Dissertations / Theses on the topic 'Racing games'
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Larsson, Emil. "Movement Prediction Algorithms for High Latency Games : A Testing Framework for 2D Racing Games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12916.
Full textNieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.
Full textvan, Someren K. A. "Physiological factors associated with 200m sprint kayak racing." Thesis, St Mary's University, Twickenham, 2000. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324167.
Full textLo, Sui-yan Victor. "Statistical modelling of gambling probabilities /." [Hong Kong] : University of Hong Kong, 1992. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13205389.
Full textKováč, Robert. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-254464.
Full text老瑞欣 and Sui-yan Victor Lo. "Statistical modelling of gambling probabilities." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1992. http://hub.hku.hk/bib/B3123270X.
Full textWallberg, Daniel. "Dynamiskt tröskelvärde baserat på intresseområden för dead reckoning i racingspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15391.
Full textBracken, Patrick. "The growth and development of sport in Co. Tipperary, 1840-1880." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10857.
Full textChapman, Gillentine Lacey Mencken Frederick Carson. "Do modern video games impact the cultural perceptions and acceptance of racial stereotypes? a qualitative assessment of video game usage /." Waco, Tex. : Baylor University, 2007. http://hdl.handle.net/2104/5053.
Full textÖstlund, Eric Chung Anders. "From vision to prototype : Virtual road racing." Thesis, Linköping University, Department of Electrical Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2817.
Full textRiding a stationary exercise bike regularly can lead to many health benefits such as stronger muscles, higher metabolism and reduced body fat percentage to mention a few. The biggest drawback is that training on a stationary exercise bike can be immensely boring with no stimulation or amusement factor.
This thesis presents the development of a prototype, a road racing simulator that makes training on an exercise bike more stimulating. The prototype consists of an exercise bike and a computer game. It also features a network option, making it possible to race other users, multi player style. The purpose is to make home training on the exercise bike more amusing, enjoyable and maybe even challenging.
The focus in this report lies mainly on the graphics and network parts but all steps in producing the prototype are described so the reader can get a complete picture of the project.
Fitzgerald, Meaghan (Meaghan E. ). "Forces and time delay due to impact with gates in ski racing." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105708.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 37).
In an effort to better understand impacts with gates during ski racing competition, on-snow measurements and observations were made of both standard gates and inflatable gates. These observations highlighted the importance of impact force and time. Two additional experiments were done to analyze these factors and compare their values for standard gates and inflatable gates. Gates were hit with a controlled weighted pendulum and force sensor to measure the impact force. To measure time, slow motion footage was taken of the gates clamped in a baseball pitching machine. The baseball's velocity was scaled to model the skier using conservation of energy principles. The footage was analyzed with position tracker software. Inflatable gates were found to have a lower mean impact force of 28.55 ± 5.89 N compared to the standard gate impact force of 44.55 ± 7.12 N. Although they exhibited lower impact force, the inflatable gates had a longer time to clear out of the skier travel path due to isolated bending in the small area of impact. The time for the tip of the inflatable gate to clear was 0.63 ± 0.1s compared to the 0.43 ± 0.03s it took for the tip of the standard gate to clear. From these results, it can be concluded that inflatable gates have a softer impact force, but require a modification in racing form in order to increase the impact area and thus decrease momentum and balance losses due to gate bending around extremities.
by Meaghan Fitzgerald.
S.B.
Ritter, Christopher Jonas. "Why the humans are white fantasy, modernity, and the rhetorics of racism in World of Warcraft /." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Dissertations/Spring2010/c_ritter_050410.pdf.
Full textOakley, Samuel. "White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563874480029597.
Full textCicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.
Full textJahn, Sandra. "Le jeu d'argent en France : de la condamnation à la banalisation (1836 - années 1960)." Thesis, Lyon 3, 2014. http://www.theses.fr/2014LYO30072/document.
Full textMoney games are today the center of the attention through a burning public debate. They are usually depicted as the origin of many vices and therefore stimulate a lot of worrying from society, thus the increasing broadcasting in the major medias of their incriminated connection to addiction diseases.Addiction has been growingly associated to gambling since the 1980’s : the money games are indeed more and more denunciated for being a real threat to the individuals who excessively enjoy this special hobby.This point of view is not new and is closely connected to the Old Regime’s widely spread opinions. Nevertheless, at this specific time period, money games were mainly rejected for their social and moral downsides : not only they stood for family issues but they were also incriminated as inviting the players to neglect valuable work and/or the established society rules and habits. There has been an in-between situation between the today’s widely spread gambling activities and the prosecution from the Old Regime. Indeed the government has repeatedly issued regulations to widen the gambling activities from 1836 when there was a law against money games till 1954 when the Tiercé was offcially created. This thesis work focuses on analysing the money games activities between these 2 milestones. The main point is to study the regulations variations about the money games and the reasons behind them. An other important aspect is to analyse the social usages of the time spent on money games through their various shapes and identities
Zaldivar-Lopez, Sara. "Blood Gases and Cooximetry in Retired Racing Greyhounds: Unique Hemoglobin Physiology and Oxygen Carrying Properties." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1275409771.
Full textWalden, Alice. "The Driving Factors : Evaluating intuitive interaction with a 3D-device in a car racing game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139579.
Full textHuggins, Michael John. "'Monstrous game of speculation' : flat racing and British society c1790-1914; a social and economic history." Thesis, Lancaster University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.246128.
Full textArchibald, Audon G. "Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707312/.
Full textSalman, Muhammad. "Collision Detection and Overtaking Using Artificial Potential Fields in Car Racing game TORCS using Multi-Agent based Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3206.
Full textWe have concluded by implementing a controller that make use of multi agent based artificial potential field approach to achieve the tricky and complex task of collision detection and overtaking while driving in a car racing game with different other controllers as opponents. We exploited the advantages of APFs to the best of our knowledge using laws of physics and discrete mathematics in order to achieve successful overtaking behavior and overcome its drawbacks as being very complex to implement and high memory requirements for time critical applications e.g. car racing games (Section 3.1, RQ1). Dynamic objects in a fast changing environment like a car racing game are likely to collide more often with each other, thus resulting in higher number of damages. Using APFs instead of traditionally used collision avoidance techniques resulted in less number of damages during the race, thus minimizing the lap’s time which in turn contribute to better position in the race as shown in experiment 3 (Section 3.1, RQ2 and Section 6.6). Overtaking maneuvers are complex and tricky and is the major cause of collision among cars both in real life as well as in car racing games, thus the criteria to measure the performance regarding overtaking behavior of different controllers in the race is based on number of damages taken during the race. The comparison between the participating controllers in terms of damages taken during various rounds of the race is analyzed in experiment 3 (Section 3.1, RQ3 and Section 6.6). The results of the quick race along with opponents shows good results on three tracks while having bad performance on the remaining other track. Our controller got 1st position on the CG track 2 while kept 2nd position on CS Speed way 1 and Alpine 1. It had worse performance on wheel 2 which needs to be optimized in the future for better results on this track and other similar complex and tricky tracks.
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Toyer, Zaib. "A hashtag analysis of racial discourses within #ColouredExcellence: Case of Wayde van Niekerk." University of the Western Cape, 2019. http://hdl.handle.net/11394/6924.
Full textThe research study takes into account the apartheid legacy of racial hierarchization and ‘separate development’ (cf Raynard, 2012) which penetrated all aspects of social life. Particularly, it is the sporting domain and the categorization of race and identity which is investigated. In this regard, it is the re-entry of South African athletes of colour at the Olympic Games which are of keen interest. At the 2016 Rio Olympics South African Wayde Van Niekerk (WVN) became a household name when he broke the world record in the 400 meter men’s division. His win however, was represented in different ways online and it is through investigating trending hashtags on Facebook & Twitter that new and well-worn discourses of identity emerge. A critical analysis of the online representations of WVN is undertaken so as to speak to normalized discourses of race within a South African context. A particularly contentious and provocative hashtag i.e. #ColouredExcellence is investigated in its ability to speak to an online debate on race and identity which took hold at the time of his win. This study therefore investigates the online representations which locate WVN within an arguably racially divided post-apartheid setting where vestiges of apartheid are still present. By drawing on Ahmed’s (2004) work on ‘affective economy’ this study investigates how emotions emerge online in the form of memes, Twitter hashtags and Facebook posts, and which indexes larger discourses on race and identity. The main aims of this research is to: a). investigate normalized discourses of race online, and their relation to the on-going issues of race and identity in a post- apartheid South Africa and b) To examine the emotions emergent in varying representations of WVN online.
2022-08-31
Styrlander, Ludwig. "Estimate a neural networks training duration when it is learning to drive a car : Developing a neural network in a small racing game inUnity." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21118.
Full textPoon, Oi Yan Anita. ""More complicated than a numbers game" a critical race theory examination of Asian Americans and campus racial climate /." Diss., Restricted to subscribing institutions, 2010. http://proquest.umi.com/pqdweb?did=2026887811&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.
Full textJavorka, Marián. "Fyzikální simulace v grafické scéně." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237058.
Full textAldapa, Marie Lynette. "Opening the Gates of a GATE Program: A Mixed Methods Study of Recruitment Processes and Retention Practices in One Multicultural Middle School." Digital Commons at Loyola Marymount University and Loyola Law School, 2016. https://digitalcommons.lmu.edu/etd/486.
Full textMorazán, Nuñez Henris Jobany. "Emisión de amoníaco (NH3) y gases con efecto invernadero (CH4 y N2O) en cerdos en crecimiento: efecto del nivel de proteína y fibra de la ración." Doctoral thesis, Universitat de Lleida, 2014. http://hdl.handle.net/10803/285580.
Full textEn la memoria se presentan 4 ensayos realizadospara establecer la emisión de GEI (CH4 i N2O) y NH3 en cerdos en cebo, diferenciando emisión entérica y procedente del purín. En un primero, se desarrolló el procedimiento de muestreo en módulos (ME) y fosa de deyecciones. En el segundo se analizó la producción potencial del purín. En el tercero (transición) y cuarto (cebo), se determinó la emisión total y la procedente del purín. Las emisiones de GEI y NH3 incrementaron con la edad, el CH4 con la FND y el NH3 con la PB. La emisión procedente de las deyecciones contribuyó al total emitido entre 3,2 a 17% del CH4; 1,2 a 0,18% del NH3 y 0,92 a 0,05% del N2O. Las concentraciones absolutas de bacterias totales o arqueas metanogénicas hidrogenotróficas (AMH) y sus proporciones relativas (AMH) incrementaron en el quilo en su tránsito a través del intestino grueso.
Four trials were conducted to quantify the emission of GHG (CH4 and N2O) and NH3 from the different sources (enteric and slurry) in growing pigs. In the first one, the sampling procedure from the sealed modules (ME) and pits was developed. In the second trial, the potential production of methane from the slurry was determined. In the third (transition phase) and fourth (growing-finishing) trials, the enteric and slurry emissions were measured. GHGs and NH3 increased with age, methane with the NDF and the ammonia with the CP. The emission from slurry in the total emissions was from 3,2 to 17% for CH4; 1,2 to 0,18% for NH3 and 0,92 to 0,05% for N2O. The absolute concentrations of total bacteria or Hydrogenotrophic Methanogenic Archaea (HMA) and the relative proportions of HMA increased in the digesta in their transit through the large intestine.
RODRIGUES, Joycimara de Morais. "Narração e imaginação: a construção do saber histórico sobre a história e cultura africana e afrobrasileira através do role playing game." www.teses.ufc.br, 2014. http://www.repositorio.ufc.br/handle/riufc/9001.
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O presente trabalho teve como objetivo compreender o papel do Roleplaying Game (RPG) como mediador do saber histórico sobre a África e a cultura africana e afro-brasileira. Utilizamos as noções teóricas sobre a cultura lúdica, o jogo apresentado na forma do jogo protagonizado, os conceitos de história e os sujeitos como atores sociais e a identidade como construção cultural como norteadores de nossa pesquisa e como base para analisarmos nossa questão. A metodologia adotada foi a pesquisa do tipo intervenção, caracterizada pela pesquisa-ação pelo seu caráter colaborativo e que se adequava ao que a estrutura do RPG propõe como sistema de jogabilidade. O processo interventivo ocorreu no Instituto Federal de Educação, ciência e Tecnologia do Rio Grande do Norte – IFRN campus Currais Novos e contou com a participação de alunos da turma do terceiro ano do Ensino Médio Técnico Integrado do curso de Alimentos do turno matutino. Os alunos foram voluntários e se tornaram jogadores de RPG, com quem procuramos recriar a diáspora africana e a chegada dos africanos cativos ao território brasileiro no cenário do jogo. Os resultados dessa pesquisa apontam que o RPG funciona como mediador do saber histórico na medida em que proporciona a significação dos conhecimentos adquiridos em classe através da vivência do tema, permitindo a interação com a cultura africana através dos detalhes do cotidiano abordados nas sessões e proporcionando uma aproximação empática dos jogadores com seus personagens, levando-os a refletirem sobre o impacto do silenciamento da importância dos povos africanos na história do Brasil sobre sua própria identidade. A pesquisa apontou como o tema trabalhado ainda causa estranhamento e como podemos, através de ações afirmativas, mudar os paradigmas perpetrados por uma educação ainda veladamente racista e que excluem os negros de seu processo histórico.
Amado, Carlos Josue. "The Ugly Side of the Beautiful Game - Hooliganism in French Football." BYU ScholarsArchive, 2008. https://scholarsarchive.byu.edu/etd/1556.
Full textBento, Clovis Claudino. "Jogos de origem ou descendência indígena e africana na Educação Física escolar : educação para e nas relações étnico-raciais." Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/2636.
Full textThis present research has the central aims of understanding the educational processes which have developed in a practice of social games that has Indigenous and African origin, or ancestry in the context of an intervention at Physical Education classes, with the student (s) of the fourth year s Public Elementary School located at the city of São Carlos (SP). Hoping somehow to enable and assist in compliance with the Brazilian Law number 10.639/2003 that required the teaching of History and Afro-Brazilian and African Culture, and also Brazilian Law number 11.645/2008 which included Native Cultures and History in Basic Education. We understand Physical Education as well as other curriculum components of basic education can and should include the teaching of History and Afro-Brazilian Culture, Indigenous and African culture enabling appreciation and recognition of Brazilian ethnic and racial diversity. This research development has a qualitative approach with phenomenological approach seeking to understand the phenomenon starting with the gaming experience shared in the intervention. Based on records of field diaries we believe that constant dialogue between educators and students, from the practice of social games that has Indigenous and African origin, or ancestry conducted during Physical Education classes provided the construction of educational processes related to appreciation, knowledge and recognition about Indigenous and African culture encouraging people involved to present their knowledge, discoveries, questions, and curiosities.
A presente pesquisa tem como objetivo central buscar uma compreensão dos processos educativos que se desenvolveram na prática social de jogos de origem ou descendência indígena e africana no contexto de uma intervenção em aulas de Educação Física com os(as) educandos(as) do 4ª ano do ensino fundamental, de uma escola pública estadual localizada na cidade de São Carlos/SP, esperando de alguma maneira possibilitar e auxiliar com cumprimento da Lei 10.639/2003, que torna obrigatório o ensino de História e Cultura Afro- Brasileira e Africana e, também, a lei 11.645/2008 que inclui a História e a Culturas Indígenas, na Educação Básica. Entendemos que a Educação Física, assim como os demais componentes curriculares da Educação Básica, pode e deve incluir o ensino de História e Cultura Afro-Brasileira, Africana e Indígena, possibilitando a valorização e o reconhecimento da diversidade étnico-raciais presente no Brasil. O desenvolvimento da pesquisa teve uma abordagem qualitativa com enfoque fenomenológico, buscando assim compreender o fenômeno a partir da experiência de jogo compartilhada na intervenção. Consideramos, com base nos registros em diários de campo, que o constante diálogo entre os educadores e os(as) educandos(as), a partir da prática social de jogos de origem ou descendência indígena e africana realizados no contexto das aulas de Educação Física, proporcionaram a construção de processos educativos relacionados a valorização, conhecimento e reconhecimento da cultura Indígena e Africana, estimulando os(as) envolvidos(as) a apresentarem os seus saberes, suas descobertas, suas indagações e curiosidades.
Ševčík, Martin. "3D závodní hra pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236353.
Full textTAN, CHARLIE IRAWAN, and 李冠逸. "Race Path Generation and Synthesis for Racing Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/9q97am.
Full text國立東華大學
資訊工程學系
100
In this dissertation, we present race path generation frameworks that can help user to easily and conveniently generate a race path data. The first framework introduces a set of path planning tools including path generator, cost map generator, and path editor for racing games. The proposed cost map generator automatically generates necessary information of the racetrack including cost map, distance to finish of any position on the racetrack, etc. The path generator utilize a modified version of A* algorithm to handle dynamic obstacles and multiple-sources-multiple-destinations problem in a race path generation. User can define the race by providing a racetrack as a 3D model and weights of the devised turn and heuristic functions in our system. To further guarantee the quality of the path, we implement path smoothing by Gaussian filter and provide an off-line path editor that allows users to edit the path in time-space domain intuitively, flexibly, and effectively. In the second framework, we propose a data-driven race path synthesis that provide good controllability for synthesizing race paths with characteristics preserved for racer animations. We first represent a set of collected race paths in a race path database using a formation graph in the preprocessing stage. By traversing the graph according to a given constraint, we generate a list of race path clips and combine and refine them sequentially to synthesize new race paths. We further improve the formation graph which doesn't fully utilize the capacity of race path database by introducing formation field, a data structure that samples regions in formation space that contains formations of exciting and realistic race paths, generated using a set of collected race paths in a path database. By traversing the regions according to a given constraint, we generate a path in formation space that defines how to synthesize the desired race path by interpolation. Since the new race path is synthesized from existing paths with quality guaranteed, it also provides the same level of quality. As the experimental and user study results show, our framework produces good results effectively and is suitable for both realtime applications such as horse racing games and race path generating tool.
Chen, Po-Shau, and 陳柏劭. "Vehicle Position Synchronization Display Technology for Online Racing Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/j9h24r.
Full text國立臺灣科技大學
資訊工程系
106
Due to the rise of Internet and mobile devices, many applications on the mobile devices such as social network, mobile games become more and more popular within recent years. The growth of mobile games is one of the most influential events in computer gaming in this decade. As the rise of the Internet mobile phone games not only play on their own, but also multiple players. Another primary reasons for this is that mobile phones are a thing that just almost everyone has on them at all times within recent years. Therefore, there are more and more multiplayer mobile game. A major problem of network-based multiplayer games is caused by the network transmission delay. This delay causes several problem and leads to contradictory situations. The two cars are going simultaneously while passing the finishing line. Because of the transmission delay, it takes a moment until the position of the remote player reaches the local player. Therefore, the position of the opponent’s car seems behind the local player. Thus, both players believe that they are the leader and going to be the winner of the game. Thus, the network delay caused the game unfair. In order to solve this situation, there are two major approaches have been developed such as local presentation delay and dead reckoning. In local presentation delay, the processing of game object from the remote and the local system are synchronized. Because of the requires that also local events are delayed. Because of the local events are also delayed, it's a bad experience for the player. The second approach , dead reckoning, is often used to reduce the effects of network induced delays and losses by using prediction method. Dead reckoning is the process of calculating one's current position by using a previously determined position, or fix, and advancing that position based upon known or estimated velocity over previous time and course. With dead reckoning, the next time event such as a player position is predicted. This can reduce the effect of network latency and of loss of events also. There are many different ways of dead reckoning. For different games, there is no one method is always the best. Different games may suit different prediction methods. Mainly, the game can be divided into sports games, action games, racing games. Different games have their own different feature. Because of the car moving fast in racing games, the accuracy of the prediction is more important. In this paper, we focus on the research the player's behavior prediction in racing games. Newton's law of motion is the most simple way in position prediction. It is also the method most used by the past, because Newton's law of motion is intuitive and easy. When sending the packet, not only the local player's location is transmitted to the remote player, but also the local player's speed, acceleration and timestamp. When remote player receive the package sending from local player, we can predict local player's next position by using the information in package. So we can use Newton's law of motion to simply predict the current player's position. However, the characteristics of high-speed vehicle movement in racing games. Rely only by Newton's laws of motion are not accurate enough in racing games. In this paper we study several prediction schemes and evaluate their suitability for racing games by experiments. In this paper we have provided two other methods to predict player's behavior, Kalman Filter and Support Vector Regression. Kalman filter, also known as linear quadratic estimation (LQE), is an algorithm that uses a series of measurements observed over time, containing statistical noise and other inaccuracies.Kalman filter also produces estimates of unknown variables that tend to be more accurate than those based on a single measurement alone, by estimating a joint probability distribution over the variables for each timeframe. Support vector machines (SVM), a machine learning method is emerging as a powerful modeling tool. In machine learning, support vector machines (SVM) are supervised learning models with associated learning algorithms that analyze data used for classification and regression analysis. Deal with the problem of regression SVM, called Support Vector Regression (SVR). Same as SVM, the goal of SVR is to find the best plane (hyperplane) in space. Different with SVM, SVM look for planes that divide the data, whereas support vector regression look for predictions that are accurate data distribution of the plane. In this paper we will compare several prediction schemes and evaluate their suitability for racing games by experiments, and analyze their advantage and shortcoming.
Liao, Keng-Te, and 廖耿德. "Techniques of Driving Style Imitation in Simulated Car Racing Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/97303540359224407831.
Full text國立交通大學
多媒體工程研究所
102
This thesis is about the analysis and imitation of human and non-human players’ driving styles in the TORCS platform. We classify existing controller architectures as low-level controllers or high-level controllers, and we achieve better results of imitation by integrating these types of controllers. For evaluating the imitation results, we propose a method to estimate the similarity of driving styles. It is also useful for a trained controller to adapt to a new track. We use multi-objective optimization algorithm as a method for controllers’ self-adaptation. According to our experiments, if a NPC with almost optimal speed performance is selected as the imitation target, the trained controller is able to produce similar trajectories and is only slower by 4%~14% than the imitation target in very difficult and unfamiliar tracks. In this thesis, we also discuss whether different human players have unique driving styles. By using our proposed method for estimating driving style similarities, it is possible to observe the differences of driving styles and we can even recognize a player by analyzing the driving data. Besides, according to some proposed researches, if human players are selected as the imitation targets, the trained controllers usually crash on the tracks frequently. Therefore, the speed performance is quite low. For dealing with this issue, we propose a method to train a controller with robust driving style. Such a trained controller is able to show some driving behaviors of the target human player and seldom crashes.
Li, Hung-Yu, and 李弘郁. "A Study of Water Drops and Dirt Effects in Racing Games." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/94220630031573437803.
Full text元智大學
資訊傳播學系
97
Under the advancement of computer graphics, digital games have been improved significantly, in terms of model granularity, dynamic lighting, and special effects. The trend indicates that procedural technology and physical simulation system have been added to increase the variety and interactivity of game content, so that the originally still game environment may be changed according to the impact of time, event or interactive behaviors. Therefore, this study will combine the procedural texture technology and fluid simulation skills to develop a set of processing structures to dynamically produce the effects of water droplets and dirt in the auto racing game. The proposed structures include two modules: (1) the basic texture module; and (2) the vector texture module. The basic texture module is originated from the procedural texture production concept, it will process the noise map or basic patterns prepared by artists with image filters to create dirt material that is consistent with real visual senses. This is applied to simulate the splashing effect of dirt with various irregularities when the car is racing fast in muddy game scenarios. The vector texture module is a fluid simulation system. It combines and records the impact in the form of vector filed in the vector texture, which then updates the pixel data in the basic texture to simulate the fluid behavior. Finally, the mixed type of graphic methods is employed to depict the effect of the mingling of rain and dirt. This dynamic texture processing structure is applied to simulate the texture dynamics of rain and dirt on the windshield glass in racing games under the considerations of wipers and wind, to enhance the reality in racing games.
Tseng, Li-Ya, and 曾莉雅. "The Influence of Racing Video Games on Children’s Postural Sway and Motion Sickness." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/90156284699075834808.
Full text國立高雄師範大學
體育學系
99
The purpose of this study was to investigate the relationship between postural sway and motion sickness while playing commercial video games(X-Box360) in later childhood. The movements of the participants’ head and torso and the gamepad motion were recorded. Twenty children ( age=9.75±0.44 ) served as voluntary participants. Using X-Box360 as the visual simulator, and a four-wheeled motorcycle racing game. Each participant sat on a plastic chair, which was about 42 cm high and 43.3 cm from the TV (formed a visual angle of 60° horizontal by 48° vertical ). Three receivers of a six-dimensional motion capture device were attached to a bicycle helmet, to the skin at the level of the 7th cervical vertebra, and to the gamepad during the experiment section to collected data from each receiver at 40Hz. The test lasted up to 40 minutes. During the process, the participants can stop whenever they have any discomfort or other reasons. Participants were asked to fill in the Simulator Sickness Questionnaire (SSQ) before and after the experiment. Participants were divided into the healthy group (Well group) and the motion sickness group (Sick group) accorded to their self report. Data analysis : Chi-square was used to analyze the incidence rate of motion sickness. The Mann-Whitney test and the Wilcoxon signed ranks test were used to analyze the SSQ data. ANOVAs were used to analyze the movement of the head and torso in terms of the standard deviation of position with separate analyses in the AP, mediolateral ( ML ), and vertical axes. Results : (1) The incidence rate of motion sickness was not significant. (2) The pre-exposure-post-exposure change in SSQ scores was significant for the sick group and well group. (3) The movement variability increased with time. 。
Huang, Han-Hsien, and 黃瀚賢. "The Study of Learning Overtaking and Blocking Behaviors in a Simulated Car Racing Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/98642758121446110498.
Full text國立交通大學
多媒體工程研究所
102
In this thesis, we research the learning of overtaking and blocking behaviors of AI (non-human) drivers on TORCS, a simulated car racing platform. At first, we introduce why we focus on the more aggressive driving strategy. Secondly, we introduce the TORCS racing game architecture and some researches in TORCS or AI-related conference. Because of built-in AI didn’t have aggressive driving skill, when performing overtaking, if remain track width has not reach to a safely width, the built-in AI will cancel the overtaking behavior. Additionally, the built-in AI didn’t have blocking behaviors. If the opponent’s speed was higher than theirs, it will let the opponent pass. In order to improve built-in AI’s driving strategy, we use Q-learning algorithm for learning behaviors and analysis their overtaking and blocking performance in different conditions.
Almozel, Amin. "Competitive Drone Racing Using Game Theory." Thesis, 2020. http://hdl.handle.net/10754/666165.
Full text林九谷. "Rain and Snow Effects in Racing Game." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/15475229005527610462.
Full textLI, GUAN-YI, and 李冠億. "An Automatic Testing Tool For Mobile Racing Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/6mnbax.
Full textWu, Zonghan, and 巫宗翰. "Research of Human Computer Interfaces for Racing Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/93338610478673051618.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
100
This paper reports the results of a study which aimed to investigate how different human-computer interfaces influence usability and flow experience through a digital racing game. The experimental design involves a digital racing game – I RUN MAN, which supports both tangible and natural user interface, includes three different levels. In this study, the analysis compares usability evaluation and flow experience collected during implementations in National Taipei University of Education with students in university. After finishing the game, players’ flow state and usability subjective evaluation were investigated by surveys in this study. This study finds out that players, with tangible user interface, had better flow state. Player who used natural user interface felt anxiety easily when the game in more difficult levels. Natural user interface is better than tangible user interface in the usability, efficientcy and errorrate on usibility. Finally, there is no significant correlation between usability evaluation and flow experience in both user interfaces used in this study.
Tsao, Hsun-Chih, and 曹訓誌. "A Study of Viewing Angle in Racing Video Game." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/53392937518152981864.
Full text國立交通大學
應用藝術研究所
93
The realistic world of video game is different from reality, it only provide reduced reality to players. This study focus on the viewing angle of racing video game, and try to understand how the viewing angle influence of the speed of moving, side walk object and field size of viewing. The results show the speed of moving and side walk object don’t affect the perception of viewing angle, but the field size of viewing (Y-axis direction) do. Otherwise, the speed of motion, side walk object, and view area size is nothing to do with the viewing angle perception of female testers, but male testers are influenced by the size of view area. This study also observes 33% testers intend to align the width of road to the width of view area (X-axis direction), most of them are male (90%). Besides, the factor that a man who favors the racing video game or not doesn’t make any difference to the viewing angle perception.
Hsueh, Kuang-Po, and 薛光博. "Study the User Experience for Game Controllers through Electroencephalogram Signals Analysis: A Case Study of Racing Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/wsfbha.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
103
This study investigated the effects of the players’ psychological and physiological states under the racing game using the general controller and the steering wheel controller. The physiological states of players were measured by the electroencephalogram signals and facial expressions. Additionally, the influence of the players’ self-regulation and the flow experience were discussed. The participations in this study were 36 students studying in the university. After the players filled out the basic information and self-regulating questionnaires, the players were tested the racing game using the steering wheel controller in hard and easy speedways. Then, the players were tested the racing game using the general controller in the same speedways. Finally, the players filled out the flow experience questionnaires. The results showed that the players with high self-regulating ability were better than others in the game performance, especially on the difficult track or using the general controller. The players which got the better performance in the racing game were had lower degree of “Attention” and higher degree of “Meditation” on electroencephalogram signals. A large percent of “happy” facial expressions was obtained in the high self-regulating ability of the players because of the better performances in the racing games. Therefore, the results indicated that the physiological signals can be used to predict the performances and flow experience.
Chiu, Chun-Yu, and 邱俊予. "The Analysis of Inter-player Difference in a Simulated Car Racing Game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/49371111588243129894.
Full text國立交通大學
多媒體工程研究所
100
In this thesis, we research the driving behavior of players in the TORCS racing game platform. At first we introduce the reason and purpose to research player behavior, and then we introduce the TORCS racing game architecture, some TORCS-related researches and other researches on the player behavior. There are driving behavior differences between each players, this thesis provides some methods to compare different players, and construct statistical individual player models, then use player models to predict the driver of racing trajectories.
Tsai, Cheng-Lun, and 蔡承倫. "Pure End-to-End Training Car Racing Game AI Bot Using Deep Reinforcement Learning." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/sq7rv4.
Full text國立交通大學
資訊科學與工程研究所
107
We propose a pure end-to-end deep reinforcement learning for training car racing game AI bot that uses only the velocity information extracted from screen for both training and testing phases without using any internal state from game environment, such as the car facing angle. The learned AI bot can play better than the average performance of human players. In our approach, we design the reward function consisting only the velocity value, and use Ape-X distributed training framework combined with a variant of Deep Q Network to solve the sparse training signal problem caused by the reward function we designed. Moreover, we propose limit learner rate method that improves the training efficiency and training performance. The AI bot trained in this way can achieve performance beyond the average human level and reach a level close to professional players.
Hou, Chung-Lin, and 侯仲麟. "Development of an online virtual-reality car racing game based on internet of brains." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/kac5nj.
Full text國立臺北科技大學
機械工程系機電整合碩士班
106
In recent years, many studies combine brain-computer interface (BCI) with Virtual Reality (VR) to increase user’s motivation. However, only single-player BCI-VR systems were been developed currently. Therefore, in this paper I utilize the internet to connect multiple single-player BCI-VR systems, and propose an online BCI-VR systems which we named internet of brains (IoB). This multiple-player system is able to control racing car’s speed and jump by Electroencephalography (EEG) and Electromyography (EMG) in the same BCI-VR game. The EEG features include theta bandpower (BP), beta BP, Higuchi’s fractal dimension (HFD) and Katz’s FD, those features be transformed into concentration level and corresponded car speed. Players can enhance the speed by performing mental arithmetic (MA) task and achieve car jump by a slight teeth-gritting. The online result shows that KFD has the lowest false positive rate (FPR=1.44%), but HFD can achieve the largest difference of average car speed under MA state (higher than resting state 1.3 speed level). In jump test, the highest hitting jumping ratio can achieved 0.9.
Zeng, Wei-Jhong, and 曾韋中. "The Effect of Middle-aged People's Actual Driving Experience on Motion Sickness and Body Sway when Playing Racing Game." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/07547927035900753822.
Full textHammer, Jessica. "Playing Prejudice: The Impact of Game-Play on Attributions of Racial and Gender Bias." Thesis, 2014. https://doi.org/10.7916/D8BP00ZK.
Full textKolář, Aleš. "Problematika násilí, genderu a multikulturalismu ve videohrách." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-354542.
Full textMartin, Alexandra. ""Believe it or not, this is Afghanistan!" : la mise en scène "culturelle" de la guerre dans les entraînements militaires aux États-Unis." Thesis, 2019. http://hdl.handle.net/1866/24655.
Full textThe thesis looks at the performance of war in military training in the US. It studies the mock Middle Eastern villages that are used for Iraq and Afghanistan pre-deployment training. These villages are found on several military bases such as the National Training Center of Fort Irwin (California), where a dozen of oriental towns were implemented since 2007 in order to prepare the troops for urban and asymmetrical type of warfare in the context of counterinsurgency. In these immersive environments, the US military tries to reproduce overseas sociocultural and religious landscapes: mosques, tea rooms, street markets, traditional houses and so on form the set. To prepare the soldiers to the human terrain, a cultural encounter between them and the local population is simulated through role play. Actors, sometimes from Iraq and Afghanistan, are hired to enact the local population. This is said to prevent an anticipated “culture clash” on the ground and raise cultural awareness amongst the soldiers. Experts from the filmmaking industry such as pyrotechnics and makeup artists also take part in these simulations – working to make them more “realistic” through their special effects. The thesis examines the rationalities and technologies at stake in the mock villages, and the way they sustain the « cultural » mise en scène of war. The research interrogates the material and discursive practices of the performances taking place in the mock towns. In what instances are the simulation exercices anchored in a racialized system of representation; how is the American orientalism being rearticulated in these spaces; what political myths and hegemonic discourses are circulating in these fictive geographies? The thesis problematizes the ways of knowing and representing the other. Therefore, the research takes part to the discussion on otherness initiated by diverse theoritical accounts and academic fields, such as cultural studies, critical race theories, and postcolonial critique. The analysis is based on a short observation at NTC. The Center offers guided tours of the base, allowing the general public to attend to one day of training in the mock villages. I participated twice in these “NTC Box tours”. I also conducted semi-directed interviews with more than twenty Iraq and Afghanistan veterans, in which they share with me their experiences of pre-deployment training and their thoughts on the place of culture in military simulations.