攻<br>(主査)教授 黒田 知宏, 教授 吉川 正俊, 教授 矢守 克也<br>学位規則第4条第1項該当
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Carter, Justin T. "A conceptual framework of game feel: An evolutionary approach." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/227919/1/Justin_Carter_Thesis.pdf.

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This thesis provides insight into the evolution of game feel design principles through an exploration of how game feel has existed and evolved in pivotal character action games. It includes a textual analysis of four influential character action games from discrete, historical generations and explores how design strategies associated with game feel have evolved. The analysis provides insight into the design characteristics that contribute to game feel. The thesis helps to demystify game feel for developers and to guide practice towards a clearer understanding of game feel as a central tenet of
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8

Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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9

Inci, Semsa Ebru. "An Investigation Into The Process Of Architectural Design Within The Framework Of Game." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606427/index.pdf.

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THE THESIS STUDY AIMS TO UNDERSTAND AND INVESTIGATE THE ARCHITECTURAL DESIGN PROCESS BY UTILIZING THE CHARACTERISTICS AND TYPES OF ANOTHER FIELD, GAME. THE STEPS TAKEN IN ORDER TO ACCOMPLISH THIS AIM ARE &#039<br>ANALYZING GAME, ITS PROPERTIES, AND TYPES&#039<br>, &#039<br>RE-READING AND UNDERSTANDING ARCHITECTURAL DESIGN PROCESS BY INVESTIGATING THE SIMILARITIES AND DIFFERENCES WITH GAME TYPES IN ORDER TO END UP WITH INFORMATIVE, UNDERSTANDABLE TABULAR RESULTS&#039<br>, RESPECTIVELY.
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10

Yang, Yue. "Facilitating Game-Based Design in Personal Finance : The Design Process and Framework of Gamification Design in Personal Saving." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-272128.

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Personal financial health determines the majority of daily decisions, but managing it could be uninspiring, stressful and at times hard to insist, which is especially challenging for those without professional financial knowledge and chrematistic habits. Gamification is introduced as the approach to simplify the financial terminology and employs game design elements to impel the users to engage more efforts into managing personal finance. This study aims at applying a participatory design approach to gamify a financial saving service, employed with design activities including an online survey,
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Hanchate, Narender. "A game theoretic framework for interconnect optimization in deep submicron and nanometer design." [Tampa, Fla] : University of South Florida, 2006. http://purl.fcla.edu/usf/dc/et/SFE0001523.

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12

Evans, Bruce. "The Message in the Mechanics: Designing Game Mechanics that Reflect a Character’s Mental State." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555615050474514.

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13

Szykman, Alexandre Greluk. "A framework for the application of participatory design with agile game development in a NUI game for wheelchair users." reponame:Repositório Institucional da UFABC, 2016.

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Orientador: Prof. Dr. João Paulo Gois<br>Dissertação (mestrado) - Universidade Federal do ABC, Programa de Pós-Graduação em Ciência da Computação, 2016.<br>Pessoas cadeirantes se beneficiam de jogos eletrônicos com Interface Natural com o Usuário (do Inglês, Natural User Interface - NUI), uma vez que os movimentos proporcionados por este paradigma de interação melhoram suas habilidades sociais, físicas e psicológicas. Estudos anteriores mostraram que considerar os valores pessoais e o contexto social desses usuários no conteúdo dos jogos melhoram sua aceitação para estes jogos. O Design Partic
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14

Capdevila, Ibañez Bruno. "Serious game architecture and design : modular component-based data-driven entity system framework to support systemic modeling and design in agile serious game developments." Paris 6, 2013. http://www.theses.fr/2013PA066727.

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Depuis une dizaine d’années, on constate que les propriétés d’apprentissage inhérentes aux jeux-vidéo incitent de nombreux développeurs à explorer leur potentiel en tant que moyen d’expression pour des buts divers et innovateurs (sérieux). L’apprentissage est au cœur de l’expérience de jeu, mais il prend normalement place dans les domaines affectifs et psychomoteurs. Quand l’apprentissage cible un contenu sérieux, des designers cognitifs/pédagogiques doivent veiller à son effectivité dans le domaine cognitif. Dans des équipes éminemment multidisciplinaires (jeu, technologie, cognition et art),
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15

De, Beer J. W. (Koos). "Analysing alternate reality games based on game design theory to propose a conceptual framework." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/57176.

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The aim of this research is to develop a conceptual framework for alternate reality games based on game design theory. Alternate reality games or ARGs are a unique form of game that enables people to collaboratively play a game that is not a game in the context of the real world. To understand ARGs one needs to understand what differentiates them from other types of games as well as what makes them games. The research investigates existing literature of alternate reality games as well literature in the field of game studies to develop a set of characteristics for alternate reality games based
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Lemoine, Bérénice. "Generation of Adapted Training Game Activities : a Model-Driven Engineering Design and Implementation Framework." Electronic Thesis or Diss., Le Mans, 2024. https://cyberdoc-int.univ-lemans.fr/Theses/2024/2024LEMA1013.pdf.

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La génération procédurale est une méthode très utilisée dans les jeux vidéo pour proposer du contenu varié et adapté aux joueurs. Cependant, cette méthode est peu utilisée dans le domaine des Environnements Informatiques pour l’Apprentissage Humain (EIAH). Dans cette thèse, nous nous intéressons à la génération d’activités de jeu pour l’entrainement aux connaissances déclaratives (i.e., informations factuelles telles que les lois, les tables de multiplication).Ce contexte nécessite de proposer aux apprenants des activités variées et adaptées pour éviter l’abandon des tâches causé par l’ennui.
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17

Shiratuddin, Mohd Fairuz. "Framework for Context-Aware Information Processing for Design Review in a Virtual Environment." Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/26311.

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Design review is a process of reviewing construction design documents to ensure that they reflect the owner's design intent, and are accurate in describing the owner's desired building or facility. Information generation becomes more intensive as the design stage progresses. The use of valuable information during design review stage can lead to a more comprehensive and high quality design, and a building or facility that is constructible, and within the intended budget. However, in current design practices, valuable design review information is scattered, ineffectively placed, and is not used
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18

Schütte, Julian Hendrik [Verfasser], Claudia [Akademischer Betreuer] Eckert, and Stefan [Akademischer Betreuer] Katzenbeisser. "Security Policies in Pervasive Systems : Design of a Modular Security Policy Framework for Semantic, Multi-Domain, Service-Oriented Pervasive Systems / Julian Hendrik Schütte. Gutachter: Claudia Eckert ; Stefan Katzenbeisser. Betreuer: Claudia Eckert." München : Universitätsbibliothek der TU München, 2013. http://d-nb.info/1041322968/34.

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Schütte, Julian Hendrik Verfasser], Claudia [Akademischer Betreuer] [Eckert, and Stefan [Akademischer Betreuer] Katzenbeisser. "Security Policies in Pervasive Systems : Design of a Modular Security Policy Framework for Semantic, Multi-Domain, Service-Oriented Pervasive Systems / Julian Hendrik Schütte. Gutachter: Claudia Eckert ; Stefan Katzenbeisser. Betreuer: Claudia Eckert." München : Universitätsbibliothek der TU München, 2013. http://nbn-resolving.de/urn:nbn:de:bvb:91-diss-20130813-1128393-0-4.

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20

Gustafsson, Adam. "An Analysis of Platform Game Design : Implementation Categories and Complexity Measurements." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-35517.

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This thesis addresses design and development associated problems identified within theplatform-game genre. The problem described originates from the fluctuating curve ofinterest towards the platform-game genre that can be observed between the 1980’s andtoday. The problem stated in this thesis is that modern platform-game developers mayoften overlook and –or deprioritize important design and gameplay related componentsthat we find reoccurring in previously popular games within the genre.This thesis strives to address such problems by decomposing the developmentprocess of a platform game into a
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Hansson, Torsten. "Enhancing Game Jam Experiences: Finding more productive and focused group work interactions through establishing a framework." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22996.

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The thesis will focus on the methods of establishing group work objectives and in turn create focused groups that spend more time being productive and enjoying their efforts than having to go through trivial yet troublesome organization and structure sorting evaluation periods.
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Stefanin, Thiago. "Kangram maker game : framework de aprendizagem criativa, design thinking e canvas para a construção de projetos educacionais /." Bauru, 2020. http://hdl.handle.net/11449/192652.

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Orientador: Dorival Campos Rossi<br>Resumo: Objetivo deste trabalho é descrever, analisar e interpretar algumas metodologias ativas no desenvolvimento do processo criativo para o ensino-aprendizagem nas interfaces do design e a educação maker. A presente pesquisa foi desenvolvida com o método da pesquisa-ação e o registro dos marcos são destacados como os resultados que apontam para ferramentas conhecidas como o design thinking e canvas, que organizam e compartilham processos de criação individual ou coletiva em diferentes organizações e agora são aplicados em processos de aprendizagem e demon
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23

Dahlberg, Rikard. "Herzberg's Motivation Factors in A Gamification Environment : How motivational factors may be applied to game design in order to describe the experience of a serious game." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11577.

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This paper is aimed to analyze how the Motivators in Herzberg's Two-Factor theory can be applied to a game design framework, namely the MDA-framework. This is done by evaluating a feature called Detailed Feedback System which is a gamification layer aimed towards evaluating photos from predetermined categories. The evaluation is done by letting participants use the Detailed Feedback System, and later letting them participate in an online survey on how it felt to use the feature. In this paper Self-Determination Theory and the Likert-scale is used in order to find a variance in their answers. T
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Fernández, Marco Gero. "A Framework for Agile Collaboration in Engineering." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7630.

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Often, design problems are strongly coupled and their concurrent resolution by interacting (though decentralized) stakeholders is required. The ensuing interactions are characterized predominantly by degree of interdependence and level of cooperation. Since tradeoffs, made within and among sub-systems, inherently contribute to system level performance, bridging the associated gaps is crucial. With this in mind, effective collaboration, centered on continued communication, concise coordination, and non-biased achievement of system level objectives, is becoming increasingly important. Thus f
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Hall, Joshua. "Designing serious gameplay from the ground up." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/91417/1/Joshua_Hall_Thesis.pdf.

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This thesis investigated the use, design and evaluation of video games created for educational purposes. The outcomes from the research include analysis tools and design processes that can be used in the design and development of serious games, as well as games that can be used for training purposes. The contribution of this thesis is a greater understanding of how these types of video games lead to educational improvement, and how we can successfully frame game design and development processes to ensure such positive outcomes.
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Xiaoxi, Zhao. "Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial Neglect." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1440394724.

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Brook, Luke James. "A sound idea: An investigation into accessible video game design for the deaf and hard of hearing." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2017. https://ro.ecu.edu.au/theses/1984.

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A widely accepted, and incorrect, assumption towards hearing accessibility in video games is that deaf and hard of hearing (DHH) users are those who encounter the least barriers and are generally well catered for. Rapid advancement in video game technology has seen video game sound evolve from simple blips generated by internal circuitry to fully realised digital audio used to convey critical information. To accommodate the DHH, this information needs to be conveyed in an alternative manner. However, evidence suggests existing accessible design solutions for the DHH lack specificity and are in
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28

Back, Jon. "Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience." Doctoral thesis, Uppsala universitet, Människa-datorinteraktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-268060.

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This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement. The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction desi
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Barboza, Junior Alcides Teixeira. "PerMotivE: um framework de apoio ao processo de design de jogos baseado em persuasão, motivação e engajamento." Universidade Presbiteriana Mackenzie, 2018. http://tede.mackenzie.br/jspui/handle/tede/3590.

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Submitted by Marta Toyoda (1144061@mackenzie.br) on 2018-05-03T00:05:28Z No. of bitstreams: 2 ALCIDES TEIXEIRA BARBOZA JUNIOR.pdf: 9020009 bytes, checksum: 471b5496a42233bdb8f2c97b65202fd4 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Paola Damato (repositorio@mackenzie.br) on 2018-05-04T16:06:30Z (GMT) No. of bitstreams: 2 ALCIDES TEIXEIRA BARBOZA JUNIOR.pdf: 9020009 bytes, checksum: 471b5496a42233bdb8f2c97b65202fd4 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Made available in DSpace on 20
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Sabir, Essaïd. "MAC protocols design and a cross-layered QoS framework for next generation wireless networks." Phd thesis, Université d'Avignon, 2010. http://tel.archives-ouvertes.fr/tel-00544071.

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Ce manuscrit est centré sur la conception, l'amélioration et l'évaluation des protocoles des couches RESEAU, MAC et PHY. En particulier, nous nous focalisons sur la conception de nouveaux protocoles distribués pour une utilisation optimale/améliorée des ressources radio disponibles. Par ailleurs, nous caractérisons les performances des réseaux ad hoc à accès aléatoire au canal en utilisant des paramètres de plusieurs couches avec aptitude de transfert d'information (data forwarding). La majeure partie de nos analyses se base sur le concept d'interaction entre les couches OSI (cross-layer). En
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Smårs, Jonathan. "Implementing Digital Fun : Locating success factors in PC games." Thesis, Karlstads universitet, Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-39160.

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The purpose of this paper is to explore the technical implementation of common game design theory in successful PC games today. The study uses a quantitative study to analyze 23 modern successful PC games to identify common success factors which are connected to Arrasvuors et al. (2009) theory of the Playful Experiences Framework, Sutton-Smiths (2001) seven rhetorics of play and Max-Neefs (1991) human needs matrix. The results is a practical checklist of 63 success factors for use in game development. These success factors are present in the successful games and described for implementation in
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Astic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208/document.

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Le jeu sérieux semble une piste pertinente pour ouvrir le musée à un jeune public et fournir une présentation originale des œuvres, tirant partie des possibilités des outils numériques. Des propositions existent déjà mais, à ma connaissance, sans réflexion globale sur la nature et les objectifs de ces jeux : quel type de jeu construire pour les musées ? Quelles expériences sont recherchées par les visiteurs joueurs ? Comment leur procurer à la fois une expérience satisfaisante de jeu et de visite ?L'étude que j'ai menée ici, à partir de l'analyse de travaux des projets de médiation numérique a
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Astic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Electronic Thesis or Diss., Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208.

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Le jeu sérieux semble une piste pertinente pour ouvrir le musée à un jeune public et fournir une présentation originale des œuvres, tirant partie des possibilités des outils numériques. Des propositions existent déjà mais, à ma connaissance, sans réflexion globale sur la nature et les objectifs de ces jeux : quel type de jeu construire pour les musées ? Quelles expériences sont recherchées par les visiteurs joueurs ? Comment leur procurer à la fois une expérience satisfaisante de jeu et de visite ?L'étude que j'ai menée ici, à partir de l'analyse de travaux des projets de médiation numérique a
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Ates, Ozan K. "Global Supply Chain and Competitive Business Strategies: A Case Study of Blood Sugar Monitoring Industry." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1364987292.

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Hůla, Vladimír. "Herní webový portál - objektové programování." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-242147.

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This thesis deals with design and implementation of programming structure of game web portal. The web portal will serve as a communication and information center to simplify coordination among players and allow them to gain new experience. In the thesis are analyzed the needs of players, existing solutions and their drawbacks. The results of this analysis are used to design individual functions of the portal. Implementation of the most important parts of the website has been described, the implementation of these parts were evaluated and some enhancemets were eventually suggested. In the end o
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SANTOS, JÚNIOR Antônio Dias dos. "Arcabouço de software para a aquisição de dados de saúde através de jogos eletrônicos." Universidade Federal de Campina Grande, 2013. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/1838.

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Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-09-28T13:43:00Z No. of bitstreams: 1 ANTÔNIO DIAS DOS SANTOS JÚNIOR - DISSERTAÇÃO PPGCC 2013..pdf: 8158081 bytes, checksum: 790c106478af0576230e745f36a8b2d2 (MD5)<br>Made available in DSpace on 2018-09-28T13:43:00Z (GMT). No. of bitstreams: 1 ANTÔNIO DIAS DOS SANTOS JÚNIOR - DISSERTAÇÃO PPGCC 2013..pdf: 8158081 bytes, checksum: 790c106478af0576230e745f36a8b2d2 (MD5) Previous issue date: 2013-03-15<br>Capes<br>Os avanços alcançados na área de tecnologia da informação e comunicação trouxeram a possibilidade de realizar em cas
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Freitag, Felipe. "ALUNOS AUTORES NO ENSINO MÉDIO: (RE) EDUCAÇÃO LINGUOLITERÁRIA NA TEORIA HOLÍSTICA DA ATIVIDADE E INSTRUMENTALIZAÇÃO DOCENTE ATRAVÉS DA PESQUISA-AÇÃO." Universidade Federal de Santa Maria, 2015. http://repositorio.ufsm.br/handle/1/9939.

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Fundação de Amparo a Pesquisa no Estado do Rio Grande do Sul<br>The parameterization study of a didactic instrumental of interdependent teaching of Language and Literature for the High School of the Basic Education runs through the sensitization and literary authorship as pilots of guidelines in the construction of an affective motivation for the learning. Bazerman (2011) enhances that the teachers can and must consider more the social and cultural forms which surround the life of the students, as well as their affective lives, investing in their specific capacities of contextual manageme
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Lai, Chien-Yu, and 賴建宇. "A Pervasive Pet Social Game Design." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/31481008196565915606.

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碩士<br>國立雲林科技大學<br>設計運算研究所碩士班<br>101<br>Technological developments demonstrate human needs. Cell phones show human desires for interrelationships to be further connected. Driven by communication technology, smartphones equipped with sensors, wireless networks, and camera, begin to replace traditional cell phones and become the embodiment of the new type of personal network terminals. “Smartphone addicts” has become the latest nickname for smartphone holders. In the state of being continually connected to networks, human beings keep the bodies in physical space and let the spirits focus on the i
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Tsai, Tsun-Hung, and 蔡遵弘. "The Design and Effect of applying Pervasive Game in Cultural Heritage." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4p87xn.

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博士<br>國立臺北科技大學<br>設計學院設計博士班<br>106<br>Cultural heritage provides cultural experiences, shared across generations, and has important cultural implications. However, it is currently facing urgent problems, including climate, pollution, and damage caused by development. Therefore, this study argues that the gamification strategy can provide a viable solution in the form of pervasive game, through the location-based augmented reality (LBAR) technology, which is a study of the design, development, and application of the pervasive game for cultural heritage (PGCH).The main research purposes include:
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Almeida, Ricardo Francisco Vilelas de. "A proposal for a framework for serious game development based on entertainment game design." Master's thesis, 2015. http://hdl.handle.net/10071/10951.

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Os videojogos tornaram-se uma grande parte da sociedade moderna. Altamente valorizada para propósitos de entretenimento esta indústria expandiu rapidamente. Jogos sérios, um tipo de jogos com um propósito mais focado no ensino do que em mero entretenimento, foram criados e publicitados como ferramentas de ensino. No entanto estes últimos não partilham do mesmo sucesso dos primeiros. Nesta dissertação gostaríamos de propor uma framework para o desenvolvimento de jogos sérios assim como de jogos em geral. Construída através da análise de técnicas de design de jogos de entretenimento e de
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Huang, Yi-Ting, and 黃儀婷. "A Serious Game Design Framework Study for Taiwanese Indigenous Cultural Heritage." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/4wpf8w.

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博士<br>國立臺北科技大學<br>設計研究所<br>101<br>This study uses the arguments and methods of the Annales School including the points of holistic space and time integration, economic world, structural analysis, and cross-disciplinary integration to design a serious video game that provides experiences of the cultural history of the Atayal indigenous people of Taiwan. The development of this game comprised the tiers of data, logic, and presentation. Analyzing cultural characteristics using Taxonomy and comparing historical educational goals assisted in constructing the game’s core mechanics as Construction Ma
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Tsai, Yong-Zhang, and 蔡詠暲. "The Framework of Game GUI Design and Implementation for Cross-Platform." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/8j776w.

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碩士<br>育達科技大學<br>資訊管理所<br>103<br>Since Graphics User Interface, GUI, plays an important role of the impression on the game, it is one of the cores of game development. The GUI is usually developed according to the game proposal and there are no explicit rules and patterns for designing GUI for games. In this paper, we proposed a framework of game's GUI development based on mobile platforms. According to the proposed framework, developers can concert on the details of the game. Our framework also has extensibility. We use the C# programming language and the Monogame to implement the proposed fra
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Kao, Chia-ting, and 高嘉廷. "Design and Implementation of Simple Development Framework Game Engine with State-Oriented and Abstract Game Event." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/99681898561092900673.

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碩士<br>世新大學<br>資訊管理學研究所(含碩專班)<br>102<br>This study proposes and implements a state-based high-end game development oriented architecture that provides the user with the state of the process concept game system for game development, and help achieve the group management game events. Developers managed to reduce the workload of the event.This study architecture implemented on top of the open-source game engine Gameplay3D to the engine architecture as the base layer of a higher order structure up to develop a user interface, adding new engine features and made the event a declaration based on abst
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(9834266), Glen Shearer. "Reportable Serious Game Mechanics (SGMX): an ontological framework for the analysis and design of digital game-based learning." Thesis, 2024. https://figshare.com/articles/thesis/Reportable_Serious_Game_Mechanics_SGMX_an_ontological_framework_for_the_analysis_and_design_of_digital_game-based_learning/27601275.

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<p>As digital innovation continues to evolve, providing easier access to game authoring tools and advanced computational technologies, the gap between what is possible and what is practised in digital game-based learning (DGBL) is widening. Current initiatives for competency-based training often employ gamification, which focuses on aesthetics and novelty to enhance engagement at the expense of evidence-based insights. Where data is produced, it typically offers insufficient insights that improve learning design. This study applied a Design-Based Research (DBR) approach, systematically execute
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Chen, Shih-kai, and 陳詩愷. "Design and Implementation on Multi-Development Network Framework and Simplification of the Developing Game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/26720820734094682772.

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碩士<br>世新大學<br>資訊管理學研究所(含碩專班)<br>99<br>Digital game covers the multi-knowledge, and development of the game is quite complicated and takes a lot of time and spirit. Through past research experience and users feedback, it is hoped to propose a new design structure that can increase the advanced and useful features, and simplify the game development. In the general framework of network game platform, easy exchange of network messages, and unlimited data transfer types, and use of multiple development in the concept of structure, making the game developers to design both local and server propertie
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Chih-Ming, Chiu, and 邱志明. "Design and Implementation of an Intelligent Game Engine Framework for Natural Interaction Enabled Multiplayer Games." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/85959886302083995560.

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博士<br>國立中正大學<br>資訊工程研究所<br>102<br>In this paper, an intelligent game engine framework called GENI is proposed to recognize, analyze, and predict player actions on-line. First, the martial art styles are recorded using the Kinect device, then we utilize the Dynamic Time Wrapping (DTW) algorithm to analysis and recognize real-time user input style. Second, after learning the model, we collect the logs of the on-line recognized behaviors data, extract interesting patterns, and obtain reliable probabilities from the mining step. Two efficient approaches namely MSSBE and MSSMB are proposed for mini
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Shew, James. "Guidance Under Uncertainty: Employing a Mediator Framework in Bilateral Incomplete-Information Negotiations." Thesis, 2008. http://hdl.handle.net/10012/4017.

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Bilateral incomplete-information negotiations of multiple issues present a difficult yet common negotiation problem that is complicated to solve from a mechanism design perspective. Unlike multilateral situations, where the individual aspirations of multiple agents can potentially be used against one another to achieve socially desirable outcomes, bilateral negotiations only involve two agents; this makes the negotiations appear to be a zero-sum game pitting agent against agent. While this is essentially true, the gain of one agent is the loss of the other, with multiple issues, it is not unus
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(8695122), Carly D. Fox. "The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games." Thesis, 2020.

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Achieving a state of balance is essential when developing a video game (Schell, 2019, “Game Mechanics Must Be in Balance,” para. 1). Despite this, game balancing is frequently overlooked in game development curricula (Schreiber, 2016, 00:30). This research describes the development and pilot study of a framework that junior game designers can utilize to gain valuable skills in the area of game balance. The framework produced by this research provides users with the ability to tune weapon parameters and see the effects these changes have on a first-person shooter deathmatch game in real time. P
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Borges, Sara. "Concepção de Experiência de Serviço de Jogos Ubíquos." Master's thesis, 2018. http://hdl.handle.net/10316/86212.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia<br>Esta dissertação propõe a concepção de uma plataforma online para criar e jogar jogos ubíquos. Foi feito o redesign de uma app já existente, desenvolvida por um aluno do Mestrado em Engenharia Informática da Universidade de Coimbra. Foi praticado o processo de design de interacção com vista a desenvolver a identidade visual, o design do site e um protótipo interactivo da app móvel.
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Donoghue, Alexander. "The quest for ludonarrative : designing a ludonarrative analytical framework for analysis and design of ludonarrative in games through analysed case studies : Hollow Knight, Celeste, and Brothers: A Tale of Two Sons." Thesis, 2021. http://hdl.handle.net/1959.7/uws:69070.

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games have grown into the largest entertainment media in the world, significant research into the social, economic, and cultural impact of games has been conducted. However, investigation into the aesthetic and sense-making capacity of games is less well represented. Specifically, the intersection and synthesis of game narrative and gameplay, known as ludonarrative, is under theorised. This thesis addresses this gap by developing a framework for analysing and designing ludonarrative in games and testing it against three case studies; Hollow Knight, Celeste, and Brothers: A Tale of Two Sons. Th
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