Dissertations / Theses on the topic 'Video game adaptations'
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Zhadan, Anastasiia. "Artificial Intelligence Adaptation in Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79131.
Full textFrancillette, Yannick. "Modèle adaptatif d'activités pour les jeux ubiquitaires." Thesis, Montpellier 2, 2014. http://www.theses.fr/2014MON20229.
Full textNowadays, the technologies and mobiles services are a part of our daily life thanks to smartphones and tablet computers. Currently, we live the realisation of Weiser's vision. The features and services provided are more important than technical objects.In this thesis, we are interested in a kind of computer applications: video games. Like other sectors, video games have to deal with mobile revolution in order to reinvent themselves and to interest players. However, video games on mobiles devices have to deal with the variation of playing conditions. We can call these conditions the player's context.The main objective of this thesis is to propose a model for the design of games that are able to adapt to the player's context. This model has to be generic and allow the game to adapt the proposed activities and objectives to the current context.Our proposition has two main elements. The first one is a generic model of the activities and the objectives which are proposed by the game. We have called this model "gameplay component". It is a formalization of the objectif, challenge, reward game loop concept. It allows us to represent a game as a tree.The second element is a model for detecting game tree which are compatible with a defined context. This model is based on rules which are linked with the nodes of the game tree. Our approach consist of checking that the objective which is given by the root of the game tree can be reached in the current context.In order to valid our approach, we have conducted a laboratory experimentation. We have also used our experience about using of gameplay component in a industrial context in order to do a case study
Coville, Marion. "La construction du jeu vidéo comme objet muséal : le détournement d’un objet culturel et technique de son cadre d’usage initial et son adaptation au contexte muséal : étude de cas dans un centre de sciences." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H306.
Full textThis research explores exhibitions of video games featured in museums, in which commercial gaming products can be found. The study focuses on the changes of signification and uses that affect videogames during their shift from family living room to exhibition spaces, and investigates the professional spaces where the exhibition is designed. It relies on a field work during one of these exhibitions,completed by a study of public policy and the uses of video games in French museums. The study employs an interdisciplinary approach to explore the social, symbolic and material aspects of the object. This research is rooted in Cultural Studies and the study of the cultural aspects of social change. It also evokes various domains such as Communication, Sociology and Gender Studies. This research explores the articulation between three moments constructing video game as a museum object. First, the recognition of video game as a cultural good by public policies. Second, the design of a video game exhibition in a science center, that implies the modification of video games to create interactive exhibits. Third, the exhibition visited by people and the significance they grasp. Far from being isolated, these three moments are parts of a context where these different practices enrich one another
Pons, Luc. "Self-tuning of game scenarios through self-adaptative multi-agent systems." Toulouse 3, 2014. http://thesesups.ups-tlse.fr/2435/.
Full textModern video games are getting more and more complex, by exhibiting more and more rules, as well as a growing number of co-existing artificial entities. Whether they only have entertainment objectives, or pedagogical ambitions, they need to provide a game experience that matches the skills and abilities of players. The diversity among the player population makes it difficult, if not impossible, to propose a single game that may suit everyone needs. Different skills, preferences, and progression abilities make players need different game experiences at different times. Adaptation of the game experience is advocated as a solution to keep it adequate. This thesis proposes a set a simple concepts in order for domain experts, games designers or others to express pedagogical or entertainment related objectives, as well as constraints on game experiences. By using only elementary concepts, such as measures and parameters, we remain compliant with a large diversity of domains, even outside of the field of video game. Along with the expression of game requirements, we propose a multi-agent system designed to dynamically modify the various parameters of a game engine, so that the game experience satisfies objectives expressed by experts or designers. The system is composed of a set of autonomous agents representing the domain concepts, that only have a local perception of their environment. They are not aware of the global function of the system, and they only seek to cooperatively solve their local problems. From the organization of these agents, the functionality of the system as a whole emerges: dynamic adaptation of a game experience to satisfy objectives and constraints. We conducted several experiments to demonstrate that the proposed system is scalable and noise resilient. The introduced paradigm with which the requirements must be expressed is used in various context to demonstrate its versatility. Other experiments demonstrate that this system is able to effectively adapt the game experience even when the conditions in which the game takes place significantly change over time
Cox, Joseph M. "MOLOCH: Developing a German Expressionist Puzzle Game." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1492777907436196.
Full textMeyers, Rachel Elizabeth. "In Search of an Author: From Participatory Culture to Participatory Authorship." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4140.
Full textAstic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208/document.
Full textSerious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor
Briggs, Terese C. "What You Will: An Endeavor in Adapting Shakespeare to New Media." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/778.
Full textHall, Stefan. "“You’ve Seen the Movie, Now Play the Game”: Recoding the Cinematic in Digital Media and Virtual Culture." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1300365433.
Full textHocine, Nadia. "Adaptation dans les jeux sérieux pour la rééducation fonctionnelle." Thesis, Montpellier 2, 2013. http://www.theses.fr/2013MON20245.
Full textA stroke is among the major causes of adults' disability and death worldwide. To date, a growing amount of research studies have been devoted to improve rehabilitation strategies by including serious games in the therapeutic process. The benefit of serious games lies in providing patients with a customized and immersive training environment. The thesis focuses on an adaptation technique that seeks to enhance the patients' training outcomes while maintaining their motivation. It is based on the assessment of the patient's motor abilities to dynamically adapt the game difficulty. The technique has been evaluated through experiments with healthy players, therapists and stroke patients. The results of the evaluation show that the adaptive technique has increased the training outcomes in terms of the number of tasks, number of successful tasks as well as the movement amplitude. In addition, it has also maintained the players' motivation compared with the control strategies. This can therefore be promising to enhance stroke patients' recovery
Hussaan, Aarij. "Generation of Adaptive Pedagogical Scenarios in Serious Games." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10346.
Full textA serious game is a game whose principal objective is other than only entertainment. In this thesis, we are interested in a particular type of serious games: the learning games. These games make the learning process more attractive and amusing through fun-based challenges that increase the motivation and engagement of learners. In this context, this thesis focuses on the problem of the automatic generation of pedagogical scenarios in the learning games. It is thus a question of apprehending the integration of a pedagogical scenario with computer games within the context of learning games. By pedagogical scenario, we mean a suite of pedagogical activities, integrated in a learning game, allowing a learner to achieve one or more pedagogical objectives. The objective of our research is to define representation and reasoning models allowing the generation of adaptive pedagogical scenarios which can be used in serious games, in particular the learning games. The generated scenarios should take into account the user’s profile, pedagogical goals and also his interaction traces. The traces get used to update the user profile and to evolve the domain knowledge. The proposed knowledge representation model allows organizing the domain knowledge in three-layer architecture: the domain concepts layer, the pedagogical resources layer and the game resources layer. For each of these layers, we have proposed an adapted formalization. The generic organization of knowledge allows evolving the elements of a layer without changing or affecting the elements of other layers. Similarly, it allows putting into relation the same domain knowledge with different games.As for the scenario generation model, it comprises of three successive steps. Firstly, starting from the user profile and his pedagogical objectives, it generates a conceptual scenario. This consists in selecting a certain number of concepts, among the domain concepts of the first layer, allowing satisfying the targeted concepts. These targeted concepts represent the pedagogical objectives of the user. The conceptual scenario is then transformed into the pedagogical scenario. For this, it requires to select for each concept in the conceptual scenario one or many pedagogical resources in relation with the concept in question. This selection takes into account the presentation model and the adaptation knowledge. The former allows structuring the pedagogical resources according to their type. The adaptation knowledge allows setting the difficulty level for each pedagogical resource in the pedagogical scenario. The third and final step consists in putting into relation the pedagogical resources of the pedagogical scenario with the game resources keeping into account the game model. On the basis of the proposed models of representation and reasoning, we have developed the platform GOALS (Generator Of Adaptive Learning Scenarios). It is a platform, generic and accessible on-line, allowing the generation of adaptive pedagogical scenarios. This platform has been used in the context of a serious game for the evaluation and reeducation of cognitive troubles within the context of the FUI project CLES (Cognitive Linguistic Elements Stimulations). To validate our contribution, we have conducted several evaluations in the context of project CLES. The objective of these evaluations is two-fold; firstly, to validate the scenario generator models, secondly, to study the impact of the scenarios generated by GOALS on the learning of users. For these two objectives, we have proposed two evaluation protocols. These protocols have been put into practice in the context of two field experiments
Schueller, William. "Active control of complexity growth in Language Games." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0382/document.
Full textSocial conventions are learned mostly at a young age, but are quite different from other domains, like for example sensorimotor skills. The first people to define conventions just picked an arbitrary alternative between several options: a side of the road to drive on, the design of an electric plug, or inventing a new word. Because of this, while setting a new convention in a population of interacting individuals, many competing options can arise, and lead to a situation of growing complexity if many parallel inventions happen. How do we deal with this issue?Humans often exhert an active control on their learning situation, by for example selecting activities that are neither too complex nor too simple. This behavior, in cases like sensorimotor learning, has been shown to help learn faster, better, and with fewer examples. Could such mechanisms also have an impact on the negotiation of social conventions ? A particular example of social convention is the lexicon: which words we associated with given meanings. Computational models of language emergence, called the Language Games, showed that it is possible for a population of agents to build a common language through only pairwise interactions. In particular, the Naming Game model focuses on the formation of the lexicon mapping words and meanings, and shows a typical burst of complexity before starting to discard options and find a final consensus. In this thesis, we introduce the idea of active learning and active control of complexity growth in the Naming Game, in the form of a topic choice policy: agents can choose the meaning they want to talk about in each interaction. Several strategies were introduced, and have a different impact on both the time needed to converge to a consensus and the amount of memory needed by individual agents. Firstly, we artificially constrain the memory of agents to avoid the local complexity burst. A few strategies are presented, some of which can have similar convergence speed as in the standard case. Secondly, we formalize what agents need to optimize, based on a representation of the average state of the population. A couple of strategies inspired by this notion help keep the memory usage low without having constraints, but also result in a faster convergence process. We then show that the obtained dynamics are close to an optimal behavior, expressed analytically as a lower bound to convergence time. Eventually, we designed an online user experiment to collect data on how humans would behave in the same model, which shows that they do have an active topic choice policy, and do not choose randomly. Contributions from this thesis also include a classification of the existing Naming Game models and an open-source framework to simulate them
McKenna, Tracey. "The Modern Alice: Adaptations in Novel, Film and Video Game from 2000 - 2012." Thesis, 2012. http://hdl.handle.net/10012/6989.
Full textCHOU, SHAO-FANG, and 周劭芳. "A Study on Cross-media Consuming Behavior of Video Game Player- the Consumption of Warcraft Adaptation Film." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8t2uzq.
Full text國立中正大學
傳播學系電訊傳播研究所
105
Nowadays, video game-based films are becoming increasingly common. This study, adopting primarily the U&G theory, attempts to investigate the causal relationship among a game player’s involvement with the video game, the motivations to watch the film adaptation, and the gratifications thereof.The questionnaire was designed and distributed to the movie viewers who have also played the video game“World of Warcraft.” Results indicate that various types of involvement of a video game player are related differently to distinct motivations and satisfactions. The level of involvement of a video game player affects motivations both positively and negatively, and has positive effect on satisfactions. Moreover, the motivations have positive effects on satisfactions.
HUANG, YU-TING, and 黃于庭. "Trans-media Adaptation of Video Games and the Analysis of Audience Responses --- The case of "Assassin's Creed"." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/gv2k3r.
Full text國立高雄科技大學
文化創意產業系
107
Content is one of the important elements for consumers’ making decisions of goods. In addition to the original content, adaptation is also a common way to operate. There are many forms of adaptation, and cross-media adaptation has gradually matured in recent years, which becomes one of the ways for the content industry to cooperate with each other. Adaptation is like standing on the shoulders of giants. Through cross-media adaptation, consumers they attracted could cross from the intrinsic audiences to other media audiences. Video game industry is gradually flourishing. Its market booming not only brings up various related industries, but also makes its own content more diverse. There are also many cross-media adaptation cases related to video games. Take the well-known video game "Assassin's Creed" for example, besides its original content, there are also cross-media forms such as adaptation of films and novels. Also, the increase of reputation and the sales results of related products complement each other. Take "Assassin's Creed" and its film adaptation of the same name as a research case. By making in-depth interviews with audiences who has both experienced with video game and movie, this study hopes to understand elements that audiences in the cross-media adaptation concentrated to. Which could help narrowing the distance between content production and audiences, and also give development advice to Taiwan's content industry.
Benlamine, Mohamed Sahbi. "Environnements virtuels émotionnellement intelligents." Thèse, 2019. http://hdl.handle.net/1866/22657.
Full textWassermann, Jacopo. "Propositadamente incoerente:estudo das adaptações dos videojogos para o cinema." Master's thesis, 2016. http://hdl.handle.net/10437/7329.
Full textNo enquadramento de três disciplinas de referência (estudos cinematográficos, game studies e adaptation studies), a proposta de investigação aqui apresentada tem como objetivo principal esboçar uma abordagem de estudo às adaptações dos videojogos para o cinema, obras liminais que receberam escassa atenção académica. O problema que se coloca neste trabalho é analisar como as adaptações dos videojogos para o cinema podem alterar a nossa compreensão dos dois media em questão, pois um conjunto de factores industriais, tecnológicos e estéticos responsáveis pela sua criação remetem para as fronteiras cada vez mais frágeis entre narrativa “fechada” e interação “em aberto.” Será apropriado distinguir entre espectador e jogador com base na passividade do primeiro, por oposição à actividade da segundo? A arbitrariedade e o agenciamento conferidos ao videojogador são verdadeiramente antitéticos à construção de uma narrativa fílmica? O realismo é uma prerrogativa do cinema, ou poderá caracterizar os videojogos, também? Estas questões tornam-se relevantes no enquadramento teórico do cinema, dos videojogos e da própria adaptação, obrigando a redefinir algumas das suas assunções fundamentais. De igual modo, esta redefinição teórica poderá eventualmente informar uma nova abordagem à adaptação dos videojogos para o cinema em termos de escrita, produção e realização.
The present research aims to sketch an analytical approach to videogame adaptations within the following three fields of reference: film studies, game studies and adaptation studies. Videogame adaptations are posited as liminal works that have enjoyed scarce academic interest. The investigation’s main task is to analyze how videogame adaptations have the power to alter our comprehension of the two media in question (cinema and videogames). A great number of their foundational characteristics, both industrial, technological and aesthetical point towards the increasingly fragile barriers between “closed” narrative and “open” interaction. Is it appropriate to distinguish between a spectator and a videogame player based on the passivity of the first as opposed to the activity of the second? Are the arbitrariety and agency conferred to a videogame player really antithetical to film narration? Is realism a prerogative of cinema, or might it characterize videogames, as well? These issues become relevant in the theoretical framework of cinema, videogames ando of adaptation itself, forcing us to redefine some of its fundemantal assumptions. Similarly, this theoretical redefinition could inform a new approach to videogame adaptations in terms of writing, production and directing.