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1

White, Gareth R. "The playthrough evaluation framework : reliable usability evaluation for video games." Thesis, University of Sussex, 2014. http://sro.sussex.ac.uk/id/eprint/51591/.

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This thesis presents the playthrough evaluation framework, a novel framework for the reliable usability evaluation of first-person shooter console video games. The framework includes playthrough evaluation, a structured usability evaluation method adapted from heuristic evaluation. Usability evaluation can help guide developers by pointing out design issues that cause users problems. However, usability evaluation methods suffer from the evaluator effect, where separate evaluations of the same data do not produce reliably consistent results. This can result in a number of undesirable consequences affecting issues such as: • Unreliable evaluation: Without reliable results, evaluation reports risk giving incorrect or misleading advice. • Weak methodological validation: Typically new methods (e.g., new heuristics) are validated against user tests. However, without a reliable means to describe observations, attempts to validate novel methods against user test data will also be affected by weak reliability. The playthrough evaluation framework addresses these points through a series of studies presenting the need for, and showing the development of the framework, including the following stages, 1. Explication of poor reliability in heuristic evaluation. 2. Development and validation of a reliable user test coding scheme. 3. Derivation of a novel usability evaluation method, playthrough evaluation. 4. Testing the method, quantifying results. Evaluations were conducted with 22 participants, on 3 first-person shooter action console video games, using two methodologies, heuristic evaluation and the novel playthrough evaluation developed in this thesis. Both methods proved effective, with playthrough evaluation providing more detailed analysis but requiring more time to conduct.
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Nøsterud, Øivind. "Mobile and Social Video Games : Prototype, Concepts, and Evaluation." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8903.

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<p>The main goal of this project was to create new game concepts for mobile and social games. The project was a continuation of the depth study performed by the project in the course TDT 4570, Game Technology, at NTNU. The focus of this project was slightly more shifted toward the social side of mobile multiplayer games compared to the depth study. Additionally the project group were to create a prototype game using one of the concepts implemented in Java ME. The project group performed a prestudy of the technologies required to create the prototype(such as Java ME and features specific to mobile phones, such as location), as well as looking at games from a general viewpoint, but also by looking more closely at mobile and social games, current game genres, and multiplayer games available on mobile platforms and looking at how these games implement social game mechanisms. Several concepts were conceived and described during the project, with concepts from both the depth study and concepts created specifically in this project. The textit{Platform-puzzler} concept was chosen to be implemented as the prototype game. The prototype game is a 2D side scrolling platform multiplayer platform game with puzzle elements. The game was implemented in a development process, and at the end of the process the game was tested by two testers not from the project group. The test allowed the project group to assess how it performed in a simulated setting using emulators, as well as testing to see how the cooperative elements of the game performed, and additionally the test was performed in two sessions were in the first session the two testers were located in the same room, whereas in the second test the were located in the same room. The test session performed on the prototype indicated to the project group that there for the prototype game there were quite clear differences between playing the game in the same versus playing the game in different rooms. This indicates further that special care must be taken when designing and creating cooperative games for mobile platforms. The additional research performed by the project group also indicate to the project group that creating mobile and social games for mobile platforms is highly viable, and that social gameplay mechanisms can strengthen the experience of playing games.</p>
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Af, Malmborg Harald. "Evaluation of Car Engine Sound Design Methods in Video Games." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84627.

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Realistic interactions with sound objects in video games are a contributing factor to the overall immersion. Car engine sound design is an area where the auditory feedback from driving would have an impact on that immersion. For this study, three methods for designing car engine sounds are evaluated. A traditional method in the game sound industry is to use several sampled audio recordings for the reproduction of engine sounds, which is in this study represented as a sample-based model. The sample-based model is evaluated together with a model using granular synthesis in an in-game scenario. A less common method is to use physical modeling, which is in this study evaluated together with the other two models in a listening test. Results show the granular synthesis model to be the most realistic, and the physical model to be the least preferred.
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Crowell, Robin April. "Gender Bias and the Evaluation of Players: Voice and Gender in Narrated Gameplay Videos." PDXScholar, 2016. http://pdxscholar.library.pdx.edu/open_access_etds/3156.

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This study evaluates perception differences of male and female narrators in video game tutorials. Video games have long been considered a masculine pursuit, and because of this, women have endured unpleasant surroundings and interactions in gaming and related communities. With the proliferation of technologies like Twitch and YouTube gaming, gaming is more communicative than ever, increasing potential for problematic interactions. Recent booms in these technologies emphasize the importance of understanding how varying demographics are perceived, as these perceptions influence interactions, potentially limiting the likelihood of women and others' involvement and interest. Involvement in technology during youth is associated with interests in science, technology, engineering, and mathematics careers--all fields with disparities in women's employment. Measures included confidence, credibility, performance, trustworthiness, and leadership ability to better understand how the integration of communicative technologies into gaming influences perceptions based on cues--in this case, specifically voice. Male narrators were hypothesized to be evaluated as more confident and credible than female narrators overall, while performance, trustworthiness, and leadership evaluations were hypothesized to be moderated by one's own gender identity. No significant differences emerged, which suggests a positive change in climate for female gamers and leaders in the industry.
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Andersson, Emma. "Eye tracking complemented HUD for video games : A perception evaluation of information display in FPS games." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20848.

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Background. The heads-up display (HUD) is a useful tool for displaying information to the player in a game, but the HUD is not a part of the game world. This could take away from the desired experience of the game and block important parts of the main action screen. To counteract this the HUD mostly occupies the edges of the screen and avoids drawing the player’s attention away from the main action scene except when it has important information for the player. Only having the HUD visible when it has important information to the player could remove the distraction of the HUD while keeping all the benefits of having one. Objectives. By using eye tracking to complement the HUD, the HUD can be invisible when the player does not use it, and change how the information is presented depending on where the player is looking. By creating a first-person shooter (FPS) game with a HUD complemented by eye tracking, then comparing it to how a normal HUD differed in terms of visibility and clutter, using a survey. Methods. The game was created using the Tobii Unity SDK and modifying the FPS demo scene. To create the gaze sensitive HUD three scripts were created to produce the finished result. Giving the HUD the ability to make all HUD elements invisible and able to appear after passing a specific value or when the element has new information, the HUD also has the ability to present information close to the player’s gaze point in the of notifications. The game was then presented to the participants in the form of two videos one using the normal HUD and one using the gaze sensitive HUD. After watching the partisans answered a survey related to the videos. Results. The gaze-based HUD was generally on par with the normal HUD. The most noticeable significant difference being that the normal HUDs ammunition counter and health bar was proffered over a less visible one. Conclusions. From the results gathered having a gaze-based HUD does not make it harder to notify the player of important information and dos not make the HUD less cluttered, compared to a normal HUD, but there is a difference between them.
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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.

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In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.
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Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

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Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a more theoretical un-derstanding of industry mechanics and to be able to comprehend reasoning behind existing business models. We structure the dynamics of the business model by analyzing nine busi-ness model aspects as suggested by Osterwalder, Pigneur and Clark (2010). Following our theoretical framework we gain practical input from four separate case studies. An interpret-ative research method is used to gain better understanding of reasoning and choices made. We interpret our findings following a narrative approach which shows that the digitaliza-tion has preluded a paradigm shift in the sense that development studios have started to adopt activities otherwise performed by key partners. As barriers dissipate small and me-dium-sized development studios try to make sense of the current industry, but struggle in doing so. Having to reinvent themselves we conclude that a focus towards creating thicker customer relationships is considered and the idea of seeing games as a service is acknowl-edged to depict the future of the industry. The conclusions of this study contribute to both academic science and industry practice.
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Schön, Martin. "An Evaluation of Interactors' Gaze-to-Object Mapping Performance in 3D Virtual Environments." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-192297.

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Affordable and relatively accurate eye trackers are becoming more accessible for the mainstream user, consequently opening up new opportunities for utilizing eye gaze in interactive real-time applications. When extending gaze data from an eye tracker into real-time rendered 3D virtual environments, there are often techniques applied to correlate the gaze point to a 3D object. Techniques which can be referred to gaze-to-object mapping (GTOM) methods. One featured GTOM method, region-bound Interactors, provided by the eye tracking company Tobii AB, was extended in this thesis by utilizing a custom G-buffer in order to extract accurate shapes of individual objects in screen space. This adapted method was compared against two methods based on ray casting in a controlled 3D test environment consisting of three types of scenarios with varying conditions. Data was collected from a user study with 31 participants to assess if the Interactors method could be viable in 3D virtual environments. The extended method showed some promising result in relation to the other methods, but further work needs to be done to establish whether the method in question is practical for GTOM in 3D.<br>Relativt precisa eyetrackers med ett lågt pris blir allt mer tillgängliga för den vanlige användaren. Således öppnas nya möjligheter upp för att använda ögonspårning i interaktiva realtidsapplikationer. När man förlänger ögats blickpunkt in till virtuella realtidsrenderade 3D-miljöer, används ofta metoder för att kunna korrelera blicken till ett 3D-objekt. Dessa metoder kan benämnas som så kallade gaze-to-object mapping-metoder (GTOM). En GTOM-metod, regionsbundna Interactors, som tillhandahålls av eyetracking-företaget Tobii AB, kompletterades under detta examensarbete med en specifik G-buffer för att kunna extrahera exakta former av enskilda objekt på skärmen. Denna metod jämfördes med två metoder som var baserade på strålföljning i en kontrollerad testmiljö i 3D som bestod av tre typer av olika scenarier med varierande förhållanden. Information samlades in från en användarstudie med 31 deltagare för att kunna bedöma om Interactors-metoden är lämplig för GTOM i virtuella 3D-miljöer. Den utökade metoden uppvisade en del lovande resultat i förhållande till de andra två metoderna, men ytterligare forskning måste utföras för att kunna fastställa om huruvida den aktuella metoden är praktisk för GTOM i 3D.
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Harrelson, Diana. "Rated M for Monkey: An Ethnographic Study of Parental Information Behavior when Assessing Video Game Content for their Children." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849778/.

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Following the decision by the Supreme Court of the United States in Brown v. Entertainment Merchants Association (2011), which struck down the state of California’s appeal to restrict the sale of games deemed to have “deviant violence” to those 18 or older and the court’s recommendation that parents use the ESRB Ratings System instead, this ethnographic study sought to better understand what parents thought of laws on video games and how they used the recommended ratings system. A total of 30 interviews using semi-structured open-ended questions were conducted and analyzed to reveal what parents thought of laws on video games, how they used the ESRB Ratings System to assess video game content, and what other methods they used for video game content assessment in addition to the ratings system. This research utilized Dervin and Nilan’s (1986) sense-making methodology as a way to learn how parents bridged their knowledge gap when it came to learning about video game content and how they made sense of the knowledge gained to determine the content appropriateness for their children. Analyses of the collected data provided the foundation for a model on the effects of the parent-child relationship on parental information behavior.
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Bilyeu, Bruce A. "Design, Development, and Evaluation of Learning Games and an Interactive Science Lab in a 3-D Online Virtual World to Support Middle School Science Education." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1260976297.

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11

Taquet, Pierre. "Addiction au jeu vidéo : Processus cognitifs émotionnels et comportementaux impliqués dans son émergence, son maintien et sa prise en charge." Thesis, Lille 3, 2014. http://www.theses.fr/2014LIL30029/document.

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L’addiction aux jeux vidéo n’est pas, pour l’instant, un diagnostic pleinement reconnu. Pour aborder ce phénomène, nous questionnons le concept d’addiction sans substance. Reconnu comme une addiction comportementale dans le DSM-V, le jeu pathologique, concernant les jeux de hasard et d’argent, est le prototype des addictions sans substance. L’utilisation excessive des jeux vidéo a fait l’objet de multiples comparaisons avec le jeu pathologique. À l’avènement d’Internet, la recherche et la clinique se sont fortement focalisées sur l’utilisation excessive des jeux vidéo en ligne. Au regard de la littérature actuelle, nous avons choisi d’aborder l’addiction aux jeux vidéo selon la pluralité des jeux vidéo existants et des modes d’utilisation des jeux vidéo. Nos recherches se situent dans le champ de la psychologie cognitive et prennent leur source dans la clinique en lien avec les Thérapies Comportementales et Cognitives. La première étude permet de préciser les fonctionnements émotionnels, cognitifs et comportementaux des joueurs assidus de jeux vidéo. Nous décrivons un ensemble de phénomènes psychologiques qui sont en résonance avec la littérature actuelle sur l’addiction aux jeux vidéo. De plus, nous avons rapproché certaines cognitions des joueurs avec les croyances Anticipatoires, Soulageantes et Permissives décrites par Beck et al. (1993). Pour nous, des cognitions et des comportements spécifiques sous-tendent une attention soit orientée vers le jeu pour certains, soit orientée vers l’extérieur du jeu pour d’autres. Nous explorons différents moments de jeu : avant, pendant et après le jeu mais aussi au moment de gagner et au moment de perdre. Des comparaisons entre les moments de jeu révèlent une dynamique des émotions, cognitions et comportements en lien avec le jeu. La deuxième étude passe par l’opérationnalisation des variables psychologiques relevées dans la première étude et par la construction d’un nouvel outil de mesure de l’addiction aux jeux vidéo. Ce questionnaire nous a permis d’établir des groupes distincts de joueurs considérés comme excessifs et de joueurs non excessifs de jeux vidéo. Ainsi, nous avons comparé ces joueurs sur la base des émotions, cognitions et comportements propres à nos études. Des pistes thérapeutiques, en lien avec les TCC, sont discutées à partir de nos résultats. Une adaptation du modèle des addictions de Beck et al. (1993) est proposée. Deux études de cas permettent d’illustrer nos propos et d’aborder la clinique spécifique concernant l’addiction aux jeux vidéo. En plus des conclusions en lien avec nos travaux, nous abordons des pistes de recherche qui nous semblent présager de l’avenir des études sur cette thématique. Même s’il faut rester prudent, certaines données actuelles convergent vers le rapprochement entre l’addiction et l’utilisation excessive des jeux vidéo. Nos résultats s’ajoutent à cette argumentation. Avec la proposition du « trouble du jeu (vidéo) sur Internet » dans la section III du DMS-V, il est, d’autant plus, nécessaire de poursuivre les études<br>Video game addiction is not yet a fully recognized diagnosis. To address this phenomenon, we question the concept of addiction without substance. Known as a behavioral addiction in DSM-V, pathological gambling is the prototype of addictions without substance. The excessive use of video games has been the subject of multiple comparisons with pathological gambling. With the advent of Internet, research and the clinical approach have highly focused on the excessive use of online games. In light of the current literature, we have chosen to address video game addiction according to the plurality of existing games and the different games modes. Our research lies in the scope of cognitive psychology and is rooted in the Cognitive Behavioral Therapy approach. The first study allows to specify the emotional, cognitive and behavioral functionings of assiduous video game players. We describe a set of psychological phenomena that are resonant with the current literature on video game addiction. In addition, some cognitions of players draw near to anticipatory, relief-oriented and permissive beliefs described by Beck et al. (1993). For us, specific cognitions and behaviors underlie an attention process which is directed towards the game for some and outwards of the game for others. We explore different game moments: before, during and after the game but also, at the moment of winning and losing. Comparisons between the game moments reveal a dynamic of emotions, cognitions and behaviors related to the game. The second study involves the operationalization of psychological variables identified in the first study and the construction of a new measure of video game addiction. This questionnaire allowed us to establish separate groups of players considered excessive and non-excessive video game players. Between these players, we performed statistical comparisons based on the emotions, cognitions and behaviors that are specific to our studies. From our results, therapeutic proposals related to CBT are discussed. An adaptation of addiction model of Beck et al. (1993) is proposed. Two case studies allow to illustrate these results and to address the specific clinical approach of the video game addiction. In addition to the conclusions related to our work, we discuss on new research avenues that seem to predict future studies on video game addiction. Even if we remain cautious, some current data converge towards the link between addiction and excessive use of video games. Our findings are added to this argumentation. With the proposal of "Internet gaming disorder" in Section III of the DMS-V, it is all the more necessary to continue studies
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Russell, James. "“Pwnership”: Is copyright appropriately equipped to handle videogames? : An evaluation of the European legal framework for the protection of creative works in video-games." Thesis, Uppsala universitet, Juridiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-350135.

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Given the huge economic importance of the intellectual labour which these games represent, one might expect the question of what “ownership” means for video-games in the context of IP law to be relatively straightforward. Certainly, this would seem to be the case for other forms of intangible forms of entertainment - as with a book, a film, or a piece of music. Not so with video-games, however. Rather, the protection of the various constituent elements of a video-game in Europe are scattered across a variety of disparate legal provisions at both the national and Community level.  For instance, you might seek copyright protection for your game’s sound clips and creative coding under your national copyright act – which must itself[1] be compliant with the European Union’s InfoSoc and Software Directives[2] - whilst simultaneously seeking protection for the inventive way your servers process user data to improve input latency under the European Patent Convention[3]. The fractured nature of this system creates a potential to perturb the careful balance needed between creator and consumer interests.  This creates an opportunity for both over- and under-protection which this thesis will seek to evaluate.
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Olsson, Anna. "Evaluating Immersion in Video Games Through Graphical User Interfaces." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13309.

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Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed. Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype must be made and then tested using participants who then can answer questions about their level of immersion. Methods. The prototype was built using Unity, a free game engine. The participants of the study played two different levels with two different interfaces and then answered a number of questions in a questionnaire. The questions were then analysed using the students t-test. Results. The results of the study showed there were no difference in terms of immersion in the two different interfaces. Conclusions. These results suggest there is no improvement of immersion when using a diegetic interface, compared to using a non diegetic one.
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Litwiller, Tad. "Evaluating the benefits of 3D stereo in modern video games." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4570.

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We present a study that investigates user performance benefits of 3D stereo in modern video games. Based on an analysis of several video games that are best suited for use with commercial 3D stereo drivers and vision systems, we chose five modern titles focusing on racing, first person shooter, third person shooter, and sports game genres. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game experience pre-questionnaire was used to classify participants into beginner, intermediate, and advanced gameplay categories to ensure prior game experience did not bias the experiment. Our results indicate that even though participants preferred playing in 3D stereo, for the games we tested, it does not provide any significant advantage in overall user performance. In addition, users' learning rates were comparable in the 3D stereo display and 2D display cases.<br>ID: 029050136; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.S.)--University of Central Florida, 2010.; Includes bibliographical references (p. 62-65).<br>M.S.<br>Masters<br>Department of Electrical Engineering and Computer Science<br>Engineering and Computer Science
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Mirza-Babaei, Pejman. "Biometric storyboards : a games user research approach for improving qualitative evaluations of player experience." Thesis, University of Sussex, 2014. http://sro.sussex.ac.uk/id/eprint/47858/.

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Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation. This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player feedback and changes in a player's physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements). These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems.
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Wallin, Emil. "Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78968.

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This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the same sound samples being modulated in real-time. The participants did not know what they were auditioning, and in a form filled out after the play test they assessed the differences in the level parts’ responsiveness and their preference. From this form no significant benefit or drawback was found to the game’s responsiveness, and no significance was found to the participants’ preference toward either sound effect implementation. The study’s conclusions are that these physically inspired models could be used as a mean of implementation for melee weapon sound effects if the sounds used or the game setting would suit this approach, or if this would be the artistic wish of the game developers.
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Warnhag, Oskar, and Nick Wedzinga. "Evaluating the Effects of Pre-Attentive Processing on Player Performance and Perception in Platform Video Games." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18429.

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Davies, Bryan. "Evaluating the User-Experience of Existing Strategies to Limit Video Game Session Length." Thesis, University of Cape Town, 2018. http://pubs.cs.uct.ac.za/archive/00001248/.

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Digital video games are an immensely popular form of entertainment. The meaningful positive experiences that games facilitate are fundamental to the activity; players are known to invest a lot of time playing games in search of those experiences. Digital games research is polarized. Some studies find games to be a healthy hobby with positive effects; games promote well-being through regular experience of positive psychological experiences such as flow and positive emotions. Others have identified rare problematic use in those players who devote excessive amounts of time to gaming, associating them with social dysfunction, addiction, and maladaptive aggression. While it remains unclear if games cause these effects, or merely coincide with play, the negative effects historically receive more attention in both popular media and academia. Some authorities attempt to reduce the harms associated with games to such an extent that their methods have become national policy affecting all players including those who exhibit no negative outcomes. In South Korea and Taiwan, policing authorities employ a behaviour policy that sets strict daily limits on session length, thereby controlling the amount of time people spend playing games each day. In China, the General Administration of Press and Publication employ a design policy requiring that games service-providers fatigue their games’ mechanics after a period to coax them to take a break sooner than they ordinarily would. Both policy types alter player interaction with games in any given session and it is unclear how these policies affect players in general. This research aims to compare sessions affected by the behaviour policy, design policy, and policy-free sessions in terms of session length, measurable subjective user-experience, the player's intention to return to the game, and their reasons for choosing to stop playing in a particular session. For use in a repeated-measures experiment, we modified the action RPG Torchlight II to simulate both policies. Participants had one session at the same time each week for three consecutive weeks. In varied sequences, participants played a control session unaffected by policy, a one-hour shutdown session representing behaviour policy, and a fatigue session representing design policy. After each session, we recorded their session's length, their user-experience in terms of flow and affect, their intention to return to the game, and their reason for ending the current session. We found that our shutdown condition successfully decreases session length, when compared to the other conditions. The condition facilitates strong flow, moderate positive-affect, and weak negative-affect. The shutdown event does not appear to degrade positive experiences and makes participants slightly more upset (statistically significant) than they would be after choosing to stop playing. This is because players do not get to make that decision, and because players are unable to complete the goals they have set for themselves. Most players intended to play the game again immediately or sometime later in that same day, much sooner (statistically significant) than they would after choosing to stop. This also may be due to satisfaction associated with choosing to stop, or being unable to complete their self-set goals. We found that our fatigue condition increases session length when compared to the other conditions. This result contradicts the intentions associated with design policies: shorter sessions. The fatigue mechanics make the game more difficult, which increases the time required for players to complete the goals they have set for themselves, whether it is to complete a level, quest, or narrative sequence. The condition facilitates high levels of flow, moderate positive-affect and low negative-affect; the condition does not appear to degrade these positive experiences, nor increase negative experience. Most players intended to take the longest breaks between sessions of at least one day, and although we observed that these were longer than the control condition, the differences is not statistically significant. We found that most participants chose to stop playing when the game stopped providing them with positive experiences, or begins to generate discomfort. A large group of participants chose to stop because another activity took priority. Few participants chose to stop because they were satisfied with their session. Less than one third of players explicitly referenced the fatigue mechanics in their decision to stop. Neither policy is holistically better than the other. Both provide strong positive experiences, and have different effects on session length. Whereas it appears that the fatigue condition fails to reduce session length, it also appears that players intend taking longer breaks between sessions, which may reduce total play-time across all sessions. Similarly, the shutdown condition may increase total play time, or at least bring it closer to normal amounts of play-time while also making players more upset. Our operational definition of user-experience is bi-dimensional, and does not include many experiential constructs commonly associated with digital games. During this research, several reliable and valid, and more representative experience measures became available. Any future work on this topic should make use of one of these. Our experiment tested the effects of player experience associated with a single game, genre, and context. Future research should reduce the variation of player factors by focusing on single personalities, typologies, or risk-factors rather than generalizing to all players. We tested out participants only as they played in the early stages of Torchlight II. It is possible that the game's narrative elements, rather than the gameplay mechanics fatigued by the design policy, motivated continued play. We suggest a longitudinal study of the individual policies to explore their effects over many sessions.
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Draper, Rebecca Cupples. "At-risk students' perceptions of the impact of popular culture and the media on their lives." Digital Commons @ East Tennessee State University, 2005. http://etd-submit.etsu.edu/etd/theses/available/etd-1209104-133937/unrestricted/DraperR011105f.pdf.

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Hanski, Jari, and Kaan Baris Biçak. "An Evaluation of the Unity Machine Learning Agents Toolkit in Dense and Sparse Reward Video Game Environments." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-444982.

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In computer games, one use case for artificial intelligence is used to create interesting problems for the player. To do this new techniques such as reinforcement learning allows game developers to create artificial intelligence agents with human-like or superhuman abilities. The Unity ML-agents toolkit is a plugin that provides game developers with access to reinforcement algorithms without expertise in machine learning. In this paper, we compare reinforcement learning methods and provide empirical training data from two different environments. First, we describe the chosen reinforcement methods and then explain the design of both training environments. We compared the benefits in both dense and sparse rewards environments. The reinforcement learning methods were evaluated by comparing the training speed and cumulative rewards of the agents. The goal was to evaluate how much the combination of extrinsic and intrinsic rewards accelerated the training process in the sparse rewards environment. We hope this study helps game developers utilize reinforcement learning more effectively, saving time during the training process by choosing the most fitting training method for their video game environment. The results show that when training reinforcement agents in sparse rewards environments the agents trained faster with the combination of extrinsic and intrinsic rewards. And when training an agent in a sparse reward environment with only extrinsic rewards the agent failed to learn to complete the task.
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Eriksson, Oliver, and Philip Lindau. "Evaluating an adaptive music system in an adventure game environment." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22821.

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Adaptiv musik ändras beroende av parametrar som ändras av händelser i spelet. Den här studien undersöker om ett adaptivt musik system är en förbättring i spelet A Story About My Uncle jämfört med statisk musik, om det är värt tidsinvesteringen som implementationen kräver. Data samlas in genom att ta in testare som spelar en introduktionsnivå i spelet två gånger, en gång med statisk musik och en gång med adaptiv musik. Spelarna svarar på en enkät efter varje genomspelning av nivåerna. Resultaten visar ingen signifikant skillnad mellan den statiska och adaptiva versionen när man undersöker spelarnas generella spelupplevelse, och upplevelse av musiken i nivåerna.
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Fogel, Victoria A. "Evaluating the effects of exergaming on physical activity among inactive children in a physical education classroom." [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0002999.

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23

Hussaan, Aarij. "Generation of Adaptive Pedagogical Scenarios in Serious Games." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10346.

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Un serious game est un jeu conçu dans un objectif autre que le seul divertissement. Dans cette thèse, nous nous intéressons à un type particulier des jeux sérieux : les jeux d'apprentissage. Il s'agit de jeux qui rendent l'apprentissage plus attractif et amusant à travers des défis ludiques qui suscitent la motivation et l'engagement des apprenants. Dans ce cadre, la problématique de la thèse porte sur la génération automatique des scénarios pédagogiques dans les jeux d'apprentissage. Il s'agit ainsi d'appréhender l'intégration du scénario pédagogique avec le jeu vidéo dans le cadre d'un jeu d'apprentissage. Par scénario pédagogique, nous entendons une suite d'activités pédagogiques, intégrées dans un jeu ludique, permettant à l'apprenant d'atteindre un ou plusieurs objectifs pédagogiques. L'objectif de notre recherche est de définir des modèles de représentation et de raisonnement permettant la génération adaptative de scénarios pédagogiques qui peuvent être utilisés dans des jeux sérieux, en particulier dans les jeux d'apprentissage. Les scénarios ici doivent tenir compte du profil de l'utilisateur, ses objectifs d'apprentissage ainsi que ses traces d'interaction. Ces dernières sont utilisées pour mettre à jour le profil de l'utilisateur et de faire évoluer les connaissances du domaine. Le modèle de représentation de connaissances proposé permet d'organiser les connaissances du domaine dans une architecture à trois couches : concepts du domaine, ressources pédagogiques et ressources du jeu. Pour chacune de ces couches, la thèse propose une formalisation adaptée. Cette organisation générique permet de faire évoluer les éléments d'une couche donnée sans remettre en cause les éléments des autres couches. Egalement, elle permet de mettre en relation les mêmes connaissances du domaine avec différents jeux. Quant au modèle de génération de scénarios, il recense trois étapes successives. Premièrement, à partir du profil de l'utilisateur et de ses objectifs pédagogiques, on génère un scénario conceptuel. Il s'agit de sélectionner un certain nombre de concepts, parmi l'ensemble des concepts de la première couche, permettant de satisfaire les concepts cibles. Ces derniers représentent les objectifs pédagogiques de l'utilisateur. Le scénario conceptuel est ensuite transformé en scénario pédagogique. Pour cela, il s'agit de sélectionner pour chaque concept du scénario conceptuel une ou plusieurs ressources en relation avec celui-ci. Cette sélection tient compte du modèle de présentation et des connaissances d'adaptation. Le premier permet de structurer les ressources pédagogiques en fonction de leur type. Les connaissances d'adaptation permettent de fixer le niveau de difficulté pour chaque ressource du scénario pédagogique. La troisième et dernière étape consiste à mettre en relation les ressources du scénario pédagogique avec les ressources de jeux en tenant compte du modèle de jeu. En se basant sur les différents modèles de représentation et de raisonnement proposés, nous avons développé la plate-forme GOALS (Generator Of Adaptive Learning Scenarios). Il s'agit d'une plate-forme, générique et accessible en ligne, permettant la génération de scénarios pédagogiques adaptatifs. Cette plate-forme a été utilisée dans le cadre d'un jeu sérieux pour l'évaluation et la rééducation des troubles cognitifs dans le cadre du projet FUI CLES (Cognitive Linguistic Elements Stimulation). Afin de valider nos contributions, nous avons mené plusieurs évaluations dans le cadre du projet CLES. L'objectif de ces évaluations est, d'une part, de valider les modèles du générateur de scénarios, d'autre part, d'étudier l'impact des scénarios GOALS sur l'apprentissage des apprenants. Pour ces deux objectifs, nous avons proposé deux protocoles d'évaluation. Ces protocoles ont été mis en œuvre dans le cadre de deux expérimentations sur le terrain<br>A 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
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24

Maneuvrier, Hervieu Arthur. "Le sentiment de présence en réalité virtuelle : rôle modérateur des facteurs humains sur la performance." Thesis, Normandie, 2020. http://www.theses.fr/2020NORMC035.

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La réalité virtuelle s’est imposée comme un nouveau paradigme de la recherche et des applications scientifiques. La capacité de cette technologie à simuler des situations complexes sur mesure offre aux chercheurs la possibilité d’étudier des comportements possédant contrôle méthodologique et dimension écologique. Cette dernière est rendue possible par l’émergence du sentiment de présence, la sensation « d’être là », phénomène au cœur des études in virtuo. Le présent travail s’inscrit dans un cadre méthodologique et fondamental visant à faire avancer l’émergence d’un corps de connaissances sur la réalité virtuelle et son sentiment de présence. En effet, la compréhension globale de ce dernier demeure très limitée, notamment au regard de ses liens avec la performance en réalité virtuelle. Que ce soit dans un but de diagnostic ou d’investigation du comportement humain, la question de la relation entre sentiment de présence et performance est pourtant cruciale : si la présence favorise la performance, par exemple la performance à un test neuropsychologique, celle-ci devient un biais systématique inhérent à l’outil qu’il est nécessaire de contrôler pour toute expérimentation rigoureuse. Si cette question demeure peu étudiée dans la littérature c’est parce qu’elle est largement complexifiée par les interactions entre tout un ensemble de variables adjacentes – genre, cybermalaises, style cognitif, expérience des jeux vidéo –, mais aussi parce que la performance peut prendre des myriades de formes différentes et qu’il est ainsi particulièrement ardu d’inférer une causalité directionnelle. Afin d’explorer cette question, le présent travail propose trois expérimentations sur trois différents types d’évaluation : fonctions exécutives, cognition spatiale, apprentissage sémantique. Les données ainsi recueillies font également l’objet d’analyses transversales destinées à comparer les expérimentations. Ensemble, ces résultats semblent distinguer l’existence de deux composants de la réalité virtuelle. Le premier, le profil cognitif, est constitué par les facteurs humains individuels interagissant avec les facteurs systèmes – notamment le degré d’intégration de la tâche – pour moduler le deuxième, l’expérience utilisateur. De cette expérience utilisateur dépendent le sentiment de présence, la performance, mais aussi leur relation. Ce modèle, présenté en conclusion, est discuté au regard d’approches théoriques différentes de la cognition et permet de dresser une liste de recommandations et de perspectives pour les utilisateurs de la réalité virtuelle, notamment les possibilités d’estimer a priori l’expérience utilisateur d’un individu<br>Virtual reality has emerged as a new paradigm for research and scientific applications. The ability of this technology to simulate complex custom-made situations offers researchers the opportunity to study behaviours with a laboratory methodological control and an ecological dimensions. The latter is made possible by the emergence of the feeling (or “sense”) of presence, the sensation of "being there", a phenomenon at the heart of in virtuo studies. The present work is part of a meth-odological and fundamental framework aimed at advancing the emergence of a body of knowledge on virtual reality and its sense of presence. The global understanding of the sense of presence remains very limited, especially with regard to its links with performance in virtual reality. Whether it is for diagnostic purposes or for the investigation of human behaviour, the question of the relationship between the sense of presence and performance is crucial: if presence promotes performance, for example by increasing scores during a neuropsychological test, it becomes a systematic bias inherent to the tool that must be controlled in any rigorous experiment. This ques-tion remains little studied in the literature, mostly because it is complexified by the interactions between a whole set of adjacent variables – gender, cybersickness, cognitive style, video game experience – but also because performance can take many different forms, making it particularly difficult to infer directional causality. In order to explore this question, the present work proposes three experiments on three different types of evaluation: executive functions, spatial cognition, semantic learning. The data collected in this way is also the object of transversal analyses de-signed to compare the experiments. Together, these results seem to suggest the existence of two components of virtual reality. The first, the cognitive profile, is made up of individual human factors interacting with system factors – notably the degree of integration of the task into the virtual envi-ronment – to build the second, the user experience. The sense of presence and performance, but also their relationship depends on the user experience. This model, presented in conclusion, is discussed with regard to different theoretical approaches to cognition, notably the ecological and computational theories. This discussion makes it possible to draw up a list of recommendations and perspectives for virtual reality users, including the possibilities of estimating a priori the user experience of an individual immersed in virtual reality
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25

Marfisi-Schottman, Iza. "Méthodologie, modèles et outils pour la conception de Learning Games." Phd thesis, INSA de Lyon, 2012. http://tel.archives-ouvertes.fr/tel-00762855.

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Les Serious Games sont des jeux vidéo qui n'ont pas pour objectif premier le divertissement et qui peuvent être utilisé pour l'enseignement. Pertinents dans de nombreux domaines d'éducation, ils posent pourtant des problèmes liés à leur création fastidieuse et coûteuse en moyens et en temps. Dans cette thèse, nous nous intéressons tout particulièrement aux Serious Games pour l'éducation, appelés Learning Games (LG) et plus particulièrement aux LG pour la formation continue pour les étudiants en école d'ingénieur. Tout d'abord, nous avons procédé à une étude des besoins concrets des créateurs de LG, ainsi qu'à un état de l'art des méthodologies et des outils existants. En premier lieu, ces recherches nous ont montré qu'il n'existait aucune solution adaptée pour faciliter la collaboration entre les différents concepteurs de LG, occupant des rôles complémentaires (expert du domaine, expert pédagogique, game designer...). Nos recherches mettent également en avant le besoin de modélisation et de représentation du scénario du LG pour aider les concepteurs à imaginer un LG qui soit à la fois ludique et attractif tout en gardant le fort potentiel éducatif indispensable à la formation. Pour répondre au premier besoin, nous proposons une méthodologie globale de création collaborative de LG, détaillant chaque tâche des acteurs ainsi que les outils mis à leur disposition. Pour répondre au deuxième besoin, nous proposons un modèle de scénarisation de LG qui représente d'un côté la structure pédagogique choisie par l'expert pédagogique et de l'autre côté la mise en scène ludique imaginée par le game designer. Pour réifier nos propositions, nous avons développé un environnement informatique d'aide à la conception, appelé LEGADEE (LEarning GAme DEsign Environment). LEGADEE guide chaque concepteur avec une " barre d'outils " adaptée à son rôle spécifique et qui propose également un système de validation qui analyse la création en cours. Enfin, nous avons imaginé un protocole d'évaluation pour valider notre environnement auteur ainsi que la méthodologie et le modèle proposés dans lequel nous comparons 24 scénarios de LG dont la moitié a été conçu avec LEGADEE et la moitié sans. Notre évaluation montre que l'utilisation de notre outil a tendance à améliorer certains critères qualité des LG. Elle montre aussi les limites de nos hypothèses et donne des pistes d'améliorations futures, tant sur LEGADEE que sur la méthode d'évaluation elle-même.
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Denami, Maria Antonietta. "Un Serious Game pour le développement des compétences professionnelles des opérateurs en zone aseptique : définition d'un modèle holistique de conception et études d'usage." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAG025/document.

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Les Serious Games (SGs) sont des dispositifs de formation de plus en plus utilisés dans les différents secteurs de l’éducation initiale et continue. Dans le cadre de cette thèse, notre objectif est de concevoir, d’abord, et développer, ensuite, un SG pour la formation et l’évaluation des personnels travaillant en environnement aseptique. Nous présenterons dans ce travail de recherche les approches théoriques qui sont à l’origine de la démarche de conception. Nous en viendrons à la définition d’un modèle unitaire et holistique (PEGADE) qui décrit le processus collaboratif et optimal de conception des SGs et qui s’articule autour d’une nouvelle figure professionnelle, le Pedagogical Game Designer (PGD). Une étude de l’efficacité sera réalisée pour comprendre dans quelle mesure un développement des compétences via le SG est possible et quelle est sa plus-value par rapport aux méthodes traditionnelles de formation pour les mêmes matières. Nous proposerons également une évolution de la théorie du conflit instrumental sur laquelle cette thèse s’appuie qui sera à l’origine d’une nouvelle méthode d’analyse de l’utilisabilité des dispositifs d’apprentissage utilisant les technologies informatiques<br>Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructed around a new professional figure, the Pedagogical Game Designer (PGD). A study of the effectiveness will be performed in order to understand how competences can be developed through the SG and which are the differences between this device if compared with traditional training used for similar purposes. We will propose as well an evolution of the instrumental conflict theory, which is one of the foundations of this thesis. That one will constitute the basic for a new method of usability test applied to every learning tool using ICTs
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Grossard, Charline. "Evaluation et rééducation des expressions faciales émotionnelles chez l’enfant avec TSA : le projet JEMImE Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD) Children facial expression production : influence of age, gender, emotion subtype, elicitation condition and culture." Thesis, Sorbonne université, 2019. http://www.theses.fr/2019SORUS625.

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Le trouble du Spectre de l’Autisme (TSA) est caractérisé par des difficultés concernant les habiletés sociales dont l’utilisation des expressions faciales émotionnelles (EFE). Si de nombreuses études s’intéressent à leur reconnaissance, peu évaluent leur production chez l’enfant typique et avec TSA. Les nouvelles technologies sont plébiscitées pour travailler les habiletés sociales auprès des enfants avec TSA, or, peu d’études concernent leur utilisation pour le travail de la production des EFE. Au début de ce projet, nous retrouvions seulement 4 jeux la travaillant. Notre objectif a été la création du jeu sérieux JEMImE travaillant la production des EFE chez l’enfant avec TSA grâce à un feedback automatisé. Nous avons d’abord constitué une base de données d’EFE d’enfants typiques et avec TSA pour créer un algorithme de reconnaissance des EFE et étudier leurs compétences de production. Plusieurs facteurs les influencent comme l’âge, le type d’émotion, la culture. Les EFE des enfants avec TSA sont jugées de moins bonne qualité par des juges humains et par l’algorithme de reconnaissance des EFE qui a besoin de plus de points repères sur leurs visages pour classer leurs EFE. L’algorithme ensuite intégré dans JEMImE donne un retour visuel en temps réel à l’enfant pour corriger ses productions. Une étude pilote auprès de 23 enfants avec TSA met en avant une bonne adaptation des enfants aux retours de l’algorithme ainsi qu’une bonne expérience dans l’utilisation du jeu. Ces résultats prometteurs ouvrent la voie à un développement plus poussé du jeu pour augmenter le temps de jeu et ainsi évaluer l’effet de cet entraînement sur la production des EFE chez les enfants avec TSA<br>The autism spectrum disorder (ASD) is characterized by difficulties in socials skills, as emotion recognition and production. Several studies focused on emotional facial expressions (EFE) recognition, but few worked on its production, either in typical children or in children with ASD. Nowadays, information and communication technologies are used to work on social skills in ASD but few studies using these technologies focus on EFE production. After a literature review, we found only 4 games regarding EFE production. Our final goal was to create the serious game JEMImE to work on EFE production with children with ASD using an automatic feedback. We first created a dataset of EFE of typical children and children with ASD to train an EFE recognition algorithm and to study their production skills. Several factors modulate them, such as age, type of emotion or culture. We observed that human judges and the algorithm assess the quality of the EFE of children with ASD as poorer than the EFE of typical children. Also, the EFE recognition algorithm needs more features to classify their EFE. We then integrated the algorithm in JEMImE to give the child a visual feedback in real time to correct his/her productions. A pilot study including 23 children with ASD showed that children are able to adapt their productions thanks to the feedback given by the algorithm and illustrated an overall good subjective experience with JEMImE. The beta version of JEMImE shows promising potential and encourages further development of the game in order to offer longer game exposure to children with ASD and so allow a reliable assessment of the effect of this training on their production of EFE
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Potrus, Dani. "Swedish Sign Language Skills Training and Assessment." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209129.

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Sign language is used widely around the world as a first language for those that are unable to use spoken language and by groups of people that have a disability which precludes them from using spoken language (such as a hearing impairment). The importance of effective learning of sign language and its applications in modern computer science has grown widely in the modern aged society and research around sign language recognition has sprouted in many different directions, some examples using hidden markov models (HMMs) to train models to recognize different sign language patterns (Swedish sign language, American sign language, Korean sign language, German sign language and so on).  This thesis project researches the assessment and skill efficiency of using a simple video game to learn Swedish sign language for children in the ages within the range of 10 to 11 with no learning disorders, or any health disorders. During the experimental testing, 38 children are divided into two equally sized groups of 19 where each group plays a sign language video game. The context of the video game is the same for both groups, where both listened to a 3D avatar speak to them using both spoken language and sign language. The first group played the game and answered questions given to them by using sign language, whereas the other group answered questions given to them by clicking on an alternative on the video game screen. A week after the children have played the video game, the sign language skills that they have acquired from playing the video game are assessed by simple questions where they are asked to provide some of the signs that they saw during the duration of the video game. The main hypothesis of the project is that the group of children that answered by signing outperforms the other group, in both remembering the signs and executing them correctly. A statistical null hypothesis test is performed on this hypothesis, in which the main hypothesis is confirmed. Lastly, discussions for future research within sign language assessment using video games is described in the final chapter of the thesis.<br>Teckenspråk används i stor grad runt om i världen som ett modersmål för dom som inte kan använda vardagligt talsspråk och utav grupper av personer som har en funktionsnedsättning (t.ex. en hörselskada). Betydelsen av effektivt lärande av teckenspråk och dess tillämpningar i modern datavetenskap har ökat i stor utsträckning i det moderna samhället, och forskning kring teckenspråklig igenkänning har spirat i många olika riktningar, ett exempel är med hjälp av statistika modeller såsom dolda markovmodeller (eng. Hidden markov models) för att träna modeller för att känna igen olika teckenspråksmönster (bland dessa ingår Svenskt teckenspråk, Amerikanskt teckenspråk, Koreanskt teckenspråk, Tyskt teckenspråk med flera). Denna rapport undersöker bedömningen och skickligheten av att använda ett enkelt teckenspråksspel som har utvecklats för att lära ut enkla Svenska teckenspråksmönster för barn i åldrarna 10 till 11 års ålder som inte har några inlärningssjukdomar eller några problem med allmän hälsa. Under projektets experiment delas 38 barn upp i två lika stora grupper om 19 i vardera grupp, där varje grupp kommer att få spela ett teckenspråksspel. Sammanhanget för spelet är detsamma för båda grupperna, där de får höra och se en tredimensionell figur (eng. 3D Avatar) tala till dom med både talsspråk och teckenspråk. Den första gruppen spelar spelet och svarar på frågor som ges till dem med hjälp av teckenspråk, medan den andra gruppen svarar på frågor som ges till dem genom att klicka på ett av fem alternativ som finns på spelets skärm. En vecka efter att barnen har utfört experimentet med teckenspråksspelet bedöms deras teckenspråkliga färdigheter som de har fått från spelet genom att de ombeds återuppge några av de tecknena som de såg under spelets varaktighet. Rapportens hypotes är att de barn som tillhör gruppen som fick ge teckenspråk som svar till frågorna som ställdes överträffar den andra gruppen, genom att både komma ihåg tecknena och återuppge dom på korrekt sätt. En statistisk hypotesprövning utförs på denna hypotes, där denna i sin tur bekräftas. Slutligen beskrivs det i rapportens sista kapitel om framtida forskning inom teckenspråksbedömning med tv spel och deras effektivitet.
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Blanié, Antonia. "Evaluation expérimentale du raisonnement clinique dans le cadre des jeux sérieux pour la formation des professionnels de santé. Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students Assessing validity evidence for a serious game dedicated to patient clinical deterioration and communication." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASS092.

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L’amélioration du raisonnement clinique (RC) est un enjeu essentiel pour la Médecine de demain car il est établi que son utilisation imparfaite conduit à des résultats de soins insuffisants. Le RC est un processus cognitif complexe. Cette activité intellectuelle synthétise l’information obtenue à partir de la situation clinique et l’utilise pour faire une analyse diagnostique et prendre une décision de prise en charge du patient en intégrant les connaissances et expériences antérieures. La formation à cette compétence est donc essentielle. Pour améliorer le raisonnement, une connaissance des mécanismes qui le constituent est nécessaire et une revue de ces mécanismes constitue la partie initiale de cette thèse.La formation des professionnels de santé par la simulation se généralise avec pour objectif « jamais la première fois sur le patient ». En plein essor, le jeu sérieux (JS) représente un outil pédagogique intéressant. Une revue de la littérature sur l’efficacité des JS et plus particulièrement dans le cadre du RC est également incluse dans la partie initiale de cette thèse. Ainsi, les JS sont efficaces et peuvent, entre autres, cibler certaines compétences dont le RC. Cependant, la plupart des études sur le RC dans le cadre des JS, restent subjectives avec des évaluations qualitatives ou des autoévaluations des apprenants ou concernent uniquement le résultat (prise de décision). Par conséquent, la valeur éducative et les modalités des JS dans la formation du RC restent à approfondir.Le JS LabForGames Warning a été développé dans le centre de simulation LabForSIMS pour les étudiants infirmiers et cible la détection de l’aggravation d’un patient et la communication. Cette thèse a pour objectif de tester un mode d’apprentissage utilisant la simulation par les JS afin d’améliorer le RC chez les professionnels de santé.Une 1ère étude a évalué la validité du JS LabForGames Warning selon le cadre théorique proposé par Messick. Elle a démontré que les scores et le temps de jeu ne pouvaient pas différencier le niveau des compétences cliniques des infirmiers.Cependant, les preuves de validité étaient obtenues pour le contenu, le processus de réponse et la structure interne. Même si cette version du jeu ne peut donc pas être utilisée pour une évaluation sommative des étudiants, notre étude montre que ce JS est bien accepté par les étudiants et qu’il peut être utilisé pour la formation au sein d’un programme éducatif.Une seconde étude a évalué l’efficacité de 2 modalités pédagogiques sur l’apprentissage du RC à la détection de l’aggravation clinique d’un patient en comparant un groupe d’étudiants infirmiers formé par simulation avec LabForGames Warning par rapport à un groupe formé par un enseignement traditionnel. Le RC a été évalué par les tests de concordance de script immédiatement et 1 mois après. Cette étude multicentrique randomisée a inclus 146 étudiants infirmiers volontaires. Aucune différence significative n’a été observée sur le RC entre la formation par la simulation avec JS et l’enseignement traditionnel. Cependant, la satisfaction et la motivation étaient meilleures avec l’enseignement par simulation.En conclusion, nous avons tout d’abord confirmé la validité du JS LabForGames Warning en tant qu’outil pédagogique à visée formative et non sommative. Puis, bien qu’aucune différence d’apprentissage du RC n’ait été observée entre la formation par la simulation avec JS et l’enseignement traditionnel, la satisfaction et la motivation étaient meilleures avec l’enseignement par simulation avec le jeu. Les études sont à poursuivre pour préciser les modalités et stratégies pédagogiques des JS dans la formation des professionnels de santé, comme par exemple la place du débriefing, le rôle de la motivation. En effet, en plein essor, les développements technologiques telle que l’intelligence artificielle vont transformer la formation au RC ainsi que les outils pédagogiques disponibles dans les années à venir<br>Improvement of clinical reasoning (CR) is a key issue for the future of medicine because it has been established that imperfect reasoning leads to insufficient care results. CR is a complex cognitive process which synthesizes information obtained from the clinical situation, then uses it to make a diagnostic analysis and take a decision on patient management by integrating previous knowledge and experience. Training for this skill is therefore essential. To improve reasoning, knowledge of the mechanisms which build it up is necessary and a review of these mechanisms constitutes the initial part of this thesis.Training of healthcare professionals through simulation is becoming widespread with the objective of "never the first time on a patient". In rapid expansion, the use of serious games (SG) represents an interesting pedagogical tool. A review of the literature on the effectiveness of SG and more particularly in the context of CR is also included in the initial part of this thesis. Thus, SG is effective and may, among other things, target certain skills, including CR. However, most studies dealing with CR by using SG include qualitative assessments or self-assessments of learners or focus only on the outcome (decision making). Therefore, the educational value and modalities of SG in the training of CR of health professionals remain to be further explored.The SG LabForGames Warning was developed in the LabForSIMS simulation center for nursing students and targets detection of patient deterioration and the ensuing communication. The objective of this thesis is to test a learning mode using SG simulation in order to improve CR in healthcare professionals.The first study evaluated the validity of the SG LabForGames Warning according to the Messick’s Framework. This study showed that scores and playing time could not differentiate the level of clinical skills of nurses. However, evidence of validity was obtained for content, response process and internal structure. Although this version of the game cannot therefore be used for summative evaluation of students, our study shows that this SG is well accepted by students and can be used for training within an educational program.A second study evaluated the effectiveness of 2 teaching modalities on learning CR for the detection of clinical patient deterioration by comparing a group of nursing students trained by simulation with LabForGames Warning compared to a group trained by traditional teaching. CR was assessed by script concordance tests immediately and 1 month later. This randomized multicenter study included 146 volunteer nursing students. No significant difference was observed in CR change between simulation training with SG and traditional teaching. However, satisfaction and motivation were better with simulation instruction.In conclusion, we have confirmed the validity of SG LabForGames Warning as an educational tool with formative and not summative aims. Then, although no difference in learning about CR was observed between simulation training with SG and traditional teaching, satisfaction and motivation were better with simulation teaching with the game. Further studies are needed to clarify the modalities and pedagogical strategies of SG in the training of healthcare professionals, such as the place of debriefing and the role of motivation. Moreover, technological developments such as artificial intelligence might transform CR training and the available pedagogical tools in the coming years
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30

Young, Takeisha T. "A usability analysis of video games : the development of assessment standards." 2011. http://liblink.bsu.edu/uhtbin/catkey/1644460.

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Video games, as the fastest growing media, need set usability design standards. In this context, this study was motivated by the following kinds of questions: What makes a standard console game good? What makes it too frustrating to play? Each company has developed its own standards which can vary greatly. Game producers learn from experience what to do and what not to do. However, smaller companies that may have only produced a few games are left to chance. Moreover, startup game companies may fail at a game that would have otherwise succeeded if they had only had a set of standards to follow. Companies like Microsoft, Capcom and Electronic Arts rule the gaming industry mainly due to the fact that they have discovered what works. This study employs usability analysis to identify standards for assessing video game effectiveness, efficiency and player satisfaction. Experienced video game players participated in an online questionnaire. Conclusions about effective, efficient, and satisfying video games are derived from questionnaire results. Of several major findings presented in this analysis, this study reveals that the beginning of the game is an imperative experience that can determine if a player continues the game.<br>Department of Telecommunications
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Clark, Jesse A. Jackson Matt. "Evaluation of Foss video games in comparison to their commercial counterparts." 2008. http://etda.libraries.psu.edu/theses/approved/WorldWideIndex/ETD-3146/index.html.

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鄭敬修. "The Study on After-Sales Service Using the Evaluation of Channels Distribution of Video Games - A Case of M Video Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/xsbmub.

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Jerzak, Natalia Malgorzata. "Heuristic evaluation for serious games : using heuristics, HESG, for designing and evaluating serious games." Master's thesis, 2013. http://hdl.handle.net/10400.5/13154.

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Heuristic evaluation has become an extensively acknowledged method of usability evaluation in software development. We can find several heuristics evaluations in the area of video games but there are no methods that would be taking into account serious games; specially crafted games and simulators that besides being connected with fun and entertainment are focusing on educational characteristics such as learning, training or habit formation. The existing usability inspections methods are having also certain limitations in use, the biggest difficulty is the huge influence of game industry in recommending the evaluation methods that has a direct impact on the objectivity of the existing tools. This research work is discussing the concept of serious games and presenting the existing heuristic evaluation (HE) for games (computer games, video games, mobile games etc.) together with the possible areas of limitation of existing heuristics. There are no established method to evaluate the serious games. It is leading to rising need in introducing a new tool that will take into account serious games from their holistic perspective. We will be proposing the new tool to evaluate serious games, the heuristics called Heuristic Evaluation for Serious Games (HESG). The purpose of this tool is to create an objective, complete and easily applicable method for evaluating different types of serious games. HESG is designed to help at every stage of the serious game's development from the concept stage, through testing prototypes up to evaluating final products.<br>L'évaluation heuristique est devenue une méthode largement reconnue pour l'évaluation de l'utilisabilité dans le développement de logiciels. Nous pouvons trouver plusieurs évaluations heuristiques dans le domaine des jeux vidéo, mais il n'existe pas de méthodes avérées pour évaluer les jeux sérieux, jeux spécialement conçus avec des simulateurs qui en plus d'être amusant se concentrent sur des caractéristiques pédagogiques tels que l'apprentissage, l'entraînement ou la formation classique. Les méthodes existant d'inspection de l'utilisabilité ont également certaines limites dans l'utilisation. La plus grande difficulté est l'énorme influence de l'industrie du jeu qui recommande des méthodes d'évaluation qui ont un impact direct sur l'objectivité des outils existants. Ce travail de recherche essaie de discuter le concept de jeux sérieux et de présenter les évaluations heuristiques existantes (HE) pour ces types de jeux (jeux informatiques, jeux vidéo, jeux mobiles, etc.), ainsi que les limites possibles des heuristiques existantes. Il n'y a pas encore de méthode établie pour évaluer les jeux sérieux. Cela pose la nécessité d'introduire un nouvel outil qui va prendre en compte les jeux sérieux à partir de leur point de vue holistique. Nous allons de ce fait proposer un nouvel outil pour évaluer les jeux sérieux ainsi que des heuristiques appelés Évaluation Heuristique des Jeux Sérieux: HESG pour le sigle en anglais. Le but de cet outil est de créer une méthode objective, complète et facilement applicable pour l'évaluation des différents types de jeux sérieux. HESG est conçu pour aider à chaque étape du développement du jeu sérieux depuis le stade de conception, à travers l'essai des prototypes jusqu'à l'évaluation des produits finaux et la comparaison entre plusieurs jeux.<br>Avaliação heurística tornou-se um método amplamente reconhecido de avaliação de usabilidade no desenvolvimento de um software. Podemos encontrar várias avaliações heurísticas na área de video games, mas não existem métodos que tomam em consideração os serious games; principalmente craft games e simuladores que, além de estarem conectados com diversão e entretenimento estão a focar em características educacionais, tais como aprendizagem, formação ou desenvolvimento de hábitos. Os métodos de inspeção de usabilidade existentes tem também algumas limitações de uso, a maior dificuldade é a enorme influência da indústria de jogos em recomendar os métodos de avaliação, o que tem um impacto direto sobre a objetividade das ferramentas existentes. Este trabalho de pesquisa discute o conceito de serious games e apresenta a existente avaliação heurística (AH) para jogos (jogos de computador, video games, jogos para telemóveis, etc), juntamente com as possíveis áreas de limitação de heurísticas existentes. A falta de um método estabelecido para realizar uma avaliação heurística de serious games traz a necessidade de introduzir uma nova ferramenta que leve em conta serious games a partir de sua perspectiva holística. O objetivo deste trabalho de pesquisa é propor uma nova ferramenta para a realização de avaliações serious games - Avaliação Heurística para Serious Games (AHSG). O objetivo desta lista é a criação de uma ferramenta objetiva, completa e de fácil aplicação para avaliar diferentes tipos de serious games. AHSG é projetada para ajudar em todas as fases do desenvolvimento de um serious game, desde a fase de concepção por meio de testes de protótipos até a avaliação dos produtos finais.<br>La evaluación haciendo uso de heurísticas se ha convertido en un método ampliamente reconocido de evaluación de la usabilidad en el desarrollo de software. Podemos encontrar varias evaluaciones que hacen uso de heurísticas en el área de juegos de vídeo, pero no existe ningún método para evaluar los juegos serios, juegos especialmente diseñados y simuladores que además de ser divertidos y entretenidas se centran en propositos educativos, tales como el aprendizaje, entrenamiento o formación de hábitos. Los métodos de inspección de usabilidad existentes tienen también ciertas limitaciones en el uso, la mayor dificultad es la enorme influencia de la industria de juegos y video juegos en la recomendación de los métodos de evaluación que tiene un impacto directo sobre la objetividad de los métodos existentes. Este trabajo de investigación aborda el concepto de los juegos serios y presenta las heuristicas existentes para la evaluación de juegos (juegos de computador, videojuegos, juegos para móviles, etc), además las posibles limitaciones de las heurísticas existentes. No hay ningún método establecido para evaluar los juegos serios. Surge entonces la necesidad de una nueva herramienta para evaluar los juegos serios desde su perspectiva holística. Proponemos la nueva herramienta para evaluar los juegos serios, la heurística llamada Evaluación Heurística de Juegos Serios (HESG) por sus siglas en inglés. El propósito de esta herramienta es crear un método objetivo, completo y de facil aplicación para la evaluación de diferentes tipos de juegos serios. HESG está diseñado para ayudar en todas las fases del desarrollo de juegos serios desde la concepción, las pruebas de prototipos hasta la evaluación y comparación de productos finales.
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Rocha, Fernando Miguel Cardoso. "Playsketch - Game Design and Experience Evaluation." Master's thesis, 2019. http://hdl.handle.net/10316/87309.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia<br>A experiência que um jogo oferece aos seus jogadores é o foco no processo de desenvolvimento de videojogos. Muitos videojogos não são bem sucedidos no mercado devido a falhas de design ou problemas de jogabilidade e/ou usabilidade. Estas falhas devem ser colmatadas o máximo possível por vias de avaliação de experiência baseadas em testes com potenciais utilizadores finais. Neste projeto, um processo de design iterativo de avaliação e correção de problemas de jogabilidade é realizado. O objeto de estudo neste processo é um jogo de corridas 2D para dispositivos móveis, desenvolvido especificamente para crianças entre seis e doze anos de idade. As avaliações são realizadas em cenários de teste de utilizadores por sessões de jogabilidade. Essas avaliações resultaram na detecção de várias falhas de jogabilidade, como a falta de domínio sobre o controlo existente e a falta de feedback ao interagir com alguns elementos do jogo. Quatro novos controlos (acelerómetro, volante, joystick analógico e joystick + botão) foram implementados e testados em uma sessão de teste. Os resultados mostram que as crianças preferem as opções de joystick, pois fornecem melhor controlo sobre o personagem do jogador. Novas características também foram implementadas, como um novo modo de jogo e um servidor multiplayer que podem fornecer aos jogadores a vontade de jogar repetidas vezes. Com o conhecimento gerado a partir das interações com os participantes das avaliações, um protótipo para um novo jogo foi desenvolvido e será avaliado em trabalho futuro.<br>The experience that a game provides to its players is the focus in the video game development process. Many video games are not successful in the market due to design flaws or playability and usability problems. These failures should be sorted out as much as possible by evaluating the player experience having as basis playtesting sessions with potential end-users. In this project, an iterative design process of evaluation and correction of playability problems is carried out. The object of study in this process is a work-in-progress top-down 2D mobile racing game designed specifically for children with ages six through twelve years old. The evaluations were performed in user-testing scenarios by playtesting sessions. On-site observations, questionnaires and interviews were the selected instruments of data retrieval. These evaluations resulted in the detection of various playability faults such as the implemented control scheme and the lack of feedback when interacting with some game elements. Four new control schemes (accelerometer-based tilting, steering wheel, analogue joystick and joystick+button) were implemented and tested in a playtesting session. Results show that children prefer the joystick options as they provide better control over the player character. New features were also implemented such as a new game mode and a multiplayer server that can provide better replayability to the game. With the generated knowledge from the interactions with the evaluation participants, a prototype for a new mobile game was developed and shall be evaluated in future work.
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Hughes, Darin. "The Design and Evaluation of a Video Game to Help Train Perspective-Taking and Empathy in Children with Autism Spectrum Disorder." Doctoral diss., 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6116.

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This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore & Calvert, 2000; Noor, Shahbodin, & Pee, 2012). Computer games have been shown to boost confidence and provide calming mechanisms (Griffiths, 2003) while being a safe environment for social exploration and learning (Moore, Cheng, McGrath, & Powell, 2005). Games increase children's motivation and thus increase the rate of learning in computer mediated environments (Moore & Calvert, 2000). Furthermore, children with ASD are able to understand basic emotions and facial expressions in avatars more easily than in real-world interactions (Moore, Cheng, McGrath, & Powell, 2005). Perspective-taking (also known as role-taking) has been shown to be a crucial component and antecedent to empathy (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007; Peng, Lee, & Heeter, 2010). Though symptoms vary across children with ASD, perspective-taking and empathy are abilities that have been shown to be limited across a wide spectrum of individuals with ASD and Asperger's disorder (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007). A game called WUBeeS was developed to aid young children with ASD in perspective taking and empathy by placing the player in the role of a caregiver to a virtual avatar. It is hypothesized that through the playing of this game over a series of trials, children with ASD will show an increase in the ability to discriminate emotions, provide appropriate responses to basic needs (e.g. feeding the avatar when it is hungry), and be able to communicate more clearly about emotions.<br>Ph.D.<br>Doctorate<br>Dean's Office, Graduate Studies<br>Sciences<br>Modeling and Simulation
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Cox, Dale J. "An evaluation of game controllers and tablets as controllers for interactive TV applications." Thesis, 2012. http://hdl.handle.net/1957/30415.

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There is a growing interest in bringing online and streaming content to the television. Gaming platforms such as the PS3, Xbox 360 and Wii are at the center of this digital convergence; platforms for accessing new media services. This presents a number of interface challenges, as controllers designed for gaming have to be adapted to accessing online content. We conducted a user study examining the limitations and affordances of novel game controllers in an interactive TV (iTV) context and compared them to "second display" approaches using tablets. We looked at task completion times, accuracy and user satisfaction across a number of tasks and found that the Wiimote is most liked and performed best in almost all tasks. Participants found the Kinect difficult to use, which led to slow performance and high error rates. We discuss challenges and opportunities for the future convergence of game consoles and iTV. We also analyzed the usability of the interfaces themselves with respect to each device. Accuracy ratings and context of task type were used to determine ideal component attributes such as button size and spacing. Additional strategies like snapping cursor to buttons in the case of small targets were also suggested. Paying attention to the strengths and weaknesses of each input method, we put forth a set of design recommendations for future iTV interfaces that leverage novel input devices.<br>Graduation date: 2012
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Huang, Yuan-Lin, and 黃源霖. "Efficiency Evaluation of Video Game Industry by Network Data Envelopment Analysis." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/598562.

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碩士<br>國立東華大學<br>資訊工程學系<br>107<br>With the maturity of software and hardware technology and the popularity of the Internet, the video game industry has been booming. How to effectively evaluate the performance of game companies has become an important issue. This research constructs a network data envelopment analysis(NDEA) model for the video game industry, and conducts the case study with 20 video game companies to evaluate the performance. The departmental efficiency and overall efficiency of the company are regarded as different objective functions in the multi-objective programing model. This method can calculate the efficiency of the firm and each department. Besides this work observes the correlation between efficiency with nations and financial ratios. The results are expected to provide meaningful insight to the industrial decision makers.
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Soltanidashtbozorg, Pooya. "Virtual swimming: A psycho-biophysical evaluation of an active video game." Tese, 2017. https://repositorio-aberto.up.pt/handle/10216/102743.

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Soltanidashtbozorg, Pooya. "Virtual swimming: A psycho-biophysical evaluation of an active video game." Doctoral thesis, 2017. https://repositorio-aberto.up.pt/handle/10216/102743.

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Hua, Tran Nguyen Khoi. "Évaluation des jeux Kinect à l’aide du suivi physiologique, du suivi oculaire et des réactions faciales du joueur." Thèse, 2012. http://hdl.handle.net/1866/8915.

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Les jeux vidéo à interface gestuelle permettent des interactions intéressantes entre le joueur et le jeu. Pour évaluer ce nouveau type de jeux vidéo, la méthode d'évaluation subjective courante serait insuffisante (Mandryk, R. L., Inkpen, K. M., et Calvert, T. W., 2006). Notre recherche essaie d'associer l'évaluation objective à l'évaluation subjective pour mesurer la qualité d'immersion des jeux vidéo conçus pour la Kinect — un accessoire de la console Xbox de Microsoft, permettant de jouer sans la manette. Notre corpus comporte 18 sujets (joueurs intensifs et occasionnels) et 3 jeux Kinect (Body and Brain Connection, Child of Eden et Joy Ride). Notre objectif est de développer une méthode d’évaluation la qualité d'immersion du jeu vidéo à l’interface gestuelle. Nous nous sommes basé d’une part sur un questionnaire conçu à partir des critères d’évaluation du Flux dans le jeu vidéo de Sweetser et Wyeth (2005) et des principes d’utilisabilité (Nielsen, 1994a, b; Bastien et Scapin, 1993; Johnson et Wiles, 2003), avec un questionnaire adapté par les chercheurs du DESS Design de jeu de l’Université de Montréal. Et d'autre part, nous nous avons intégré la mesure des réactions physiologiques des joueurs (la réponse galvanique de la peau, le pouls du volume sanguin, la respiration), les réactions oculaires (le diamètre des pupilles, le temps de fixation) et les expressions faciales (la joie, la tristesse, la colère, la peur, la surprise et le dégoût) du joueur. Nous nous sommes appuyé sur des postulats théoriques provenant du domaine de l'interaction humain-ordinateur et du design des jeux vidéo. Nous avons étudié en particulier les réactions physiologiques, oculaires, les expressions faciales et nous avons cherché à faire le lien avec les notions de présence et d'immersion dans le domaine des jeux vidéo. L’analyse des résultats a montré des corrélations entre les réactions physiologiques, oculaires et les réponses subjectives des participants aux questionnaires. Par exemple on observe une corrélation négative entre la pression sanguine (BVP) et la concentration du joueur, une corrélation positive entre la respiration et le diamètre des pupilles et le sentiment d'immersion du joueur, etc. Ces résultats permettraient de confirmer la faisabilité de notre méthode d’évaluation. i Ensuite, nous avons comparé les trois jeux en fonction des composantes de l’immersion afin de trouver le jeu le plus immersif. Le résultat a montré que le jeu Body and Brain Connection était le plus prisé par les participants et que le niveau de défi bien calibré et la facilité de contrôle étaient les deux facteurs principaux de la réussite du jeu Body and Brain. Nous avons également comparé les joueurs intensifs et les joueurs occasionnels en fonction des composantes de l’immersion pour voir la différence de point de vue des joueurs sur la Kinect. Le résultat a montré qu’il n’y avait pas de différence entre les deux types de joueurs.<br>The gesture-based video games offers interesting new ways of interacting between the player and the game. In order to evaluate this new type of games, current subjective methods of evaluating games isn't sufficiently robust. Our research tries to combine the objective and subjective methods for measuring the qualities of immersion of video games played with Kinect - an accessory for Xbox console from Microsoft, to play without the controller. Our corpus consists of 18 subjects (intensive and casual players) and 3 Kinect games. Our goal is to develop a method for assessing the quality of gesture-based video games. We relied in part on a questionnaire developed from the criteria for player enjoyment in games (Sweetser and Wyeth, 2005) and the usability questionnaire (Nielsen, 1994a, b; Bastien et Scapin, 1993; Johnson et Wiles, 2003), designed by the researchers of DESS Design de jeux, University of Montreal. And secondly, we integrated the measures of physiological responses (the galvanic skin response, the blood volume pulse, the respiration), the ocular reactions (the pupil’s diameter, fixation time) and facial expressions (joy, sadness, anger, fear, surprise and disgust) of the player. We relied on theoretical assumptions from the field of human-computer interaction and games design. We studied in particular physiological responses, eye movements, facial expressions and the notions of presence and immersion in video games. The analysis shows correlations between the physiological reactions, the eye movements and the player's subjective responses. For example, we observed negative correlation between blood volume pulse (BVP) and the concentration of the player, positive correlations between respiration and pupil diameter and the sense of immersion the player, etc. These results would confirm the feasibility of our evaluation method. Then, we compared these three games in terms of five components of immersion to find the most immersive game. The result showed that the game Body and Brain Connection was most appreciated by the participants and that the level of challenge properly calibrated and the ease of control were the two main factors of success of the game Body and Brain. iii We also compared intensive gamers and casual players according to the components of immersion to see the difference between their attitudes toward the Kinect. The result showed that there was no difference between the two types of players.<br>Les données sont analysées par le logiciel conçu par François Courtemanche et Féthi Guerdelli. L'expérimentation des jeux a eu lieu au Laboratoire de recherche en communication multimédia de l'Université de Montréal.
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41

Bunga, Rosária Patrícia Firmino. "Sistema de recomendação de videojogos." Master's thesis, 2020. http://hdl.handle.net/10071/22097.

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Esta dissertação, foca-se no estudo e comparação do desempenho de algoritmos de recomendação baseados em filtragem colaborativa, com o objetivo de propor um sistema de recomendação de videojogos. Esse sistema utiliza informações provenientes da plataforma Steam, que podem ser descritos como dados implícitos, e que posteriormente foram transformados em classificações explícitas para serem usadas nos algoritmos. Os algoritmos foram implementados com recurso à biblioteca Surprise, que permite criar e avaliar sistemas de recomendação baseados em dados explícitos. O trabalho foca-se em abordagens computacionalmente menos exigentes, demostrando que as mesmas podem obter bons resultados. Os algoritmos são avaliados e comparados entre si usando métricas como RSME, MAE, Precision@k, Recall@k e F1@k.<br>This dissertation focuses on the study and compare of the performance of collaborative filtering algorithms, with the intent of proposing a videogame-oriented recommendation system. This system uses information from the video game platform “Steam”, which can be described as implicit feedback, and that were later transformed into explicit feedback. These algorithms were implemented using Python’s Surprise library, that allows to create and evaluate recommender systems that deal with explicit data. The work focuses on computationally fewer demanding approaches, demonstrating that they can obtain good results. The algorithms are evaluated and compared with each other using metrics such as RSME, MAE, Precision@k, Recall@k and F1@k.
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42

Yang, Dai-Jie, and 楊岱潔. "The Development and Evaluation of a Therapeutic Video Game in Preschoolers with Acute Lymphoblastic Leukemia: A Pilot Study." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/h79k66.

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碩士<br>國立陽明大學<br>臨床護理研究所<br>106<br>The rate of childhood cancer is not high of all cancer population, but was still the third-ranked causes of children’s death. The long treatment courses usually lead to anxiety in childhood cancer patients. Due to immature cognition, children are always forced to accept lots of drug therapy and invasive procedures without understanding the medical purpose. Nowadays, therapists engaged in patient care through playing games or framing artistic creations in order to assist children understanding the medical process and promoting the positive behavior while undergoing the treatment. With 3C products innovated, portable electronic technology products such as smart phones and tablets are considered as a new trend of playing among children. Currently, therapeutic video games are usually designed for school-age children and adolescents in cancer care; but according to clinical experiences, preschoolers are always the most anxious group since immature cognition. In addition, there are various types of childhood cancer, the prevalence of acute lymphoblastic leukemia (ALL) is the highest, and the invasive procedures are the most among all; therefore, a therapeutic video game for preschoolers with ALL had been developed. After the developing process, 10 preschoolers with ALL had been randomly signed in two groups-5 to intervention group (6 weeks game intervention) and 5 to control group (regular care). The results showed high appropriateness of the game designed due to 3 clinical experts’ opinions from questionnaire; Extra-logged-in rate and extra-mission-completed rate had been calculated for analyzing the acceptance of this game, the results showed positive acceptance from the game users. And for measuring the game outcome, crying scale and other resisting behavior of each patient had been recorded after every treatment, there were no significance between two groups in the initial period (p=.663), but the intervention group showed lower crying grades and less resisting behavior than the control group in the final period (p=.028).The limitation of this research is small sample size and short intervention time; and for further evidence of this game’s effectiveness, larger sample size and longer intervention time with follow-up had been suggested.
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43

Cheng-HanYang and 楊承翰. "Frames Evaluating and Selecting from Multi-Camera System-- A Case Study for Playing BasketBall Game Video." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/66336276447975158097.

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碩士<br>國立成功大學<br>工程科學系碩博士班<br>100<br>There are many cameras installed in the basketball court for capturing the scene of the competition and broadcasting to the audience. The frames viewed by the audience are selected by the director. These frames may not meet the needs or interest of the audience. In this research, we consider the selecting of the presented frames based on the audience’s view. The two main factors to be considered are the basketball and the interesting player. Image processing techniques are used to preprocess each frame and find the objects on the frame. Then object tracking algorithm is applied to track the object moving trajectory over the contiguous frames. An evaluation module is created to estimate the score of each frame according to the factors: (1) if the basketball found or not; (2) the distance between the basketball and the score plate; (3) if the specific player existing; (4) the distance between the specific player and the score plate; and (5) the occluding condition among the players. The frame with the highest score is selected for presenting to the audience. Due to the frequently switching among different camera, it is felt not comfortable for audience’s eye. Smoothing factor is added for increasing the comfortable of the view’s eye. From the experimental results shown, the proposed method can match the results conducted from the subjective evaluation.
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