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1

Carlin, Johan D. "Pattern codes for perceived gaze direction revealed by functional MRI." Thesis, University of Cambridge, 2012. https://www.repository.cam.ac.uk/handle/1810/243495.

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Perceiving the direction of another's attention is a critical component of normal social behaviour. Seminal electrophysiology studies demonstrated that single cells in macaque superior temporal sulcus (STS) are tuned to specific directions of social cues, including gaze direction, head view, and body posture. Furthermore, a subset of such neurons respond to a single direction across multiple cues, suggesting that the code is driven by the direction of another's social attention regardless of how this is conveyed. Attempts to reveal similar gaze representations in humans using fMRI have provide
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2

Tao, Man-wai Angelina, and 堵敏慧. "Clinical and cognitive correlate of gaze pattern in early psychosis." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/192974.

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Lack of eye contact is one of the key clinical observations in schizophrenia. Sixteen schizophrenic patients and sixteen control subjects participated in our study of eye gazing. Frequencies of eye contact of both groups were measured in a role-play test which is closer to a natural environment. Autistic traits of both groups were measured using the Autism Quotient Questionnaire. We hypothesized that patients’ frequencies of eye contact were fewer than control subjects. We anticipated that patient group would score high in AQ. Furthermore, we examined the relationship between frequency of eye
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3

Lustig, Joakim. "Identifying dyslectic gaze pattern : Comparison of methods for identifying dyslectic readers based on eye movement patterns." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-191233.

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Dyslexia affects between 5-17% of all school children, mak-ing it the most common learning disability. It has beenfound to severely affect learning ability in school subjectsas well as limit the choice of further education and occupa-tion. Since research has shown that early intervention andsupport can mitigate the negative effects of dyslexia, it iscrucial that the diagnosis of dyslexia is easily available andaimed at the right children. To make sure children whoare experiencing problems reading and potentially could bedyslectic are investigated for dyslexia an easy access, sys-tematic, and u
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4

Maddox, Brenna Burns. "Eye-Gaze Pattern Analysis as a Key to Understanding Co-occurring Social Anxiety within Autism Spectrum Disorder." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/65150.

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Emerging research suggests that many adults with Autism Spectrum Disorder (ASD) experience impairing Social Anxiety Disorder (SAD) or social anxiety symptoms (e.g., Joshi et al., 2013; Kleinhans et al., 2010), yet there is little guidance or agreement about how to best assess social anxiety in this population. Direct examination of overt eye gaze patterns may help determine if the attentional biases often reported in people with SAD also operate in those with ASD and co-occurring social anxiety. This study sought to assess the influence of social anxiety on gaze patterns in adults with ASD. An
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5

Choi, Woo Young. "Activity pattern on the map of the monkey superior colliculus during head-unrestrained and head-perturbed gaze shifts." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=111919.

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It has been hypothesized that head-unrestrained gaze shifts are controlled by an error signal produced by a feedback loop. It has also been hypothesized that the superior colliculus (SC) is within this feedback loop. If the feedback-to-SC hypothesis is valid, an unexpected mid-flight perturbation in gaze trajectory should be quickly followed by a concurrent change in the discharges of collicular saccade-related neurons. To verify this prediction experimentally, primate head movements were unexpectedly and briefly halted during head-unrestrained gaze shifts in the dark. Perturbed gaze shifts we
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6

Erhard, Matthew John. "Visual intent recognition in a multiple camera environment /." Online version of thesis, 2006. http://hdl.handle.net/1850/3365.

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7

Di, Francesco Fabio. "Wind pattern analysis applied Tokyo 2020 Olympic Game." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18715/.

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The following master thesis is the product of the work carried out during the Erasmus exchange of the year 2017-2018 that involved the author, exchange student from the University of Bologna, the Universitat Politècnica de Catalunya , TriM, an italian company with a strong knowledge of weather data and forecasting, and Meteocat, the public meteorological company of Catalonia in a collaboration aimed to find new methodologies for the processing of meteorological data. The reason that motivated this work is dictated by the increasing amount of weather data available today, that necessarily driv
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8

Sareen, Aman. "Reconfigurable design for pattern recognition using field programmable gate arrays." Ohio : Ohio University, 1999. http://www.ohiolink.edu/etd/view.cgi?ohiou1175625525.

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9

Kelle, Sebastian [Verfasser]. "Game Design Patterns for Learning / Sebastian Kelle." Aachen : Shaker, 2012. http://d-nb.info/1066197598/34.

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10

Cao, David. "Game Design Patterns in Endless Mobile Minigames." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20038.

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Mobile apps have emerged ever since the smartphone has been establishedinto most peoples everyday life. Almost half of those available apps in the appstores are mobile games. We study game design patterns speci cally for endlessmobile minigames, as they are one of the emerging categories. This genre hasbecome popular in the app stores with its unique characteristics which include veryshort play session iterations and its minimalist design. Game design patterns arefocused on the interaction with the player and provide knowledge and experiencewith regards to games in general. Not only are they b
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11

Hedenskog, Jens. "Exploring Game Design Pitfalls through patterns : Experiences when making our first game." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1618.

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The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes. The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game
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12

Astahovs, Ilja. "Use of design patterns for mobile game development." Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-58055.

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Design patterns have been a valuable asset to software developers for a long time. All kind of software, including games, benefit from re-using the well known solutions to the common problems. Building a game from scratch requires a carefully made design and this is where design patterns come handy. However, the approach to game development has changed lately. The importance to learn the design patterns has been de-emphasized as frameworks and complete game engines emerge. Many design approaches provided by them are used out the box, often taken as some kind of standard. The purpose of this pa
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13

Bontes, Johan. "Searching for patterns in Conway's Game of Life." Master's thesis, Faculty of Science, 2019. http://hdl.handle.net/11427/31573.

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Conway’s Game of Life (Life) is a simple cellular automaton, discovered by John Conway in 1970, that exhibits complex emergent behavior. Life-enthusiasts have been looking for building blocks with specific properties (patterns) to answer unsolved problems in Life for the past five decades. Finding patterns in Life is difficult due to the large search space. Current search algorithms use an explorative approach based on the rules of the game, but this can only sample a small fraction of the search space. More recently, people have used Sat solvers to search for patterns. These solvers are not s
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14

Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game
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15

Hamim, Hamza. "MAPPING BETWEEN REHABILITATION REQUIREMENTS AND GAME DESIGN PATTERNS IN A GAME FOR PHYSICAL REHABILITATION." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6092.

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The development of serious games, requires the participation and collaboration of several disciplines; as in the following thesis, showing the collaboration between physiotherapists and developers. Obviously good collaboration and understanding requires a tool that allows passage of information from one discipline to another. One example of such a tool is the concept of patterns. The concept has been adopted in many communities, one of which is game design where they have been called game design patterns, to offer the same advantages with additional benefits. In the following thesis we use gam
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16

Andblom, Robin, and Carl Sjöberg. "A Comparison of Parallel Design Patterns for Game Development." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20691.

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-----<br>As processor performance capabilities can only be increased through the useof a multicore architecture, software needs to be developed to utilize the parallelismoffered by the additional cores. Especially game developers need toseize this opportunity to save cycles and decrease the general rendering time.One of the existing advances towards this potential has been the creation ofmultithreaded game engines that take advantage of the additional processingunits. In such engines, different branches of the game loop are parallelized.However, the specifics of the parallel design patterns us
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17

Clark, Christopher R. "A Unified Model of Pattern-Matching Circuits for Field-Programmable Gate Arrays." Diss., Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/14138.

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The objective of this dissertation is to develop a methodology for describing the functionality, analyzing the complexity, and evaluating the performance of a large class of pattern-matching circuit design approaches for field-programmable gate arrays (FPGAs). The developed methodology consists of three elements. The first is a functional model and associated nomenclature that unifies a significant portion of published circuit design approaches while also illuminating many novel approaches. The second is a set of analytical expressions that model the area and time complexity of each circuit
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18

McBride, Barbara L. "Joseph Knecht's pattern of awakening in Hermann Hesse's The glass bead game." Scholarly Commons, 1995. https://scholarlycommons.pacific.edu/uop_etds/2284.

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The purpose of this thesis is to establish the pattern of Joseph Knecht's awakening in Hermann Hesse's The Glass Bead Game. Based on the premise that Knecht, unlike Hesse's previous protagonists, is an integrated individual living within a disintegrated and segregated environment, a secondary intent of this paper is to examine the paradox of Knecht's Castalian existence. Each chapter concentrates on a stage of Knecht's development, both formally as a Castalian, and psychologically as an individual who is committed to serving the highest authority. This authority is not the rigid, one-dimension
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19

Holopainen, Jussi. "Foundations of Gameplay." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00484.

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People in all known cultures play games and today digital gaming is an important leisure activity for hundreds of millions of people. At the same time game design has developed into a profession of its own. There are several practical game design guidelines and text books but they rarely manage to connect their findings into relevant areas of research such as psychology and design research. Understanding game design, both as an activity and as an end result of that activity, in a more profound way could alleviate this problem. The main goals of this thesis are to understand in a more profound
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20

Džigurski, Saša, and Jesper Karbing. "Dark Design Patterns in Coin Master : An In-Depth Game Analysis." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-416662.

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In this study we will investigate the evolution of manipulative and experientially devaluative business practices in the mobile game industry from the perspective of game designers. The focus will be placed on the use of Dark Design Patterns defined in previous research by Zagal et al. (2013), significant changes since their cataloguing in said study, and the emergence of new ones. To do this, we isolate the different Game Modes of Coin Master and use Formal Analysis to break down various systems and interactions. In order to identify Dark Patterns, we use Zagal et al. (2013) study, supplement
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21

Bridges, Seth. "Low-power visual pattern classification in analog VLSI /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/6984.

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22

He, Qian. "Spatio-Temporal Patterns, Correlations, and Disorder in Evolutionary Game Theory." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/40296.

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Evolutionary game theory originated from the application of mathematical game theory to biological studies. Well-known examples in evolutionary game theory are the prisoner's dilemma, predator-prey models, the rock-paper-scissors game, etc. Recently, such well-known models have attracted increased interest in population dynamics to understand the emergence of biodiversity and species coexistence. Meanwhile, it has been realized that techniques from statistical physics can aid us to gain novel insights into this interdisciplinary field. In our research, we mainly employ individual-based Mo
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23

Baldwin, Alexander, and Johan Holmberg. "Mixed-Initiative Procedural Generation of Dungeons Using Game Design Patterns." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20477.

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Procedural content generation (PCG) can be a useful tool for aiding creativityand efficiency in the process of designing game levels. Mixed-initiative level genera-tion tools where a designer and an algorithm collaborate to iteratively generate gamelevels have been used for this purpose – taking advantage of the combination of com-putational efficiency and human intuition and creativity. However, it can be difficultfor designers to work with tools that do not respond to the common language of games:game design patterns.It has been demonstrated that game design patterns can be integrated into P
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24

Ianni, Antonella. "Interaction patterns, learning processes and equilibria in population games." Thesis, University College London (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244508.

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25

Hannah, Jason. "Design pattern usage in designing web services for a video game inventory application /." View PDF document on the Internet, 2005. http://library.athabascau.ca/drr/download.php?filename=scis/JasonHannah.PDF.

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26

Raffan, Ryan Phillip. "Gaze behaviour patterns of under 19 level Rugby union players during one-on-one defensive play." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/8372.

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The aim of this study was to describe and compare the gaze behaviour patterns of expert and near expert under 19 level rugby union players during one-on-one defensive play. Gaze characteristics such as the areas of interest visited, the number of fixations, the duration of each fixation, the starting and last fixations; and the order of fixations adopted were used to achieve the aim of the study. In addition, biographical data, including sporting and vision history, were collected. Data of the two groups were described and compared with statistically and practically significant differences bee
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27

Mahdi, Ali Majeed. "VISUAL SALIENCY ANALYSIS, PREDICTION, AND VISUALIZATION: A DEEP LEARNING PERSPECTIVE." OpenSIUC, 2019. https://opensiuc.lib.siu.edu/dissertations/1715.

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In the recent years, a huge success has been accomplished in prediction of human eye fixations. Several studies employed deep learning to achieve high accuracy of prediction of human eye fixations. These studies rely on pre-trained deep learning for object classification. They exploit deep learning either as a transfer-learning problem, or the weights of the pre-trained network as the initialization to learn a saliency model. The utilization of such pre-trained neural networks is due to the relatively small datasets of human fixations available to train a deep learning model. Another relativel
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28

Öhrn, Meit. "Geographic Profiling: A scientific tool or merely a guessing game?" Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-25431.

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Geografisk profilering har blivit en av de mest kontroversiella och modernametoderna som används under brottsutredningar i nuläget. Framgången ochtillförlitligheten av metoden är ett debatterat ämne inom forskningsvärlden. Denhär studien ämnar att undersöka huruvida geografisk profilering är ett användbartverktyg för Polisen. Syftet med studien är att analysera hur väl metoden fungerarsom ett verktyg och komplement till en brottsutredning samt om geografiskprofilering är användbart inom bostadsinbrottutredningar. Genom att skapa ensystematisk litteraturöversikt och utföra nyckelpersonsintervju
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29

Al-aqeeli, Abdulqadir. "Reconfigurable wavelet-based architecture for pattern recognition applications using a field programmable gate array." Ohio : Ohio University, 1998. http://www.ohiolink.edu/etd/view.cgi?ohiou1177008904.

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30

Al-aqeeli, Abulqadir. "Reconfigurable wavelet-based architecture for pattern recognition applications using a field programmable gate array." Ohio University / OhioLINK, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1177008904.

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31

Khomich, Andrei. "Using FPGA Co-processors for Improving the execution Speed of Pattern Recognition Algorithms in ATLAS LVL2 Trigger." [S.l. : s.n.], 2006. http://nbn-resolving.de/urn:nbn:de:bsz:180-madoc-13332.

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32

Wang, Ping. "Social game retrieval from unstructured videos." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34673.

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Parent-child social games, such as peek-a-boo and patty-cake, are a key element of an infant's earliest social interactions. The analysis of children's behaviors in social games based on video recordings provides a means for psychologists to study their social and cognitive development. However, the current practice in the use of video for behavioral research is extremely labor-intensive, involving many hours spent extracting and coding relevant video clips from a large corpus. From the standpoint of computer vision, such real-world video collections pose significant challenges in the automati
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33

Davies, Sam J. C. "Prediction of human gaze patterns for variable quality video coding and its application to open sign language." Thesis, University of Bristol, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.503925.

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Technological advances in telecommunications and computing power have driven a massive increase in the availability of digital video, both in the traditional broadcast environment and in on-demand scenarios such as the internet and IPTV. In order to support this increase video compression technologies have developed both to reduce bitrates but also to utilise the additional computing power available. The next step for video compression is commonly thought to be in exploitation of the Human Visual System (HVS) in perceptual coding, although this continues to suffer from the difficulty of evalua
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34

Berg, Jens, and Tony Högye. "Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324158.

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Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing
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35

Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the
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36

Venugopal, Sharmila. "Role of inhibition and hyperpolarization-activated membrane properties in a lick/gape central pattern generator." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1218566830.

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37

Irving, Stephanie [Verfasser], and Andreas [Akademischer Betreuer] Zwergal. "Gaze behaviour and brain activation patterns during real-space navigation in hippocampal dysfunction / Stephanie Irving ; Betreuer: Andreas Zwergal." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2019. http://d-nb.info/1198111895/34.

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38

Christofer, Malmberg, and Phan Henrik. "Lindenmayer’s Defense: Generating projectile patterns in a video game environment using L-Systems." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20003.

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The potential of L-systems is explored byprocedurally generating patterns for use as video game content.By procedurally generating content for video games, thedevelopment costs of game development can be significantlyreduced. An artifact in the form of a tower defense game isdeveloped and tested to evaluate the generation algorithm. Thealgorithm was successful in generating a wide range of pattern anduser feedback indicates a high level of perceived variation. Thealgorithm is highly customizable and could have applications invarious game content such as particle systems or weapons
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39

Helmisaari, Marc. "Det beroendeframkallande klicket : Engagerande och emotionella icke-spel." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-256285.

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En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ”Idle Games”. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken. Data har samlats in från tre populära Idle Games vid namn Cookie Clicker, Clicker Heroes och AdVenture Capatalist. En enkät har också skickats till spelarna av dessa spel för att få en uppfattning om varför spelen är populära. Resultaten har sedan analyserats med olika
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40

Drǎghici, Mihai. "In-plane gate transistors fabricated by focused ion beam implantation in negative and positive pattern definition." [S.l.] : [s.n.], 2006. http://deposit.ddb.de/cgi-bin/dokserv?idn=983711526.

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41

Burgos, D. "Digital anthropology and educational eGames : learning through behavioural patterns in digital, game-based contexts." Thesis, University of Westminster, 2015. https://westminsterresearch.westminster.ac.uk/item/9x1qq/digital-anthropology-and-educational-egames-learning-through-behavioural-patterns-in-digital-game-based-contexts.

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The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical repor
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42

Foxberg, Evelina. "Visby Treasure Haunt : An Evaluation of Impactful Design Patterns in a Pervasive Horror Game." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-333466.

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Treasure hunts are one of the earliest forms of pervasive games, and there are documentationsof them since the mid 19th century. In this study, the work by Björk &amp; Pietz on design patternsin pervasive games are used as a base for analysing the impact of design patterns in a horrorthemed treasure hunt, a so called Treasure haunt. Through focus group interviews andtheoretical thematic analysis, 16 different patterns were analysed. The most prominent themes found were Player-player proximity which was expressedthrough the teams' interest in each other's activities and whereabouts, and Common
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43

Reichart, Barbara [Verfasser], Bernd [Akademischer Betreuer] Brügge, Bernd [Gutachter] Brügge, and Gudrun J. [Gutachter] Klinker. "Serious Game Patterns / Barbara Reichart ; Gutachter: Bernd Brügge, Gudrun J. Klinker ; Betreuer: Bernd Brügge." München : Universitätsbibliothek der TU München, 2018. http://d-nb.info/1163013390/34.

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Smith, Tynan S. "Unsupervised discovery of human behavior and dialogue patterns in data from an online game." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/76999.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 121-126).<br>A content authoring bottleneck in AI, coupled with improving technology, has lead to increasing efforts in using large datasets to power Al systems directly. This idea is being used to create Al agents in video games, using logs of human-played games as the dataset. This new approach to AI brings its own challenges, particularly the need to annotate the datasets used. This thesis exp
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Reichart, Barbara Verfasser], Bernd [Akademischer Betreuer] [Brügge, Bernd [Gutachter] Brügge, and Gudrun J. [Gutachter] Klinker. "Serious Game Patterns / Barbara Reichart ; Gutachter: Bernd Brügge, Gudrun J. Klinker ; Betreuer: Bernd Brügge." München : Universitätsbibliothek der TU München, 2018. http://d-nb.info/1163013390/34.

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46

Intoy, Ben Frederick Martir. "Pure and Mixed Strategies in Cyclic Competition: Extinction, Coexistence, and Patterns." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/51999.

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We study game theoretic ecological models with cyclic competition in the case where the strategies can be mixed or pure. For both projects, reported in [49] and [50], we employ Monte Carlo simulations to study finite systems. In chapter 3 the results of a previously published paper [49] are presented and expanded upon, where we study the extinction time of four cyclically competing species on different lattice structures using Lotka-Volterra dynamics. We find that the extinction time of a well mixed system goes linearly with respect to the system size and that the probability distribution app
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Smoot, Senia I. "Effect of an Acute Sensory Integration Therapy on the Postural Stability and Gaze Patterns of Children with Autism Spectrum Disorder." University of Dayton / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1386151416.

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48

Winterbach, Hanlie Evelyn Kathleen. "Habitat utilisation, activity patterns and management of Cape buffalo in the Willem Pretorius game reserve." Diss., University of Pretoria, 1999. http://hdl.handle.net/2263/30186.

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The range use behaviour and activity patterns of a single herd of disease-free Cape buffalo Syncerus caffer in the Willem Pretorius Game Reserve, Free State, was investigated. This reserve falls outside the historical distribution of these buffalo. It has sub-optimal habitat for buffalo, a long history of severe overgrazing and no large predators. The veld condition and grazing capacity of six management units identified in the reserve were investigated, and a long-term grazing capacity of 750 L.S.U. calculated. A maximum long-term buffalo stocking rate of 82,2 L.S.u. was determined from their
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49

Winterbach, Hanlie Evelyn Kathleen. "Habitat utilisation, activity patterns and management of Cape buffalo in the Willem Pretorius game reserve." Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-12072006-100249.

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50

Lee, Hoon-Kyeu. "An automatic test pattern generation in the logic gate level circuits and MOS transistor circuits at Ohio University." Ohio : Ohio University, 1986. http://www.ohiolink.edu/etd/view.cgi?ohiou1183139647.

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