Dissertations / Theses on the topic 'Video Games based on Manga'
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Svensson, Adam. "Implementation of binaural beats in video games : The effects of a therapy based on video games and binaural beats on university students." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19860.
Full textDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Cosic, Prica Srdjan. "Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15324.
Full textGraham, Philip Mike. "Layered AI architecture for team based first person shooter video games." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5044.
Full textMunir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.
Full textPagnotti, John Charles Jr. "The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5366.
Full textID: 031001528; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: William B. Russell III.; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 111-117).
Ph.D.
Doctorate
Education and Human Performance
Education; Social Science Education
Ali, U. "A practice-based exploration of natural environment design in computer & video games." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/39394/.
Full textAnguelov, Bobby. "Video game pathfinding and improvements to discrete search on grid-based maps." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/22940.
Full textDissertation (MSc)--University of Pretoria, 2011.
Computer Science
unrestricted
Griffith, Ioseff. "Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54453.
Full textGorman, Chad M. "Getting Serious About Games - Using Video Game-based Learning to Enhance Nuclear Terrorism Preparedness." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/6803.
Full textThis thesis proposes the development of a video game platform to increase the publics knowledge of required protective actions in the event of a nuclear terrorism attack. Current scientific analyses have identified elementary steps the public should take to increase the likelihood of survival in the event of a nuclear terrorism incident; however, a knowledge gap currently exists with regard to the publics understanding of these required actions. Unfortunately, todays preparedness initiatives do not have the efficacy required to impact significant improvements in this area. Video games, more specifically a sub-genre of games known as serious games, are uniquely postured to address this knowledge gap. Not only do video games provide a motivating, enriching and engaging educational medium, but also they are unique in that they address the emerging educational needs of todays games generation, which desires more interactive educational environments since they have been immersed in technology for the majority of their lives. As such, leveraging this technology can help close the current knowledge gap and increase the nations resilience to nuclear terrorism.
Brookes, Sarah. "Playing the Story: Transportation as a Moderator of Involvement in Narratively-Based Video Games." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1274818623.
Full textThornton, David Gilbert Juan E. "Talking games an empirical study of speech-based cursor control mechanisms /." Auburn, Ala, 2008. http://repo.lib.auburn.edu/EtdRoot/2008/FALL/Computer_Science_and_Software_Engineering/Dissertation/Thornton_David_31.pdf.
Full textCameron, David John. "Giving games a day job developing a digital game-based resource for journalism training /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20041220.144608/index.html.
Full textVidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.
Full textBado, Niamboue. "Video Games and English as a Foreign Language Education in Burkina Faso." Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1395498334.
Full textPeterson, Jeff Lynn. "Incidental Learning of Japanese through Reading Online, in Print, and in Digital Games." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5799.
Full textHughes, Chelsea M. "A MEASURE OF SOCIAL BEHAVIOR IN TEAM-BASED, MULTIPLAYER ONLINE GAMES: THE SOCIALITY IN MULTIPLAYER ONLINE GAMES SCALE (SMOG)." VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3884.
Full textHess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.
Full textPh.D.
Other
Education
Education PhD
Rokicki, Jonathan, and Henrik Pira. "Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18402.
Full textLipinski, Michael. "Feasibility of the nintendo Ds for teaching problem-based learning in kindergarten through twelfth grade students." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5760.
Full textThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 13, 2009) Includes bibliographical references.
Kryszak, Elizabeth M. "Assessing the Effects of Observing Non-Performance-Based Aggression during Online Violent Video Game Play on Aggressive Behavior." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1382984679.
Full textDacus, Ashton. "Acquisition and transference of physics-based conceptual knowledge : an analysis of fourth-grade student's ability." Honors in the Major Thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1387.
Full textBachelors
Education
Elementary Education
Lewis, Joshua. "A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2301.
Full textPh.D.
Other
Engineering and Computer Science
Modeling and Simulation
Salagean, Claudia Sandra. "Enfants des ténèbres : "Gothic wanderers, outcasts and rebels" dans la littérature, au cinéma, dans le jeu vidéo et dans le manga." Thesis, Pau, 2016. http://www.theses.fr/2016PAUU1013/document.
Full textWhat is the link between young wild vampires in New Orleans, a frankensteinian creature with scissors for hands, Alice fighting the Red Queen in a twisted Wonderland and a japanese version of a fallen angel named Cain ? Darkness, rebellion and youth seem to converge in the same stream. The purpose of this thesis is not only to recall that Goth subculture is still fashionable but also to discuss on the dark culture transmedia and transculturalism in four different medias. Divided in four chapters, this study analyses the importance of the first « modern » vampire, Bram Stoker's Dracula's in the coming-up of the vampire outcast in Anne Rice's Vampire Lestat and Poppy Z Brite's Lost Souls. The second chapter focuses on the creature in Tim Burton's movie Edward Scissorhands which presents an original conception while dealing with Mary Shelley's Frankenstein at the same time. The third chapter analyses American McGee's personal vision of Lewis Carroll's Alice in Wonderland in the video games American McGee's Alice and Alice Madness Returns. The last chapter explores Yuki Kaori's Cain Goth manga series
Kuznetcova, Irina. "Video Games as Deweyan Worlds: A Desktop/Mobile VR Game-based Intervention to Improve Visuospatial Self-efficacy in Middle School Students." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1588244345618764.
Full textMahdi, Ghulam. "Level of Detail in Agent Societies in Games." Thesis, Montpellier 2, 2013. http://www.theses.fr/2013MON20002/document.
Full textIn recent years there have been many efforts to develop original video games by improving both their aesthetic and mechanics. The more the mechanics is rich and realistic, the more advanced models of programming are required. However, using advanced models of programming such as agent-oriented programming often comes with an overhead in terms of computational resources. Furthermore, this overhead on computational resources may degrade the frame rate and subsequently quality of experience (QoE) for the players.In this context, our aim is to propose the QoE support means for ensuring that, in any case, the frame rate does not fall below a given lower bound. We suggest adapting the amount of time allocated for agents depending upon the importance of their organization roles. In this regard, we use a level of detail (LoD) approach to compute the dynamics of the game.LoD in game AI is based on the idea to use the most of the computational effort on the game characters that are the most important to the player(s). One critical issue in LoD for game AI is to determine the criterion for defining the importance of game characters. Existing work propose to use the criteria of camera distance and visibility. However such criteria have been developed from the perspective of graphics. In this thesis, we have used the roles played by the game characters (in the context of a video game) as the criterion for determining their importance. In this way, a video game has been considered as an agent society, where the game characters get priority and relatively higher share in distribution of the computational resources based on their relative importance in the game story.Our approach has been implemented and integrated to the AGDE (Agent Game Development Engine) game engine. The experimental evaluation has been carried out using a repeated measure scheme to assess the difference in QoE metrics between a game implemented our approach and a control game. The null hypothesizes have been rejected using t-paired test: the players have found significant positive difference in the QoE
Piller, Yulia. "Factors influencing parental attitudes toward digital game-based learning." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849636/.
Full textDiaz, Leanna Marie. "Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1533228651012048.
Full textRoberts-Woychesin, Jami. "Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804920/.
Full textAubrecht, Michelle Adrienne. "Using Gamestar Mechanic with Elementary Art students: An exploration of one teacher’s experiences." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1313592553.
Full textHamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.
Full textLindstam, Tim, and Anton Svensson. "Behavior Based Artificial Intelligence in a Village Environment." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20522.
Full textGranich, Joanna. "Electronic-based sedentary behaviour among children within the family home environment : a descriptive study." University of Western Australia. School of Population Health, 2009. http://theses.library.uwa.edu.au/adt-WU2010.0069.
Full textMancera, Valetts Laura. "Technology-based process for suporting university students with ADHD." Doctoral thesis, Universitat de Girona, 2019. http://hdl.handle.net/10803/667596.
Full textEn esta tesis, los Sistemas Hipermedia Adaptativos (SHA) son usados para generar procesos de formación e-Learning que consideran las características de los estudiantes universitarios que sufren del Trastorno por Déficit de Atención e Hiperactividad (TDAH). De manera general, se desarrolló un proceso que va desde la detección de síntomas hasta al apoyo académico. Específicamente, se desarrolló un modelo del estudiante que considera información personal, demográfica, académica, comportamental, histórica y cognitiva para identificar si un estudiante e-Learning puede tener síntomas del TDAH. Después de ello, considerando las preferencias y fortalezas de los estudiantes con TDAH, se integraron dos estrategias didácticas en el proceso académico, una basada en videojuegos y otra en gamificación. Adicionalmente, se desarrolló una tercera estrategia basada en la implementación del Diseño Universal para el Aprendizaje (DUA) considerando su filosofía de contribuir a disminuir las barreras que no permiten procesos de formación de calidad para todos.
Uzuegbunam, Nkiruka M. A. "SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING." UKnowledge, 2018. https://uknowledge.uky.edu/ece_etds/124.
Full textPietschmann, Daniel, and Robert Piehler. "Grundlagen, Funktionen, Empirie und Anwendungen von Social Presence in spielbasierten Lernumgebungen." Thesis, Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800703.
Full textArnoni, Joice Luiza Bruno. "Efeito de intervenção com realidade virtual sobre a condição de saúde de crianças com paralisia cerebral." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/5351.
Full textUniversidade Federal de Sao Carlos
Virtual reality (VR) has been considered an important tool for rehabilitation of children with cerebral palsy (CP). Nevertheless, although there is some evidence about its positive effects in rehabilitation by means of existent systematic reviews, its important to investigate the methodological quality of these reviews, providing an update and also enabling practice based on evidence. Thus we developed the Study 1, with the objective of synthetize in a descriptive way the results of the existent studies and evaluate the methodological quality of the existent systematic reviews which employed VR as a tool in the rehabilitation of children with CP. The results of this first study allow us to identify the lack of primary studies in the evaluated reviews presenting a good level of evidence as well as an adequate methodological design. Moreover, the use of reliable outcome measures such as the quantitative measure of postural oscillation by means of force plate and validated scales and questionnaires might help in a reliable investigation of the effects of VR in rehabilitation of CP children. Thus, taking into account the lack of studies with good levels of evidence about the effects of the use of VR in rehabilitation, we developed the Study 2 with the aim of evaluate the effects of an intervention using VR in children with CP on their levels of postural oscillation, gross motor function and assiduousness to the therapy. Methods: In the Study 1 we searched the databases PubMed, Science Direct, Web of Science, Scopus, Lilacs, Scielo, PEDro and Cochrane Database of Systematic Reviews using the following keywords: child, children, virtual reality , videogame system and cerebral palsy . We selected 5 studies which meet the inclusion criteria and evaluated it using the Overview Quality Assessment Questionnaire. Study 2 was a randomized controlled trial with longitudinal design and clinical purposes. Fifteen children with CP (10±3 years) with levels I and II of Gross Motor Function Classification System (GMFCS), regularly inserted in physical therapy programs participated in the study. We did not include children with deficits that could compromise their performance in the proposed activities in virtual environment. The sample was shared in two groups by chance: Intervention Group (IG=7) and Control Group (CG=8). GI was submitted to a VR intervention protocol using an active videogame (Xbox 360º Kinect) which lasted 8 weeks with 45 sessions twice a week. CG was instructed to keep their traditional rehabilitation activities. We used four games with demands of balance, motor coordination, jumps, squats and latero-lateral weight shifts. All the children were evaluated in the beginning and after the end of the intervention protocol using the force platform and the Gross Motor Function Measure (GMFM) in the dimensions D and E. The analyzed variables in force platform were total oscillation of the center of pressure (TO of CoP), medio-lateral and antero-posterior amplitude of CoP displacement (ML and AP Amp of CoP), area and velocity of CoP oscillation (Vel of CoP). We calculated the clinically significant changes in GMFM (> 1%) and assiduousness to the therapy. Statistical analysis was conducted using MANOVA with repeated measures to verify differences between the groups before and after the intervention protocol to postural oscillation and Wilcoxon test to verify differences between before and after the intervention to variables of GMFM. Results: Study 1: Primary studies of the reviews were published between 1995 and 2011. The most used databases were CINAHL, EMBASE e PEDro. The most used instrument to evaluate quality of the reviews was American Academy for Cerebral Palsy and Developmental Medicine. The main used equipment was Mandala Gesture XTreme e Rehabilitation Exercise System. The quality assessment of the reviews have showed one study with minimums methodological failures, three studies with small ones and one paper presented small defects. Study 2: We observed a significant difference pre and post intervention. We only verified clinically significant changes in the dimensions D and E of GMFM for the IG. All participants in GI completed the eight weeks of intervention with an assiduousness of 85,1% ±8,7%. We did not find significant differences for the force platform variables related to postural oscillation. Conclusions: Study 1: VR has been widely employed in the rehabilitation of children with CP. We identified a growing trend in the interest for this issue in literature. Although we have found systematic reviews with good methodological quality, the level of evidence of the primary studies was low. Study 2: Rehabilitation using VR by means of videogame was able to improve gross motor function in children with CP levels I and II of GMFCS and also keep high levels of assiduousness to therapy. However, we could not find similar results in the patterns of postural oscillation. These results enable us to use VR as an adjuvant therapy in physical rehabilitation of children with CP.
A realidade virtual (RV) tem se destacado como ferramenta de reabilitação para crianças com Paralisia Cerebral (PC). Entretanto, embora haja evidências sobre o seu efeito, é importante investigar a qualidade das revisões sistemáticas produzidas, atualizando o conhecimento e viabilizando a prática baseada em evidência. A partir dessa necessidade foi desenvolvido o Estudo I com objetivo de sintetizar os resultados dos estudos de forma descritiva e avaliar a qualidade metodológica das revisões sistemáticas que utilizaram a RV como ferramenta na reabilitação para crianças com PC. A partir desse estudo foi identificado que uma das lacunas sobre os efeitos da terapia baseada em RV relaciona-se ao baixo nível de evidencia dos estudos primários e a necessidade de um forte delineamento metodológico. Ainda, medidas de desfecho confiáveis, como a avaliação das oscilações corporais em plataforma de força e escalas funcionais de avaliação, podem auxiliar na busca por efeitos da reabilitação por RV. Em vista do exposto, foi desenvolvido o Estudo II com objetivo de avaliar o efeito da intervenção com RV na oscilação corporal e função motora grossa de crianças com PC. Métodos: No Estudo I, as bases de dados pesquisadas foram PubMed, Science Direct, Web of Science, Scopus, Lilacs, Scielo, PEDro e Cochrane Database of Systematic Reviews com os seguintes termos: child, children, virtual reality , videogame system e cerebral palsy . Cinco artigos foram selecionados e avaliados segundo o Overview Quality Assessment Questionnaire. O Estudo II foi um ensaio clinico randomizado e controlado, com avaliador cego, de caráter longitudinal e com objetivos clínicos. Quinze crianças com PC (10±3 anos) níveis I e II de Gross Motor Function Classification System (GMFCS), frequentando regularmente reabilitação fisioterapêutica participaram deste estudo. Não foram incluídas crianças com quaisquer déficits potencialmente limitantes ao desempenho das atividades propostas em ambiente virtual. A amostra foi estabelecida ao acaso em grupo intervenção (GI: n = 7) e grupo controle (GC: n = 8). As crianças do GI passaram por intervenção com RV utilizando um videogame ativo (Xbox 360º Kinect), por um período de oito semanas, duas vezes por semana durante 45 minutos. As crianças do GC foram instruídas a continuar em suas atividades de reabilitação convencionais. Foram utilizados quatro jogos com demandas de equilíbrio, coordenação motora, saltos, agachamentos e deslocamento lateral do corpo. Todas as crianças foram avaliadas em plataforma de força (Bertec portátil FP4060-05) para aquisição das variáveis: Oscilação Total, Amplitude de Deslocamento, Área de Oscilação e Velocidade Média de Oscilação do centro de pressão (CoP) e por meio da Gross Motor Function Measure (GMFM) nas dimensões D (em pé) e E (andar, correr e pular) no início e após o término da intervenção. Foram calculadas as alterações clinicamente significativas da GMFM (> 1%) e a frequência à terapia durante a intervenção. Para o cálculo estatístico foi utilizada a MANOVA com medidas repetidas para verificar as diferenças entre os grupos antes e após o período de intervenção para as oscilações corporais e o teste não paramétrico de Wilcoxon para verificar a diferença entre Pré e Pós intervenção nas dimensões do GMFM. Resultados: Estudo I: O período de publicação dos estudos primários foi de 1995 a 2011. As bases mais utilizadas foram CINAHL, EMBASE e PEDro. O instrumento mais utilizado para avaliação da qualidade foi American Academy for Cerebral Palsy and Developmental Medicine. Os principais equipamentos utilizados foram Mandala Gesture XTreme e Rehabilitation Exercise System. Quanto à avaliação da qualidade, um artigo demonstrou mínimas falhas. Pequenas falhas são apontadas em três artigos e pequenos defeitos em um artigo. Estudo II: Para o GMFM houve diferença significativa na análise intragrupo considerando Pré e Pós intervenção nas dimensões D e E. Foram identificadas alterações clinicamente significativas para ambas as dimensões do GMFM somente no GI. Todos os participantes GI completaram as oito semanas de reabilitação com uma frequência à terapia de 85,1% ±8,7%. Não foram identificadas diferenças significativas para as variáveis referentes à oscilação corporal. Conclusões: Estudo I: A realidade virtual é utilizada na reabilitação de crianças com paralisia cerebral e uma tendência crescente no interesse em estudar tal ferramenta foi identificada. Os estudos primários possuem baixo nível de evidencia, no entanto, nas revisões sistemáticas foram identificadas mínimas falhas, sugerindo a boa qualidade de seu delineamento. Estudo II: A intervenção baseada em RV por meio de um videogame ativo é capaz de melhorar a função motora grossa de crianças com PC, níveis de GMFCS I e II. Entretanto, não foi capaz de melhorar as variáveis relativas à oscilação corporal nessa população. A partir de tais conhecimentos, é possível viabilizar a utilização clínica da RV como coadjuvante na reabilitação de crianças com PC, preenchendo lacunas da literatura a respeito da qualidade das evidencias, do efeito da intervenção na oscilação corporal e na função motora grossa.
Trenton, Marcus. "Quest Patterns for Story-Based Video Games." Master's thesis, 2009. http://hdl.handle.net/10048/535.
Full textCHANG, KUEI-YU, and 張桂宇. "Cultural Experience of History-Based Video Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/njujt8.
Full text亞洲大學
休閒與遊憩管理學系碩士在職專班
106
As the technology improves every day, video games have also changed rapidly. From the early home consoles to the modern online games, high quality home consoles, and mobile game etc. Our government has officially legislated to protect the rights of playing video games. We can obviously realize the universality and significance of video games among modern society. However, most studies of video games are negative. It can rarely be seen to research how the history-based video games influence the cultural understanding to the players. This study is mainly to clarify the players’ cultural experiences through history-based video games. The purposes of the study are the following three, analyze the content and the design of history-based video games, describe the players’ involvement of history-based video games, and research how the history-based video games influent the cultural understanding of the players. Qualitative method is employed to analyze and understand. In-depth interview is used as research in this study. Interviewing ten history-based video games players through semi-structured interview. The conclusions of this study are as follows: First, the content and the design of history-based video games have to be concerned about the curiosity, operation interface, and degree of freedom of the history according to the players. Also, the design of historical characters must not be stereotyped. To satisfy the desire for players of collecting the historical roles is a must, too. The connection between the players and the historical roles are important as well. Visual, hearing, and the whole background design are important factors to draw the players keep playing the games, too. Second, the players’ involvement to history-based video games causes three results, spend too much time playing them, become much more emotional, and learning guides the achievement. Third, history-based video games improve the cognitive critical thinking through cultural experiences of the players. They also reflect on job choosing in two sides: self-discipline or selectivity; positive and negative influences to lives and relationship are affected as well. In conclusion, history-based video games that incorporate technology and design vividly provide a leisure and puzzled platform to recognize, interpret, and recreate history to the players. Although the players will also face some potential crisis which cause negative influence, their ability of critical thinking of history, strategic thinking, and intelligence and creativity can be deeply affected.
Adaixo, Michael Carlos Gonçalves. "Influence map-based pathfinding algorithms in video games." Master's thesis, 2014. http://hdl.handle.net/10400.6/5517.
Full textAlgoritmos de pathfinding são usados por agentes inteligentes para resolver o problema do caminho mais curto, desde a àrea jogos de computador até à robótica. Pathfinding é um tipo particular de algoritmos de pesquisa, em que o objectivo é encontrar o caminho mais curto entre dois nós. Um nó é um ponto no espaço onde um agente inteligente consegue navegar. Agentes móveis em mundos físicos e virtuais são uma componente chave para a simulação de comportamento inteligente. Se um agente não for capaz de navegar no ambiente que o rodeia sem colidir com obstáculos, não aparenta ser inteligente. Consequentemente, pathfinding faz parte das tarefas fundamentais de inteligencia artificial em vídeo jogos. Algoritmos de pathfinding funcionam bem com agentes únicos a navegar por um ambiente. Em jogos de estratégia em tempo real (RTS), potential fields (PF) são utilizados para a navegação multi-agente em ambientes amplos e dinâmicos. Pelo contrário, os influence maps não são usados no pathfinding. Influence maps são uma técnica de raciocínio espacial que ajudam agentes inteligentes e jogadores a tomar decisões sobre o decorrer do jogo. Influence maps representam informação de jogo, por exemplo, eventos e distribuição de poder, que são usados para fornecer conhecimento aos agentes na tomada de decisões estratégicas ou táticas. As decisões estratégicas são baseadas em atingir uma meta global, por exemplo, a captura de uma zona do inimigo e ganhar o jogo. Decisões táticas são baseadas em acções pequenas e precisas, por exemplo, em que local instalar uma torre de defesa, ou onde se esconder do inimigo. Esta dissertação foca-se numa nova técnica que consiste em combinar algoritmos de pathfinding com influence maps, afim de alcançar melhores performances a nível de tempo de pesquisa e consumo de memória, assim como obter caminhos visualmente mais suaves.
Chen, Kuan-fu, and 陳冠甫. "Finding Commercial Breaks in Sport Games Video Based on Scoreboard Detection." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/46129600827475730049.
Full text國立成功大學
工程科學系碩博士班
96
In this thesis, a novel TV commercial detection scheme for sports videos is proposed. Firstly a sport video is partitioned into shots and then the scoreboard detection method is applies to each individual shot to determine if any scoreboard existed in the shot. If the shot contains scoreboard, then the shot belongs to a program shot. Next, the key-frame of a shot without scoreboard would be compared with that with scoreboard. If high similarity is achieved between them, then a SVM classifier based on the features of the shot is used to determine if the shot belongs to a commercial one. Experimental results demonstrate that the proposed scheme can effectively differentiate commercial shots from programs ones. The high detection rate shows the feasibility of the proposed scheme for practical applications.
"Motion-Based Video Games for Older Adults in Long-Term Care." Thesis, 2014. http://hdl.handle.net/10388/ETD-2014-05-1544.
Full textCalado, Jorge Miguel Pereira de Sousa. "A unity-based framework for sound transmission and perception in video games." Master's thesis, 2017. http://hdl.handle.net/10071/15452.
Full textA capacidade humana de ouvir, percepcionar e compreender sons é afetada, no mínimo, por fatores ambientais, físicos e cognitivos. Implementações atuais de audição em agentes virtuais apenas consideram a distância entre o emissor do som e o seu receptor como fator influenciador da sua receção. De forma a superar essa limitação, esta dissertação apresenta uma framework direcionada a programadores de jogos de vídeo interessados em dotar os seus personagens virtuais de audição reactiva a ruído, às características do agente e dependente do contexto. A framework é direcionada a jogos desenvolvidos para o motor de jogo Unity, através da disponibilização de ferramentas que facilitam a integração em jogos do motor de jogo Unity. Um jogo do tipo First Person Shooter , Fortress, foi desenvolvido com o objectivo de integrar e testar as funcionalidades de transmissão e percepção de som disponibilizadas pela framework. Os programadores de jogos de vídeo passam a poder dotar as suas personagens virtuais de perceção de sons provenientes do ambiente virtual, relacionando a capacidade de perceção com o contexto do personagem virtual. Os programadores podem costumizar os atributos físicos e psicológicos que afetam a capacidade de perceção do som por parte dos personagens virtuais. Em consequência da melhor aproximação da capacidade auditiva dos personagens virtuais com a capacidade auditiva humana, os personagens apresentaram um comportamento mais el à realidade, aumentando a imersão do jogador no mundo do jogo.
Hoy, Trenton Edward. "There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games." 2011. http://trace.tennessee.edu/utk_gradthes/883.
Full textOglander, Torah, and 歐陽濤. "Video Games for Native English Speakers'' Mandarin Tone Perception: An Exploratory Study of Game-Based Learning." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/34942314961386080787.
Full text淡江大學
課程與教學研究所碩士班
102
Tones are a difficult challenge for native English speakers who want to learn Mandarin. In this mixed methods empirical study, the theoretical lens of cognitive Load Theory is adopted to interpret this challenge, and two simple video games were developed to help novice and intermediate level native English speaking Mandarin learners practice their Chinese tone-awareness. Ten participants were drawn from the pool of native English speakers who are learning Mandarin in Taiwan. The participants were given a chance to play the games, and interviewed after playing. They were also tested for tone perception capability before and after playing the games to measure learning effectiveness. The participants’ responses, attitudes, and the benefits and challenges encountered with this video game based approach to CLF tone learning is discussed, and inferential statistics are applied to interpret the quantitative data. The qualitative findings from this study confirm that the participants liked the idea of video games for practicing Chinese, and felt that these games enhance motivation, and provide useful practice. The quantitative results support the research hypothesis—that the games can help learners improve their tone perception. However, whereas the intermediate level CFL learners did show improvement on the post-tests, the beginner level participants did not. The conclusions explain this result in terms of CLT as an example of the so-called ‘expertise reversal effect.’
Sosnowski, Michal Aleksy. "Marketing in Video Game Industry: how do modern online video games fulfill customers’ needs? Based on examples of Fortnite: Battle Royal and League of Legends." Master's thesis, 2019. http://hdl.handle.net/10362/92317.
Full textMendes, Diana Carolina Gonçalves. "Symphony. Alleviating depression symptoms through science based video gaming." Master's thesis, 2021. http://hdl.handle.net/10400.13/3286.
Full textDepression is a heavy economic burden in Europe and worldwide, and it is expected to reach second place as the most common mental illness worldwide by 2020. First-line treatments include medication and psychotherapy, but they may either bring undesirable side-effects or be ineffective for several reasons that go from the shortage of trained practitioners to lack of compliance. Alternative therapies, such as music and technology based therapies, have been proposed as adjunctive treatments. This thesis proposes using a casual-game to aid people with depressive symptomatology. We conducted an initial study with a sample of individuals with mild to moderate depression symptoms to understand their regards to video-games, gaming tendencies, and preferred type of games. Playing in their free time, alone and on a computer or mobile device were mostly preferred, so we created a mobile casual game called Symphony based on puzzle-playing and music-listening to give tips for their mental well-being, promote cognitive stimulation, mood improvement, and emotion regulation strategies. A usability test conducted with 5 individuals from the general population was conducted to test its playability, where they completed pre- and post-intervention questionnaires to assess their mood and perception of the game. A final experiment was conducted with a sample of the target population of 8 volunteers, who also completed pre- and post-intervention questionnaires to assess the impact of playing Symphony on their depression levels, mood, and also to gather their perception of the game. Questionnaire data and therapists’ informal comments and observations reveal overall positive emotional responses and mood changes resulting from playing Symphony, and suggest improvements to make Symphony more effective and adaptable to each individual.
Gong, Bo-han, and 龔柏翰. "A STUDY ON IMPACT OF THE PRODUCT PLACEMENT STRATEGY ON PRODUCK PURCHASE INTENTIONS: Based on the Case of Video Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/41633918040176724388.
Full text國立雲林科技大學
資訊管理系碩士班
99
Owing to the expansion of media, attention has been turning into a kind of scarce resource. Product placement, a way that increases customers’ exposure to advertisements, is therefore a choice in the limelight today. Previous studies usually put emphasis on recall, recognition and attitude. On the contrary, the goal of this study is to determine the difference of the influence on the players’ product attitude and willingness to pay with different product placement styles in video games. Another goal of this study is to determine whether there is a difference between the short-term influence and the long-term influence on these two factors. In order to increase the validity, this study chose a popular game style instead of the one in previous study. The game made for this experiment has two different versions — the one with prominent placement and the other with subtle placement. The IAT is applied to the measurement of product attitude, and an evaluation game is applied to the measurement of willingness to pay. According to the result, there is no statistical significance between influences of different placement style — neither in long-term test nor in short-term test. In conclusion, the contribution of this study is obtaining a result differs from the previous ones using a popular game style for placement study with a new factor added — the willingness to pay.
Ye, Shu-Hao, and 葉書豪. "Effects of Commercial Video Games on Construction of Motion Concepts based on Flipped Classroom Instruction Approach and Cognitive Elaboration Strategy." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/n48827.
Full text國立交通大學
資訊科學與工程研究所
104
Digital game-based learning (DGBL) has become a viable instructional option in the past decade due to its support of learning motivation, the development of cognitive skills and construction of knowledge. In recently years, rather than developing games specifically designed for instructional purposes, a growing number of researchers and educators are looking at ways to repurpose pre-existing commercial games for education because of the benefits in terms of the accurate simulation of “real-world” experience and phenomena. Especially, many commercial physics games position player activities within authentic and meaningful contexts, and offer opportunities for understanding of complex physical concepts, which increase interesting pedagogical opportunities for physics education. However, commercial physics games don’t appear to help students make the leap from tacit understanding to more formalized knowledge because they are usually designed for entertainment in essence. Therefore, our goal is to explore more instructional potentials and purposes of commercial games with appropriate teaching designs. This study uses three experiments with quasi-experimental design to investigate the effects of existing commercial games on learning outcomes of physical concepts at two learning stages (i.e. before-class and after-class) based on flipped classroom instruction model and cognitive elaboration strategy. In the first experiment we describe our proposal for a flipped game-based learning (FGBL) strategy containing core features of both digital-game based learning and flipped classroom instruction. Our two primary research in this experiment focuses are the effects of the proposed strategy on (a) pre-learning outcomes prior to formal classroom presentation of information, and (b) overall learning outcomes. The focus of the second experiment is the effects of commercial games as tutorial tools after class on the cognitive elaboration of physical concepts that students have already learned, and the third experiment was designed to further investigate the effects of commercial video games on cognitive structures of students when used to review physical concepts. Our results suggest that a) the commercial games can be used to promote active pre-class learning; b) the FGBL-strategy students achieved better learning outcomes than the lecture-based instruction students; c) the games supported the elaboration potential of learned physical concepts; d) concept maps are more suitable than multiple-choice tests for estimating the effects of commercial games on cognitive elaboration; e) the game promoted the creation of motion concept hierarchies and consolidated both relationships and cross-links among existing physical concepts; f) an internalization time factor must be taken into account when analyzing the effects of a game on cognitive structures as measured by concept maps. Several key design features of commercial games that can support the two instructional strategies for the learning of physical concepts are discussed.
Chiang, I.-Tsun. "Effects of a therapeutic recreation intervention within a technology-based physical activity context on the social interaction of male youth with autism spectrum disorders." 2003. http://www.oregonpdf.org.
Full textRossoff, Samuel Max. "Adapting personal music based on game play." Thesis, 2009. http://hdl.handle.net/1828/2328.
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