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Dissertations / Theses on the topic 'Racing games'

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1

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.

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Context. In multiplayer games, player information takes time to reach other players because of network latency. This can cause inconsistencies because the actions from the other players are delayed. To increase consistency, movement prediction can be used to display other players closer to their actual position. Objectives. The goal was to compare different prediction methods and see how well they do in a 2D racing game. Methods. A testing framework was made to easily implement new methods and to get test results. Experiments were conducted to gather racing data from participants and was then used to analyze the performance of the methods offline. The distance error between the predicted position and the real position was used to measure the performance. Results. Out of the implemented algorithms, Input Prediction had the lowest average distance error at all latency. All methods tested did better than Dead Reckoning when above 600ms. Stored data algorithms did not do worse when predicting on a curvy part of the track unlike the other algorithms tested. Conclusions. Different methods are supported by different games and applications. Movement prediction should be tailored to its environment for best accuracy. Due to Input Predictions simple nature and its results here, it is a worthy contender as the go-to algorithm for games.
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Nieznanska, 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.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race results and user experience. Objectives. To this end, two applications were developed - a game controller application for Android‑based smartphones (i.e. the client application) and a PC server application. The applications support a selected open-source PC racing game called SuperTuxKart. The evaluation of the smartphone encompasses both race results (whether the smartphone enables players to achieve comparable results to the keyboard – a standard game controller) and user experience (whether this game controller may be satisfying to players). Methods. An experiment was conducted where 20 participants controlled the SuperTuxKart game using first the smartphone, and then the keyboard or vice versa. The experiment was followed by a questionnaire-based survey of the user experience. Results. The experiment results indicate that the smartphone may achieve results which are comparable to those achieved by the keyboard. The race times corresponding to the smartphone were somewhat longer than those obtained with the keyboard, but the average relative difference was below 18%. The questionnaire results show that more than half of the participants enjoyed the smartphone more than the keyboard, despite the fact that the smartphone turned out to be a more challenging game controller for many players and did not provide so good control of the racing game as the keyboard. Conclusions. Overall, this study shows that the smartphone has a potential to be a suitable, satisfying and enjoyable controller for PC racing games.
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van, 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.

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4

Lo, Sui-yan Victor. "Statistical modelling of gambling probabilities /." [Hong Kong] : University of Hong Kong, 1992. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13205389.

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5

Kováč, Robert. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-254464.

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The goal of this thesis is to describe the issue of computer game creation and to develop a race game for people connected to the Virtual World using Unity 3D game engine. The first part of this thesis is dedicated to the history of video games, platforms and to describing of development processes and development tools. The next part is about Unity 3D game engine, which was used for creating the game. The resulting application is described in the last part.
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6

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.

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7

Wallberg, 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.

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Detta arbete undersöker synkroniseringstekniken dead reckoning i racingspel. Mer specifikt hur en variant, där objekts avstånd från varandra dynamiskt kontrollerar hur ofta de synkroniseras över nätverket, presterar gällande bandbreddsåtgång och konsistens jämfört med vanlig dead reckoning som alltid synkroniserar lika ofta. Det undersöks också hur banornas karaktär och egenskaper påverkar resultatet. Det visar sig att denna dynamiska dead reckoning har god potential att ge förbättringar gällande bandbreddsåtgång och att banornas utformning har stor inverkan över hur stor denna potential är.
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8

Bracken, Patrick. "The growth and development of sport in Co. Tipperary, 1840-1880." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10857.

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The growth and development of sport in Co. Tipperary, 1840 to 1880, was promoted and supported by the landed elite and military officer classes. In the instances of cricket, rugby union and association football, the military were the principle agency through which these sports were disseminated among the people of Tipperary. Sporting trends which were fashionable in Great Britain also became evident in Ireland, and by extension, Tipperary. The thesis demonstrates the emergence of these sports at a micro-level in Tipperary and the qualitative research is indicative of the trends by which they became apparent. The degree to which horse racing and hunting to hounds became an integral aspect of the social lives of the elite class is reflected countywide. The associational culture among this class became evident in summer time recreations most notably archery, lawn tennis and cricket. Cricket was the one sport which was quickly diffused throughout the sporting community of Tipperary as it became, in the 1870s, the most prolific team sport in the county and played by all classes. Sport took place without borders and to this end patronage was a key element of this support. There were some notable supporters who gave of their time and money to ensure that the best resources were in place to bring this about. In this respect the 3rd Marquis of Waterford was a leading figure. The thesis clearly shows that sporting diversions continued through the traumatic famine period. As everyday life continued, so too did recreational sport. Hurling remained a part of Tipperary life and the research identifies new sources to demonstrate this. The growth and evolution of sport in Co. Tipperary, 1840-1880, is put into context with comparable studies in Ireland and Great Britain as the Victorian penchant for sport manifested itself in this part of rural Ireland.
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Chapman, 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.

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Östlund, 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.

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Riding 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.

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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.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2016.
Cataloged 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.
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12

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.

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13

Oakley, 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.

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Cicchirillo, 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.

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15

Jahn, 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.

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Les jeux d’argent sont aujourd’hui au cœur d’un débat de société. L’inquiétude qu’ils suscitent et la dangerosité qu’on leur confère se traduisent par la diffusion croissante dans les médias de discours relatifs à l’addiction. Progressivement reconnue depuis les années 80, celle-ci est significative : elle prouve que le jeu d’argent peut présenter de réelles menaces pour l’individu lorsqu’il est pratiqué avec excès. Cette dénonciation renoue avec les discours relatifs à ces pratiques sous l’Ancien Régime. Cependant, à cette époque, le jeu est essentiellement rejeté pour des raisons sociales et morales : outre de représenter un danger pour les familles, il pousse à négliger le travail et remet en cause l’ordre social établi. Entre cet « Ancien Régime » des jeux et la situation actuelle, un système transitoire a existé. En effet, entre 1836, date à laquelle une loi interdit formellement toutes les loteries, jusqu’en 1954, année de création du Tiercé, l’Etat ne cesse d’intervenir, légiférant en faveur du jeu d’argent. Cette période, qui correspond à une officialisation et à une banalisation des pratiques ludiques, est au cœur de ce travail. Il s’agit d’étudier les mutations réglementaires des jeux d’argent et les motivations qui y sont affiliées, et d’analyser les usages sociaux du temps consacré aux jeux à travers l’étude de leurs pratiques
Money 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
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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.

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17

Walden, 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.

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To investigate the topic of intuitive interaction using a 3D-device, a toy car was used as a controller with the Stylaero Board to complete one lap in a car racing game. 20 participants completed the task in 2 conditions, one using the 3D-device as a controller, and one using a standard computer keyboard. The interaction was evaluated using task completion time as a measure of learnability of the device, as well as through subjective reactions from users gathered from a tailored questionnaire with 7 statements rated on a Likert scale of 1-5, and 3 open-ended questions. The performance and attitude towards the 3D-device as a controller was compared to the performance and attitude towards using a standard keyboard. The mean task completion time was significantly lower when using the keyboard. A subscale of the enjoyability of using the device was compared between conditions indicating a significant difference where the 3D-device was rated higher than the keyboard. Furthermore, a significant correlation was found between attitude towards the control device and task completion time in the keyboard, while no significant correlation was found between the corresponding variables for the 3D-device. These results indicate a difference between what aspects are important to users when evaluating a new interface compared to a familiar one. The subjective reactions gathered from the open-ended questions were categorized and sorted into themes using thematic analysis to illustrate the various aspects that were highlighted by users for each interface. The problems faced by participants when using the 3D-device were observed and analyzed in relation to current theories of intuitive interaction to find the driving factors of interaction with a new device.
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Huggins, 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.

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Archibald, 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/.

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Prior research has established a relationship between playing video games containing stereotyped representations of traditionally marginalized groups and resulting negative attitudes towards those groups. Yet, very little work has examined video games containing more positive, non-stereotyped representations and whether these diverse casts have inverse effects resulting in positive attitudes following exposure, an effect demonstrated in television media. The current study makes use of two paradigms, one based on short-term priming theory concerning immediate exposure to media, and one on long-term cultivation theory dealing with the overall media diet, and the relation to attitudes towards Blacks including symbolic racism, colorblindness, and implicit bias. In Study 1 (n = 31), Black and White participants reported how much time weekly they spent playing a popular game with positive representations of People of Color before completing measures. In Study 2 (n = 91), Black and White participants were exposed to one of three games, one with positive representation, one with negative representation, and a control game before completing study measures. Findings suggested that participant race was related to pro-Black attitudes (p = .009), but that direct exposure to a game with positive representation (p = .13) as well as playing the game during the week (p = .25) was not, while controlling for participant interracial contract. Despite this, discussions are made in face of interesting patterns of results that could be expanded upon in future work to explain the present findings. Furthermore, practical applications of the present study are made for both non-academic creators and consumers of video games.
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Salman, 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.

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The Car Racing competition platform is used for evaluating different car control solutions under competitive conditions [1]. These competitions are organized as part of the IEEE Congress on Evolutionary Computation (CEC) and Computational Intelligence and Games Sym-posium (CIG). The goal is to learn and develop a controller for a car in the TORCS open source racing game [2]. Oussama Khatib [3] (1986) introduced Artificial potential fields (APFs) for the first time while looking for new ways to avoid obstacles for manipulators and mobile robots in real time. In car racing games a novel combination of artificial potential fields as the major control paradigm for car controls in a multi-agent system is being used to coordinate control interests in different scenarios [1]. Here we extend the work of Uusitalo and Stefan J. Johansson by introducing effective collision detection, overtaking maneuvers, run time evaluation and detailed analysis of the track using the concept of multi-agent artificial potential fields MAPFs. The results of our extended car controller in terms of lap time, number of damages and position in the race is improved.
We 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.
+46723266771
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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.

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Magister Artium - MA
The 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
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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.

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Background. Machine learning technology is used daily in many aspects of computers. Neural network is a machine learning technique. The importance of carsthat are self driving has increased in recent years and the research about it has alsoincreased. Some cars that are produced today already have an autopilot feature inthem. Objectives. In this thesis the objective is to find how the training duration of aneural network changes, when the track becomes harder and harder. Methods. To achieve this a small game and a neural network was developed inUnity. The neural network receive input from 5 sensors and gave 2 outputs, an angleand a velocity. The neural network will be trained in the game on 4 different tracks,each with one more obstacle than the last one. The neural network will generatetwenty cars that will drive simultaneously to the end of the track. If a car collidewith a wall, it gets destroyed. When all cars are destroyed a new generation is generated based on the 2 cars that got destroyed last. Results. The first track was finished in 8,3 seconds, the second track in 28,9 secondsand that is a 248% increase from the first track. The third track was finished in 44,5seconds and that is a 54% increase from the second track. Fourth track were finishedin 39,9 seconds and that was a 10,3% decrease in time. Conclusions. In conclusion the training duration increased from track 1 to track2. from track 2 to track 3 and 4 the increase is presumed to be because the trackis larger and because of the speed output from the neural network. The trainingduration does change, but the change corresponds with the change of the length ofthe track.
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Poon, 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.

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Javorka, 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.

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This master's thesis deals with physical simulation of cars. Program is implemented in C++ using OpenSceneGraph and Bullet libraries, which are shortly introduced. The application is implemented as simple racing game for one or two players. Using a simple menu, the user can select a car and the weather, which dramatically affects the handling characteristics of vehicles. Setting weather to random is one of the options leading to a dynamic weather changes during the game. The application takes into account collisions among cars and collisions with the terrain and bars on a racing circuit.
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Aldapa, 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.

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The under-representation of racial minority students in Gifted and Talented Education (GATE)programs has been an issue with little to no resolution (Ford, 2002). These under-represented racial minority groups are experiencing the obstacles of discrimination. Ogbu’s (1987) observation offers a framework distinguishing minorities: voluntary and involuntary. Researchers report on the under-representation of “involuntary” minority groups (McBee, 2006). Researchers have offered keys to opening the gates of GATE programs to bring about racial equity. Recruitment processes: alternative assessments and teacher referrals are available to identify minority GATE students (Elhoweris, Mutua, Alsheikh, & Holloway, 2005). Retention practices: racial diversity of gate teachers, culturally responsive pedagogy, culturally responsive curriculum, and a classroom culture of caring are available to support racial minority gate students once in the program (Delpit, 2006). This mixed-methods study is of one school’s GATE program, Multicultural Middle School (MMS). The study used descriptive statistics to analyze percentages of racial representation of MMS’s GATE students and GATE teachers. The study also used questionnaires, observations, and interviews to analyze MMS’s GATE teachers’ knowledge and practices in regards to the research-based recruitment processes and retention practices of underrepresented racial minorities. This study found that the voluntary racial minority group was over-represented and one of four involuntary racial groups was under-represented. This study also found that MMS’s GATE program had achieved racial equity in three of the four involuntary racial minority groups. At the time of this study, MMS’s GATE program was trending toward equity.
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Morazán, 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.

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A la memòria es presenten els resultats de 4 assajos realitzats per establir l’emissió de GEI (CH4 i N2O) i NH3 en porcs en engreix, diferenciant l’emissió entèrica i la del purí. En el primer, es desenvoluparen els procediments de mostreig als mòduls estancs (ME) i fosa de dejeccions. En el segon s’analitzà l'emissió potencial del purí. En el tercer [transició] i quart[engreix] es va quantificar l’emissió total i procedent del purí. Les emissions de GEI i NH3 incrementaren amb l’edat, el CH4 amb la FND sent el N2O el més variable. L’emissió originada a les dejeccions va contribuir al total emès entre el 3,2 a 17% del CH4; 1,2 a 0,18% del NH3 i 0,92 a 0,05 % del N2O. Les concentracions absolutes de bactèries totals o arquees metanogèniques hidrogeno tròfiques (AMH) i llurs proporcions relatives (AMH) incrementaren al quilo en el seu trànsit a través de l'intestí gros.
En 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.
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27

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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RODRIGUES, Joycimara de Morais. Naração e imaginação: a construção do saber histórico sobre a história e cultura africana e afrobrasileira através do role playing game. 2014. 119f. – Dissertação (Mestrado) – Universidade Federal do Ceará, Programa de Pós-graduação em Educação Brasileira, Fortaleza (CE), 2014.
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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.
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28

Amado, Carlos Josue. "The Ugly Side of the Beautiful Game - Hooliganism in French Football." BYU ScholarsArchive, 2008. https://scholarsarchive.byu.edu/etd/1556.

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Football violence was a rare phenomenon in France until the nineteen eighties. Harsh economic times coupled with the challenges of unemployment brought a different type of fanatic to football stadia. To vent their frustration about the economic difficulties of their time, some fans found an easy scapegoat: the increasing number of African immigrants in France. These fans, known as hooligans, have become organized and can be found supporting most major French football clubs, disrupting what once was a relatively tranquil national pastime. This thesis traces their development in France, looks at what they borrowed from Italian and English fan groups, and suggests how their organization is now uniquely French.
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29

Bento, 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.

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This 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.
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30

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.

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This master's thesis deals with the possibilities of using open source 3D game engine Java Monkey Engine (jME) in developing applications for the Android platform. It includes theoretical knowledge for the jMonkey Engine architecture and the Android platform. In the following section, the thesis describes used techniques and external libraries in solving issues of interaction between jME and Android platform and of working with objects in the 3D scene and their way of implementation.
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31

TAN, CHARLIE IRAWAN, and 李冠逸. "Race Path Generation and Synthesis for Racing Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/9q97am.

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博士
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.
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32

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.

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碩士
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.
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33

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.

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碩士
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.
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34

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.

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碩士
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.
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35

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.

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碩士
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. 。
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36

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.

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碩士
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.
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37

Almozel, Amin. "Competitive Drone Racing Using Game Theory." Thesis, 2020. http://hdl.handle.net/10754/666165.

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Drone racing has recently became a topic of interest in research especially with the increase of power of mobile processors. There are many approaches of localizing (perception), planning, and strategizing against an adversarial agent online, with varying degrees of computational complexity and success. This thesis presents a game theoretic approach to solve this problem in the context of drone racing. The game theory planner strategizes against an opponent by using the “iterated best response” learning method from game theory, to attempt to reach a Nash equilibrium, where neither players can improve their strategy. Furthermore, to complement the functionality of the game theory planner, a polynomial trajectory generation algorithm is used to generate a reference track. Lastly, a model predictive controller is used to execute the strategic path generated by the game theory planner. The game theory planner performed better than the pure MPC by holding the lead position significantly longer, even though it had lower maximum velocity. On the other hand, the pure MPC held the lead position for a shorter time when the roles were switched. Furthermore, the game theory planner also performed better against the policy improvement racer. However, the policy improvement racer fared better against the game theory planner compared to the pure MPC. Lastly, some intuitive competitive behaviors such as blocking and overtaking came naturally as a result of the algorithm.
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38

林九谷. "Rain and Snow Effects in Racing Game." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/15475229005527610462.

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39

LI, GUAN-YI, and 李冠億. "An Automatic Testing Tool For Mobile Racing Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/6mnbax.

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40

Wu, Zonghan, and 巫宗翰. "Research of Human Computer Interfaces for Racing Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/93338610478673051618.

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碩士
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.
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41

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.

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碩士
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.
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42

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.

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碩士
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.
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43

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.

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碩士
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.
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44

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.

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碩士
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.
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45

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.

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碩士
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.
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46

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.

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47

Hammer, Jessica. "Playing Prejudice: The Impact of Game-Play on Attributions of Racial and Gender Bias." Thesis, 2014. https://doi.org/10.7916/D8BP00ZK.

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This dissertation explores new possibilities for changing Americans' theories about racism and sexism. Popular American rhetorics of discrimination, and learners' naïve models, are focused on individual agents' role in creating bias. These theories do not encompass the systemic and structural aspects of discrimination in American society. When learners can think systemically as well as agentically about bias, they become more likely to support systemic as well as individual remedies. However, shifting from an agentic to a systemic model of discrimination is both cognitively and emotionally challenging. To tackle this difficult task, this dissertation brings together the literature on prejudice reduction and conceptual change to propose using games as an entertainment-based intervention to change players' attribution styles around sexism and racism, as well as their attitudes about the same issues. "Playable model— anomalous data" theory proposes that games can model complex systems of bias, while instantiating learning mechanics that help players confront the limits of their existing models. The web-based game Advance was designed using playable model — anomalous data theory, and was used to investigate three questions. First, can a playable model — anomalous data game change players' likelihood of using systemic explanations for bias, and how does it compare to the effectiveness of a control text? Second, how does the game change players' attitudes as compared to a control text? Finally, are there differences between three different versions of the game that offer players different rewards for investigating the bias in the game system? Advance did not outperform the control text at changing players' likelihood of using systemic attributions for racism and sexism, nor did it outperform the control text in changing players' attitudes. However, significant differences were found between White and non-White player populations in their sensitivity to the different game conditions. White players were unaffected by differences between versions of the game, while non-White players showed differences in play behaviors, in systemic attribution likelihood, and in attitude. Given that White Americans may have more entrenched ideas about discrimination in America, we consider the impacts of the game on non-White player populations as an indicator of what future development of playable model — anomalous data games may be able to achieve.
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48

Kolář, Aleš. "Problematika násilí, genderu a multikulturalismu ve videohrách." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-354542.

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This thesis deals with issues of violence, gender and multiculturalism in videogames and computer games. The theoretical part summarizes the history of videogames and describes what videogames are, who are they for and who actually plays them. Next, it describes the problems and criticism of videogames regarding violence, gender and multiculturalism and showcases the issues on select videogames. The practical part showcases presentation of violence, sexual content, female characters and racial and ethnic minorities in videogames in a case study of the game The Witcher 3: Wild Hunt. The case study also comments on criticism the game has received because of these issues. The author considers the game to be problematic in some aspects, but generally not racist or sexist. The thesis includes a study of demographical distribution of players in Czech Republic and their opinions about violence, gender and multiculturalism in videogames. The study had the form of an online questionnaire; the respondents were asked to take part via social media. The players do not mind violence in videogames and their opinions are in accord with the latest studies. Their opinions on gender and multiculturalism differ from the opinions of experts and the players generally consider videogames to be more inclusive than they...
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49

Martin, 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.

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La thèse porte sur la mise en scène de la guerre dans les entraînements militaires aux États-Unis. Elle étudie des faux villages moyen-orientaux qui servent pour l’entraînement de pré-déploiement en Irak et en Afghanistan. On retrouve ces villages sur diverses bases militaires, comme au National Training Center (NTC) de Fort Irwin (Californie), où une douzaine de faux villages afghans et iraquiens ont été construits depuis 2007 dans le contexte de la contre-insurrection afin de préparer les troupes aux guerres de type urbaines et asymétriques. Dans ces environnements immersifs, l’armée américaine tente de reproduire les paysages socioculturel et religieux où se tiennent les missions : mosquées, salons de thé, marchés extérieurs, maisons traditionnelles forment le décor. Afin de préparer les soldats au terrain humain, une rencontre culturelle est simulée entre eux et la population locale à travers des jeux de rôle. Des acteurs, qui sont parfois d’origine afghane et iraquienne, sont embauchés pour jouer la population locale, ce qui servirait à prévenir un certain « choc culturel » anticipé sur le terrain et augmenter la sensibilité culturelle des soldats. Des experts de l’industrie du cinéma comme des pyrotechniciens et des artistes-maquilleurs participent également à ces simulations pour les rendre plus « réalistes » à travers leurs effets spéciaux. La thèse étudie les rationalités et les technologies à l'œuvre dans les faux villages et les manières dont elles soutiennent cette mise en scène « culturelle » de la guerre. Elle examine les pratiques matérielles et discursives des performances qui s’y déroulent. En quelles instances les exercices de simulation s’inscrivent-ils dans un régime de représentation racialisé? Comment l’orientalisme américain est-il articulé dans ces espaces? Quels mythes politiques et discours dominants circulent dans ces géographies fictives? La thèse problématise la représentation et la production de savoirs sur l’autre. Ce faisant, elle participe à la discussion sur l’altérité entamée par plusieurs courants théoriques et champs disciplinaires dont elle s'inspire, notamment les cultural studies, les critical race theories et la critique postcoloniale. L’analyse est basée sur une observation de courte durée au NTC. Le Centre offre des visites guidées de la base qui permettent au public d’assister à une journée d’entraînements dans les faux villages. J’ai participé à deux reprises à ces « NTC Box Tours ». J’ai également mené des entrevues semi-dirigées avec plus de vingt vétérans d’Iraq et d’Afghanistan afin de discuter avec eux de leur expérience d’entraînement de pré-déploiement et du rôle de la culture dans les simulations militaires.
The 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.
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