Gotowa bibliografia na temat „Reality game”

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Rozprawy doktorskie na temat "Reality game"

1

Li, Xiaopeng. "Playful Advertising: In-Game Advertising for Virtual Reality Games." Thesis, KTH, High Performance Computing and Visualization (HPCViz), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175593.

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We present an early exploration of in-game advertising for virtual reality games. The study investigates what the impacts of interactivity and immersion on consumer learning and game experience are. First, we establish a theoretical grounding for understanding interactivity and immersion in virtual gaming environments. Then, we form a research framework and propose hypotheses around the research question. Next, we report the results of the field research, prototype design, and user study. The prototypes run in mobile browsers and are tested on virtual reality goggles with smartphones attached. Based on the results, we discuss the design of interactivity and immersion, the design’s impacts on consumer learning and game experience as well as the correlation between game experience and consumer learning. The main contributions of the work are an original research framework and a set of design considerations that can be utilized to evaluate and improve the effectiveness of in- game advertisements for virtual reality games.<br>Vi presenterar en tidig utforskning av reklam i spelet för virtuell verklighet-spel. Studien undersöker hur interaktivitet och inlevelse påverkar konsumentlärande och - spelupplevelse. Först etableras en teoretisk grund för att förstå interaktivitet och inlevelse i virtuella spelmiljöer. Sedan skapas ett ramverk för forskning samt hypoteser kring frågeställningen. Sedan rapporterar vi resultaten från fältforskning, prototyp och användarstudie. Prototyperna körs i mobila webbläsare och testas på virtuell verklighet- glasögon med smartphones inuti. Baserat på resultaten, diskuteras utformning av interaktivitet och inlevelse, dess effekter på konsumentlärande och -spelupplevelse, samt sambandet mellan spelupplevelse och konsumentlärande. De viktigaste bidragen från arbetet är ett ramverk för forskning och en uppsättning av designöverväganden som kan användas för att utvärdera och förbättra effektiviteten hos reklam i virtuell verklighet-spel.
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Svensson, Mikael. "Fusing Reality with the Virtual Reality of a Serious Game." Thesis, Umeå universitet, Institutionen för datavetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-38411.

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Real world military and civilian training causes hundreds of lethal accidents each year around the world. Until now the reality has been impossible to replace in civilian and military training. But with the emergence of serious games combined with the latest advances in 3d simulated environments Bohemia Interactive developed the COTS (Commercially Of The Shelf) game VBS2(Virtual BattleSpace 2). BAE Systems Hägglunds’ goal with this thesis is to investigate the potential of using VBS2 as the simulation platform in a new cost effective and realistic vehicle training systems. The major focus of this thesis is to find a way to control vehicles in VBS2. After evaluating the tools available during this thesis project DSF (Device Simulation Framework) is chosen to control VBS2. DSF is used to solve the problem by simulating a USB HID Joystick which controls VBS2 through DirectInput. This thesis therefore contains an in-depth study of the USB2.0 protocol, the HID protocol, and the DSF framework. The thesis shows in the end a prototype that can control VBS2 or any other game that supports DirectInput. The thesis also reveals a general design of the core of the vehicle trainer that connects the hardware simulator SimBas with VBS2.
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Payette, Steve. "Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game." Thèse, Université d'Ottawa / University of Ottawa, 2011. http://hdl.handle.net/10393/20482.

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Alternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion over the status of its dispersed content as real or as part of a game. This thesis offers a case study of the 2012 game. The case is contextualized within the disciplines of media studies and games studies, in a wider digital culture where the ubiquity of technology converges to user experience design. A theoretical framework based on Charles S. Peirce’s semiotic, supplemented by Erving Goffman’s frame analysis and James J. Liszka’s transvaluation theory is used to explain the ARG’s problematic relation to the experience of reality.
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Gustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.

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Context. Augmented reality (AR) is a technology that uses the camera to display what is seen on the screen and adds digital informationover the picture. This study analyses how augmented reality mightaect game experience when applied to real time strategy games. Objectives. Evaluate the available development tools, to implementthe game prototype and the AR interaction. Then develop interactive methods for AR and traditional version. Create a basic articialintelligence, design the experiment to evaluate game experience, completion time and score. Methods. The experiment were executed after implementation of thegame, in this the participant played both the traditional and augmented reality version of the same game. Before starting to play participant lled out a pre inquiry about their previous experience withgames, tablets and computers. After playing they answered a postinquiry with questions about the game. The comparing experimentwas conducted with several participants in a controlled environment. Results. The results show that most participants thought that theAR version had an interesting mechanic and that the game experiencehad been enhanced when compared to the PC version. However theparticipants thought the controls where better on the PC. Conclusions. The results indicated that the game experience basedon player performance, decreased in the AR version and that the controls were better on the PC. The participants thought that the PCversion was a little easier to play. However about 71% of the participants thought the game experience on the AR version was interestingbecause they could move around while playing. The most enjoyableversion of the game varied a lot between participants, having a slightpreference for the PC version of the game. However, participantsmanifested an interest in playing a sequel of the game in the AR version.
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Andersen, Kat L. "Lonely Game." ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2686.

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Lonely Gameis a collection of short stories exploring different manifestations and consequences of loneliness. Secondary thematic elements include perceptions based on unique life experiences, and how different perspectives play with one’s concept of reality.
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Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.

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Augmented reality opens up a lot of possibilities for new types of games, where the real and the virtual world are mixed. Despite this, augmented reality games are still not very common, probably due to the fact that head-mounted displays (which are often used for augmented reality) are expensive. However, in recent years mobile phones have become more and more powerful, and since many of them have built-in cameras and rather large screens, they are a potential platform for augmented reality games. This thesis explores some of the problems and possibilities associated with the creation of augmented reality games for the Apple iPhone. In order to do that, a multi-player augmented reality game for the iPhone was implemented, and then a number of performance tests and a user study were conducted. The most important conclusion that was reached is that performance is a definite problem when creating augmented reality games for the iPhone.<br>Augmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
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Tobar, Muñoz Hendrys Fabián. "Supporting technology for augmented reality game-based learning." Doctoral thesis, Universitat de Girona, 2017. http://hdl.handle.net/10803/450519.

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In this thesis, Augmented Reality Game-Based Learning (ARGBL) is explored and arguments are given in favor of its application in the classrooms. The thesis explores the concept and proposes technologies, theories and recommendations to help teachers and designers to include it in their learning activities. Here, the thesis shows a state of art on AR and GBL showing the previous works that support its application. This state of art also shows the strategies that have been used to design and create AR and GBL experiences An exploratory scenario is shown where an ARGBL game was used for a reading comprehension activity in a classroom; an AR book involving a game was used. The thesis proposes a method named “Co-CreARGBL” that is meant to guide teachers and professional designers in the creation, deployment and evaluation of ARGBL experiences. Finally. the thesis argues for the validity of the method<br>En esta tesis el Aprendizaje Basado en Juegos con Realidad Aumentada (ARGBL) se explora y se presentan argumentos en favor de su aplicación. La tesis explora el concepto y propone tecnologías, teorías y recomendaciones que ayudan a profesores y diseñadores a incluir el ARGBL en sus actividades de aprendizaje. Contiene un estado del arte en AR y GBL mostrando conceptos y trabajos relacionados. Este estado del arte también muestra estrategias que han sido usadas para diseñar y crear experiencias de AR y GBL. Se describe un escenario exploratorio donde un juego ARGBL fue usado en una actividad de comprensión de lectura en un salón de clase; un libro con AR que incluía un juego fue desarrollado y usado. La tesis propone un método para guiar a profesores y diseñadores en la creación, despliegue y evaluación de experiencias ARGBL. Finalmente, la tesis argumenta en favor de la validez del método
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Schmeckpeper, Benjamin Arthur. "Outdoor augmented reality n-th game editing suite." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41669.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.<br>Includes bibliographical references (p. 57).<br>OARnGES was developed to be a comprehensive Augmented Reality game development tool. Augmented Reality provides players a view of the real world augmented with virtual characters and information. Augmented Reality has proved to be a valuable educational tool, but bridging the gap between experimental game engines and in-class deployment has proved difficult. OARnGES attempts to close that gap by removing the technical barriers of game development. The Augmented Reality engine framework is still in flux and OARnGES provides a stabilizing layer between the developer and the platform.<br>by Benjamin Arthur Schmeckpeper.<br>M.Eng.
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Papadopoulos, Savvas. "Effects of in-game advertising on brand awareness in virtual reality game interactions." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280826.

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Advertisers keep seeking new ways to target a wider audience while game developers are trying to monetize their game. This study investigates how Virtual Reality (VR) interactions influence user's sense of presence and brand awareness; specifically brand recall and brand recognition. A 2 (familiar/unfamiliar brands) x 2 (high/low game interactions) between subject design user study was created where 40 participants were recruited to participate in a self-made Virtual Reality game built in Unity. The game objective was to walk through a virtual city and locate the stadium while passing by billboards with static advertisements which the users were not informed about. The data have been collected through post and pre-experiment surveys in addition to two memory tests; brand recall and brand recognition. The results show that users that have the option to interact more with the VR environment can have a slight increase in their sense of presence as well as their recognition to both familiar and unfamiliar brands. Virtual reality in-game advertising can make advertisers unlock new audiences who can not target with traditional media while developers can unlock new revenue streams through entire gaming sessions without disrupting the user experience.<br>Marknadsförare letar ständigt efter nya vägar att nå ut till en bredare målgrupp samtidigt som spelutvecklare strävar efter att utveckla spel som genererar inkomster. Denna studie undersöker hur interaktioner i Virtual Reality (VR) påverkar användares känsla av närvaro och medvetenhet gällande varumärken; specifikt vad gäller varumärkesåterkallelse och varumärkesigenkänning. En 2 (kända/okända varumärken) x 2 (hög/låg spelinteraktion) mellan-ämnesdesign har använts i en användarstudie där 40 deltagare rekryterades till att delta i ett egentillverkat VR-spel skapat i Unity. Spelet gick ut på att gå genom en virtuell stad för att hitta Stadion och samtidigt passera skyltar med statisk reklam som användaren inte informerades om i förväg. Data har samlats in genom undersökningar före och efter experimentet och två minnestester har genomförts; varumärkesåterkallelse och varumärkesigenkänning. Resultaten visar att användare som har möjlighet att interagera i större utsträckning med VR-miljön kan ha en ökad känsla av närvaro och igenkänning av kända och okända varumärken. Genom att marknadsföra i VR in-game kan marknadsförare nå ut till nya målgrupper de inte når via vanlig media samtidigt som spelutvecklare kan skapa nya inkomstströmmar i spelsessioner utan att störa användarupplevelsen.
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De, Beer J. W. (Koos). "Analysing alternate reality games based on game design theory to propose a conceptual framework." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/57176.

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The aim of this research is to develop a conceptual framework for alternate reality games based on game design theory. Alternate reality games or ARGs are a unique form of game that enables people to collaboratively play a game that is not a game in the context of the real world. To understand ARGs one needs to understand what differentiates them from other types of games as well as what makes them games. The research investigates existing literature of alternate reality games as well literature in the field of game studies to develop a set of characteristics for alternate reality games based on game design theory. Case studies are done on three different ARGs and summaries for the games are created. The phenomena in the summaries are placed into categories and subcategories. The categories and subcategories are developed by analysing the game summaries using constant comparative analysis. Using the categories, subcategories and the relationship between them, diagrams are created for each of the studied ARGs. A detailed analysis of each game is done and a summary diagram is created for each game. The summary diagrams are then combined to create a generalizable diagram for ARGs. The combination of the theoretical framework developed during the literature study together with the generalizable diagram from the analysis of the three games are then combined to create a conceptual framework. The conceptual framework creates a deeper understanding of ARGs and the various phenomena found within them by building on game design theory found in the field of game studies. The conceptual framework can aid in the creation of ARGs as well as enable the further analysis of these games.<br>Dissertation (MIS)--University of Pretoria, 2015.<br>tm2016<br>Information Science<br>MIS<br>Unrestricted
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