Дисертації з теми "Individual players"

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1

Chisholm, Joseph D. "Individual differences in oculomotor control : the case of action video game players." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/49997.

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A growing field of research has highlighted that experience with action video games, characterized by being particularly fast paced and attentionally demanding, yields performance improvements across a host of cognitive paradigms. The prevailing account is that extensive action video game experience gives rise to improvements in the control of selective attention. By recording eye movements in a series of experiments where participants completed an oculomotor capture task, the present dissertation aims to use a more direct measure of the spatial allocation of attention to further examine the basis for the improvements demonstrated by action video game players (AVGPs) relative to non-video game players (NVGPs). Chapter 2 examines the basis for AVGPs’ reported resistance to distracting information. In addition to demonstrating that the AVGP advantage extends to overt attention, the results reveal that AVGPs are better able to avoid distraction by making fewer shifts of attention to salient task-irrelevant information. Chapter 3 examines whether the AVGPs’ resistance to distraction is a result of improvements in selection and/or response-based processes. Evidence is provided to suggest that AVGPs’ performance is enhanced via benefits to both processes. Independent of video game experience, Chapter 4 examines the influence that distractor awareness has on oculomotor control and reveals that it can benefit performance. This knowledge was applied in Chapter 5 to assess whether distractor awareness interacts with AVGP and NVGP performance. Results demonstrate that distractor awareness can eliminate the AVGP advantage. Chapter 6 examined whether AVGP would outperform NVGPs when biologically relevant stimuli was added to search displays. Results reveal that AVGP benefits generalize to more complex stimuli. Chapter 7 provides a test of the recently proposed learning to learn account of AVGP performance benefits and disconfirms this explanation. Collectively, the dissertation demonstrates how improved attentional control can be manifested in AVGPs to reduce distraction from salient visual information. Importantly, the conclusions drawn from this body of work are consistent with the notion that AVGPs experience more efficient processing of sensory information than NVGPs, providing a possible mechanism subserving the general AVGP advantage observed across a variety of cognitive tasks.
Arts, Faculty of
Psychology, Department of
Graduate
2

Clark, Bradley R. "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2358.pdf.

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3

Swalgin, Kenneth Lee. "A computer assisted quantitative analysis and evaluation system of individual basketball performance by position of play for Men's Division I College Basketball /." The Ohio State University, 1987. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487329662148132.

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4

Loria, Enrica. "Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification." Doctoral thesis, Università degli studi di Trento, 2021. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
5

Hein, Wendy. "Players and layers : young men's construction of individual and group masculinities through consumption practices." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/4478.

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Literature across a range of social science disciplines highlights the existence of multiple masculinities, performed and negotiated through everyday practices. However, many studies of male consumers have not explicitly addressed how practices construct gender. In consumer research, themes of masculinity have mainly emerged in studies of advertising images, subcultural consumption, brands, events and consumer tribes. Few studies have explored men’s consumption and the construction of masculinity through and across practices. Previous studies also appear to have examined gender, practices and identities at either individual or group levels. This study therefore sought to address the role of consumption in young men's construction of masculine identities, across a range of contexts, and at individual and group levels. Working within the Consumer Culture Theory tradition, these issues were explored through ethnographic research with young Scottish men aged 18-22, developed from contact with members of a football-themed University society. Data on collective practices were generated through non-participant observation followed by participant observation over a 13-month period. Practices included playing, watching and supporting football, visiting pubs and nightclubs, and playing poker. Accompanied shopping trips also formed part of the study. To gain further insights into individual identities long interviews with nine key informants were conducted. The analysis involved the iterative cycle of de-contextualising and re-contextualsing of data strips in the form of detailed reflexive fieldnotes, interview transcripts, photographs and film material. Masculinities emerged as contextualised, shifting and deeply rooted within practices of these young men. Their consumption produced normative ideals within groups. It also played a role in practices during which ‘masculine capital’ was sought. This capital was expressed through knowledge and experience in practices rather than objects and brands. Practices came to resemble games in which this capital was constantly contested. Through these games, groups also negotiated their place within the cultural context of gender relations. Consumption within practices constructed 'invisible’ gender identities through collectively shared meanings of masculinity. However, seemingly normal meanings of masculinity and consumption emerged as highly complex and layered as individuals constructed their multiple selves across practices. Rather than being fixed, consumption and masculinity was constantly (re)negotiated in changing contexts. This layered negotiation process of consumption meanings and masculinity was also reflected in informants’ discourse. This study suggests that various masculinities are 'played for’ through consumption across culturally situated practices. It shows how practices and consumption meanings shift during the negotiation of often contradictory and intertwined layers of gender identities. Methodologically, it offers insights into the challenges of gender differences between researcher and researched, and the role of new technologies such as mobile phones in ethnographic studies. Consumption and marketing messages may therefore allow young men to ‘do’, ‘talk’ and ‘be’ masculine across varying practices and contexts.
6

Loria, Enrica. "Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification." Doctoral thesis, Università degli studi di Trento, 2004. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
7

Terada, Yoshitaka. "Multiple interpretations of a charismatic individual : the case of the great Nagasvaram musician, T.N. Rajarattinam Pillai /." Thesis, Connect to this title online; UW restricted, 1992. http://hdl.handle.net/1773/11256.

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8

Marshall, Ian Richard. "Monitoring individual training load and stress during practices and match-play in female collegiate soccer players." Diss., [Missoula, Mont.] : The University of Montana, 2008. http://etd.lib.umt.edu/theses/available/etd-05222008-121317/.

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9

Hedlund, Maja. "What if we could tailor the knee-prevention for female soccer players on an individual level and guide them to a physique that can support them?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125682.

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It´s important to consider all the risks that the players are exposed to and have a holistic view on the matter. The conclusions from my sponsor and looking through research in the area I came to the conclusion that surface and shoes have minimal consequences and are not an area of interest for me in this project.
10

Granath, Filip, and Victor Granfeldt. "Svenska Damhockeyligan - Spelarnas varumärkesimage : En kvantitativ enkätstudie om spelarnas varumärkesimage i SDHL." Thesis, Högskolan Dalarna, Institutionen för kultur och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-38092.

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I Sverige har damidrotten ur ett historiskt perspektiv ständigt legat efter herrarna, både ekonomiskt och organisatoriskt. Inom damidrotten är det främst individuella idrottare som på senare tid har närmat sig herrarna på kommersiell och professionell nivå. Vad gäller lagidrotter så har utvecklingen hamnat efter och det här visar sig inte minst inom ishockeyn. Skillnaderna visar sig tydligt mellan herrar och damer och inte minst ekonomiskt där herrarna på högsta elitnivå kan försörja sig genom ishockeyn. Samtidigt så behöver genomsnittspelaren på motsvarande nivå bland damer ha ett arbete vid sidan av ishockeyn. Det här beror på flera faktorer däribland att intresset kring herrhockeyn är betydligt större vilket ger fler kommersiella möjligheter. För att damhockeyn ska närma sig den nivå som herrarna befinner sig, krävs en ökad kännedom, ett ökat intresse samt en kunskap omsupportrars uppfattning.I den här undersökningen har författarna i samarbete med Svenska Damhockeyligan studerat problemområdet med fokus på supportrarnas perspektiv och hur kunskap om dessa kan fungera som underlag till att stärka spelarnas varumärkesimage. En kvantitativ enkätundersökning genomfördes där supportrars kännedom om spelare och ligan generellt studeras samt vad supportrar värderar hos spelares egenskaper. Studien tar sin utgångspunkt i tidigare forskning som studerat damidrottens möjligheter för kommersiell utveckling. I undersökningen betraktas spelarna i SDHL som varumärken för att möjliggöra en koppling till varumärkesimage och aktiviteter som görs för att stärka en sådan. Med bakgrund av tidigare forskning och modeller lutar sig studien på tre centrala variabler; individuell kvalité, attraktivitet och image. Dessa tre var vägledande för insamlad empiri genom en webbenkät. Studiens insamlade data analyseras via deskriptiv statistik där diagram och tabeller redovisas. Slutligen diskuteras enkätresultat med koppling till de teorier och modeller som studien utgår ifrån. Diskussionen leder till flertalet förslag för hur SDHL kan använda sig av kunskap om supportrarnas kännedom och värdering av spelaregenskaper i syfte att stärka spelarnas varumärkesimage.
In Sweden, from a historical perspective, women's sports have constantly lagged behind men, both financially and organizationally. In women's sports, it is mainly individual athletes who have recently approached men on a commercial and professional level. As far as team sports are concerned, the development has lagged behind and this is evident not least in ice hockey. The differences are clear between men and women and not least financially where men at the highest elite level can support themselves through ice hockey. At the same time, the average player at the corresponding level among women needs to have a job alongside ice hockey. This is due to several factors, including that the interest in men's hockey is significantly greater, which provides more commercial opportunities. In order for women's hockey to approach the level that the men are at, an increased knowledge, an increased interest and a knowledge of supporters' opinion.In this study, the authors in collaboration with the Swedish Women's Hockey League have studied the problem area with a focus on the supporters 'perspective and how knowledge about these can serve as a basis for strengthening the players' brand image. A quantitative survey was conducted where supporters 'knowledge of players and the league is generally studied and what supporters value in players' characteristics. The study is based on previous research that has studied women's opportunities for commercial development. In the survey, the players in SDHL are regarded as brands to enable a connection to brand image and activities that are done to strengthen one. Based on previous research and models, the study is based on three key variables: individual quality, attractiveness and image. These three were indicative of empirical data collected through an online survey. The study's collected data are analyzed via descriptive statistics where diagrams and tables are reported. Finally, survey results are discussed in connection with the theories and models on which the study is based. The discussion leads to several suggestions for how SDHL can use knowledge about the supporters 'knowledge and evaluation of player characteristics in order to strengthen the players' brand image.
11

Jamil, Mikael. "Investigating the level of interdependency between the performance(s) of direct opponent(s) in professional football : a study on teams, positional units and individual players competing in the German Bundesliga." Thesis, Loughborough University, 2015. https://dspace.lboro.ac.uk/2134/21109.

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The purpose of this thesis is to investigate the levels of interdependency (simultaneity) between the performances of two direct opponents in professional football. More specifically, interdependency between performances is investigated at three different levels. Firstly, empirical analyses are conducted in order to assess the levels of interdependency between the performances of two teams in direct competition using team-game observations. Secondly, data on team formations and player starting positions within these formations is utilised in order to uniquely match individual players to a sole opponent on the field of play. Further empirical analyses are then conducted in order to investigate the levels of interdependency at this more isolated individual player level using player-game observations. Finally, an empirical investigation into the levels of interdependency between the performances of a positional unit (defence or attack) and their opposing team (as a collective) is conducted using positional unit-game observations. An exclusive and detailed data set ranging from the 2007-08 season to the 2010-11 season is utilised in order to estimate several production functions for teams, individual players and positional units competing in the German Bundesliga. The results in all empirical analyses confirm that the performance of the opponent is significant. At a team and positional unit level, no evidence is found to suggest that the performances of two direct opponents(s) are interdependent, however the results reveal that the recent past performances of the opponent(s) have a significant linear impact upon the performance of the subject. In particular, relative team form going in to a match is revealed to have a significant impact upon the performance of their opponent. At an individual player level, evidence is found to confirm that the performances of players in direct competition are interdependent thus supporting the sports economics theory of joint production. Specifically, the results reveal that the performances of defenders have a significant and negative impact upon the performances of their opposing attackers.
12

Kimura, Yoshie. "Family, state and individual in Byron's plays." Thesis, University of Liverpool, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427047.

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13

Martin, Valérie. "La télévision, média de masse ou média individuel ? De la télévision traditionnelle à la e-télévision." Thesis, Paris 9, 2015. http://www.theses.fr/2015PA090071.

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La télévision traditionnelle, « voix de la France » est un média de masse. Avec un taux d’équipement des foyers de plus de 98%, un taux d’écoute de plus de 3h50 par jour, un chiffre d’affaires publicitaires de plus de 4 Mrd EUR , et des « contenus rendez-vous » assurant des audiences record, cette télévision trône dans le salon et réunit la famille. Jusque dans les années 1980, elle reste placée sous le contrôle du pouvoir politique.Sous la Présidence de François Mitterrand, la télévision se libéralise. De nouvelles chaînes privées et commerciales financées par l’audience et la publicité apparaissent, tandis que le secteur public reste principalement financé par la redevance audiovisuelle. Dans les années 90, l’arrivée du câble et du satellite, puis de la TNT en 2005, permettent l’accroissement considérable du nombre de nouvelles chaînes et des offres de télévision (abonnements au câble, au satellite, et à Canal + en 1984). Le numérique révolutionne le secteur de la télévision, les technologies et les usages. Le nombre de chaînes continue de s’accroître de façon exponentielle. On voit se développer la production de contenus générés par les consommateurs (UGC), et l’interactivité est favorisée grâce aux réseaux sociaux. L’évolution des équipements changent les habitudes de consommation du petit écran, notamment pour les plus jeunes. L’ordinateur, la tablette, le Smartphone et la télévision connectée permettent de visionner « la télévision comme je veux, où je veux, quand je veux. ». Ainsi la télévision traditionnelle considérée comme un média de masse, tend à s’individualiser, et s’adapte aux goûts et aux envies de chacun. L’écosystème jusqu’à présent hexagonal est littéralement en train d’exploser pour faire face à l’internationalisation des contenus et à des acteurs audiovisuels majoritairement nord-américains. La réglementation devenue obsolète peine à trouver un nouveau cadre juridique à l’échelle française et européenne. Face à l’offre mondialisée, et les nouveaux usages de consommation notamment les usages délinéarisés (télévision de rattrapage, et Vidéo à la demande), la télévision continue néanmoins à fédérer le public autour de grands évènements d’actualité (évènements sportifs, politiques, journal télévisé du 20h…). Les profondes mutations et les changements rapides qui s’opèrent actuellement laissent planer une grande incertitude sur l’avenir de la télévision traditionnelle et faute de pouvoir s’adapter, celle-ci pourrait à plus ou moins long terme disparaitre…
Traditional TV, "Voice of France" is a mass medium. With a home ownership rate of over 98%, a viewing rate of l more than 3.50 hours, advertising revenue of over 4 billion euros , and “contenus Rendez-vous” bringing in record audiences, television rules over the living room, bringing the family together up into the 1980s. It is, however, controlled by the ruling political powers.Under the presidency of François Mitterrand, television was liberalized with the appearance of new private and commercial channels, financed by audiences and advertising, while the public sector continued to be funded by a license fee. In the 90s, the arrival of cable and satellite, followed by TNT in 2005, allowed the amazing increase of a number of new channels and TV services (« subscriptions to cable, satellite and finally Canal + in 1984 )But this evolution continues with the arrival of digital TV, revolutionizing the industry. It increases the number of channels exponentially, expands the production of content generated by consumers, and promotes interactivity through social networks. Technological advances are changing consumer habits with regard to the small screen, especially for young people. The computer, tablet, smartphone and the connected TV let you watch "television as I want, where I want, when I want”. Traditional TV, once considered as a mass media, is now a media that is individualized and that adapts to the tastes and desires of each viewer.The current financial system in France is literally exploding to deal with the internationalization of audiovisual content and players, with most of the content produced in North America.. Obsolete regulations can no longer keep pace with consumer demand in Europe and France. Faced with global supply and new viewing habits (delinearised viewing: replayand video on demand), television still continues to unite the public around major news events (sporting events, political events, the evening news …). The important, rapid changes now occurring in TV content and distribution lead to considerable uncertainty with regard to the future of traditional television, and unless it can adapt, it could more or less disappear in the long term
14

Orozco, Nicole A. "Who Plays Nice? Mechanisms Behind Individual Differences in Children's Altruistic Tendencies." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1233.

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Although children display the rudiments of altruistic capacity as early as during infancy, the manifestation of their actual altruistic behavior varies dramatically as they age. This paper explores some of the possible mechanisms behind the variation in altruistic tendencies in individual children, including some evolutionary theory, potential environmental factors, as well as sex, gender, and cultural differences. Specifically, it deals with topics such as attachment, emotions, personality, biological sex differences, gendered socialization, transgender children, parenting, reinforcement, perceptions of power, religion, and distinct cultural differences between collectivist and individualist cultures, and how each of these factors uniquely influence the manifestation of altruistic tendencies in children. Understanding the influence of even these few mechanisms ultimately leads to a better understanding of not only altruism in general, but also of specific instances of altruistic behavior in children, which may lead to a better understanding of how to encourage such behaviors to promote social and overall well-being.
15

Rice, William Robertson. "Subjectivity in grading: The role individual subjectivity plays in assigning grades." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1623317108089967.

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16

Bjurling, Oscar. "Most Valuable Player? : Assessing the impact of individual team role activity on team performance in a microworld environment." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138579.

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Studying team performance dynamics in tasks and activities has proven difficult because of the dynamic and unpredictable nature of the real world. Microworld systems aim to address that issue by providing researchers with controllable simulated environments that captures the essence of their real-world counterpart activities. This study utilized one such microworld system, called C3Fire, to simulate a forest firefighting setting where 48 participants divided into 12 teams were tasked with cooperating in extinguishing the fires. Teams consisted of four roles – each with its different responsibilities and resources. The aim of this study was to determine whether any individual team role had a greater impact on team performance than the other roles. Each team encountered three distinct scenarios of varying difficulty. Command input action counts and self-assessed performance scores were collected for each participant. These measurements were tested for correlations with team scores. The logistics chief role, who was responsible for re-filling and re-fueling other units, stood out as being the only role whose command input count correlated with team score, and being one of only two roles for which command inputs and self-assessed performance scores were correlated, as well. Results of a multiple regression procedure also indicated that the command counts of the logistics chief was a significant predictor of team score.
17

Levati, Maria Vittoria. "Individuals behaviour in social dilemma games and the role played by persuasion : theory and experiments." Thesis, University of York, 2000. http://etheses.whiterose.ac.uk/14042/.

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18

Albert, Céline. "Exposure of Arctic seabirds to pollutants and the role played by individual migratory movements and non-breeding distribution." Thesis, La Rochelle, 2020. http://www.theses.fr/2020LAROS020.

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L’Arctique, bien que région éloignée de toutes activités anthropiques intensives, est contaminé par les polluants émis à de plus basses latitudes. En effet, les caractéristiques physico-chimiques de certains polluants leur permettent d’être transportés sur de longues distances, via les courants atmosphériques ou océaniques. Parmi eux se trouve notamment le mercure (Hg), élément trace non-essentiel naturellement émis dans l’environnement mais dont les émissions d’origine anthropiques ont fortement augmenté depuis le 19ème siècle. Ce neurotoxique engendre chez les espèces animales des troubles comportementaux, mais aussi des problèmes de reproduction et dans les cas extrêmes, la mort. Le milieu marin est particulièrement sensible à la contamination au Hg. En effet, une fois dans l’environnement marin, le Hg intègre la chaine alimentaire (sous sa forme toxique méthylée - MeHg), dans laquelle sa concentration augmente d’un niveau trophique à l’autre (processus de bioamplification) et/ou accumule au sein des organismes (processus de bioaccumulation). Ainsi, les prédateurs supérieurs longévifs tels que les oiseaux marins, en fin de chaine alimentaire, présentent les concentrations de Hg parmi les plus élevées. Ils sont largement et efficacement utilisés comme bio-indicateurs de la contamination au Hg de leur environnement. La majeure partie des connaissances actuelle sur la contamination au Hg des oiseaux marins Arctique concerne la saison de reproduction, durant laquelle les concentrations varient spatialement, avec notamment les concentrations les plus élevées trouvées en Arctique Canadien. Durant cette période, qui ne représente qu’une partie de l’année, les oiseaux se reproduisent à terre et sont donc plus facilement accessibles. Mais une fois la saison de reproduction terminée, la majorité des oiseaux marins migrent en haute mer, en dehors de l’Arctique. Une étude précédente a montré qu’une population de mergules nains (Alle alle) se reproduisant à l’Est du Groenland a des concentrations de Hg plus élevées en période de non-reproduction qu’en période de reproduction, avec des effets délétères sur la reproduction suivante. Au cours de ce travail de thèse, et grâce à une approche multi espèces et multi colonies, nous nous sommes intéressés au rôle de la migration des oiseaux marins sur leur contamination au Hg et ce à l’échelle de l’Arctique. Nos résultats montrent une saisonnalité dans la contamination au Hg, nous permettant d’étendre les résultats mis en avant pour les mergules nains à de nombreuses autres espèces d’oiseaux marins. Nous avons également trouvé que cette saisonnalité varie spatialement avec des variations saisonnières plus importantes pour les populations se reproduisant en Atlantique Ouest (Ouest du Groenland et Est du Canada). Ces résultats nous ont amenés à faire l’hypothèse que cette variation était une conséquence de la migration des oiseaux marins et de la distribution de leur zone d’hivernage. Pour tester cette hypothèse, nous avons utilisé les oiseaux comme bio-indicateurs de leur environnement. Pour cela, nous avons combiné des analyses de Hg avec du biologging afin de retracer l’origine spatiale de la contamination hivernale au Hg. Nos résultats montrent une augmentation des concentrations de Hg suivant un gradient est-ouest nous permettant ainsi d’étendre les résultats des précédentes études concernant la période de reproduction à l’hiver et à l’ensemble des régions marines à l’échelle de l’Atlantique Nord - Arctique. Ainsi, les résultats du présent travail de thèse nous permettent de conclure qu’au-delà de leur migration, ce sont les zones de reproduction et d’hivernages des oiseaux marins arctiques qui conditionnent leur contamination au Hg
The Arctic, even far from intensive human activities, is contaminated by pollutants emitted at Northern mid-latitudes. Because of their physico-chemical characteristics, pollutants are transported over large distances through atmospheric or oceanic currents. Among them is mercury (Hg), a naturally occurring and non-essential trace element whose emissions increased since the 19th century because of human activities. This neurotoxic negatively impacts animals’ health and induces behavioral changes, reproduction issues and in the most extreme case, death. The marine environment is particularly sensitive to Hg, which incorporates the food chain (under is toxic and methylated form – MeHg) in which its concentration increases from one trophic level to the other (e.g. biomagnification process) and accumulates within organisms (e.g. bioaccumulation process). Hence, long-lived top predators like seabirds, found at the end of the food chain usually show some of the highest contamination to Hg. They are commonly and efficiently used as bio-indicators of the health of their environment. Most of the current knowledge about Hg contamination in Arctic seabirds focused on the breeding period during which Hg was found to spatially vary, with usually higher Hg concentrations in the Canadian Arctic. During this period, which represents a part of the year only, seabirds aggregate in colonies for reproduction where they are more easily accessible. However, at the end of this period, seabirds migrate to overwinter mostly in open seas, outside of the Arctic. A previous study on a little auk (Alle alle) population breeding in East Greenland found that Hg concentrations were higher during the non-breeding period than during the breeding period, with carryover effects on the following reproduction. In the present doctoral work, based on a multi-species and multi-colony approach, we studied winter Hg exposure and the role of seabird migration in their contamination to Hg at large spatial scale. We found a seasonality in Hg concentrations allowing us to extend the results found in little auks to several species and at a larger spatial scale. We also found that this seasonality was spatially different with some of the highest variations for seabirds breeding in the West Atlantic (West Greenland and Canadian Arctic). We therefore proposed that such variations were due to seabird’s migration and the areas they overwintered at. To test such hypotheses, we used seabirds as bio-indicators of winter Hg contamination through the North-Atlantic Arctic. More specifically, we combined Hg measurements with geolocators devices to track the spatial origin of winter Hg contamination. We found an east-west increase in Hg concentrations allowing us to extend the results found during the breeding period to the winter period, through the entire North-Atlantic Arctic marine region. Results of the present doctoral work allow us to conclude that beyond migration, seabird distribution during the breeding and non-breeding periods drive their contamination to Hg
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Haynes, Caroline Anne. "The relationship between alcohol consumption and tobacco smoking : an examination of the role played by social context, social interaction and individual differences." Thesis, University of Derby, 2002. http://hdl.handle.net/10545/311441.

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Existing research into the relationship between alcohol consumption and smoking is confounded by many methodological limitations. Experimental research has often been conducted with all male samples, suffering from alcoholism or drug abuse, and is often conducted in the laboratory or on medical research wards. It frequently fails to account for confounding factors such as the presence of other people who may also be drinking and smoking. This research aims to overcome some of these limitations, and to extend understanding of the drinking-smoking relationship by examining the influence of social context and social interaction. Moderating effects of personality, alcohol expectancies, and smoking motivations on these relationships are also explored. Effects of alcohol consumption, social interaction and social context on mood are examined and relationships between personality, alcohol expectancies and smoking motivations are explored. The thesis is comprised of five studies, the first of which describes the development of a modified measure of sensation seeking. This was followed by an experiment that examined the effects of social context and social interaction on the alcohol-smoking relationship. The two subsequent experiments examined effects of social context and Social interaction separately. The final questionnaire study focussed on relationships between self-reported drinking and smoking, and relationships with personality, alcohol expectancies and smoking motivations. Support was found for the alcohol-smoking relationship, providing evidence for the following theories: conditioning, where alcohol may act as a conditioned stimulus and initiate smoking; cue exposure where smoking related cues such as alcohol, social context or the presence of others may initiate smoking; and pharmacological where the pharmacological effects of alcohol and nicotine may interact. Social context also had an effect on the subjective experience of alcohol consumption, providing support for a drug compensatory response as greater feelings of intoxication were experienced in the laboratory than the bar. Evidence for an interaction effect between social Context and alcohol consumption on mood was observed where more positive mood Was observed in the bar when alcohol had been consumed. Social interaction exerted an effect on smoking where evidence for modelling was observed. The smoking motivation restful and relaxing situations and the personality trait intensity also appeared to moderate the relationship between social context and smoking. The final questionnaire study confirmed that smokers consumed more alcohol than non-smokers, and displayed higher levels of extraversion, psychoticism, novelty and intensity. Extraversion, psychoticism, novelty and intensity were positively related to alcohol consumption, and social desirability was negatively related to consumption. This study also identified the smoking motivations and alcohol expectancies most strongly related to smoking and drinking respectively. Evidence for under-reporting alcohol consumption was established in the final study, and highlights improvements to be gained through using a seven day diary recall method for recording self-reported weekly alcohol consumption. Further research could explore the effects of stronger doses of alcohol on smoking across more diverse contexts and social situations. Further research could also focus on the effects of more specific cues on smoking, and explore modelling effects on smoking following alcohol consumption in greater depth.
20

Farivar, Michelle. "The play's the thing| A qualitative analysis of participation in a theatrical experience for individuals with a history of traumatic stress." Thesis, Alliant International University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10287628.

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The field of psychotraumatology has made significant advancements in elucidating the neurobiological, biobehavioral, and physiological underpinnings of trauma, complex trauma, and implications for treatment. However, these scientific findings have yet to be fully integrated into clinical treatment approaches. A specific facilitation of the highly structured theatrical experience was hypothesized by this researcher to harness several of the components of neurobiological healing from complex traumatic stress. This qualitative investigation explored the experience of individuals with a history of traumatic stress in their participation in a highly structured theatrical experience. A total of six participants with a history of stressful life experiences, including chronic adverse interpersonal experiences beginning in childhood, were interviewed to explore how they experienced elements of healing from traumatic stress in participating in this type of theatrical production. Further, the study explored how individuals with unique stressful life event histories experienced healing differently. Theoretically grounded emergent themes in the data analysis produced six themes: (a) novel integration, (b) corrective emotional experience, (c) physical mastery, (d) interpersonal learning, (e) self-capacities, and (f) locus of control, which laid the foundation for a grounded theory of hierarchical needs and processes of neurobiological healing from traumatic stress. Implications, limitations and recommendations for future research were discussed.

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Lucas, João Manuel da Costa. "Comparação entre a concepção do treinador e a percepção dos jogadores, face à prestação táctica, individual e colectiva : Um Estudo de caso numa equipa de futebol de Juniores A." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2001. http://dited.bn.pt:80/29292.

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Dissertação de Mestrado em Ciência do Desporto, área de especialização em Treino de Alto Rendimento Desportivo, apresentada à Faculdade de Ciências do Desporto e de Educação Física da Universidade do Porto
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Lucas, João Manuel da Costa. "Comparação entre a concepção do treinador e a percepção dos jogadores, face à prestação táctica, individual e colectiva : Um Estudo de caso numa equipa de futebol de Juniores A." Master's thesis, Universidade do Porto. Reitoria, 2001. http://hdl.handle.net/10216/10126.

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Dissertação de Mestrado em Ciência do Desporto, área de especialização em Treino de Alto Rendimento Desportivo, apresentada à Faculdade de Ciências do Desporto e de Educação Física da Universidade do Porto
23

Koster, Raphaël. "Le jeu vidéo comme manière d'être au monde : socio-anthropologie de l'expérience vidéoludique." Thesis, Paris 1, 2013. http://www.theses.fr/2013PA010541/document.

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La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques. Cette étude propose d'analyser les régimes d'expérience vidéoludique. A partir d'entretiens qualitatifs et d'enquêtes anthropologiques, deux niveaux d'expérience ont été dégagés : la maîtrise et l'immersion. La maîtrise renvoie à des valeurs individualistes de discipline de soi, de compétition et de quête de reconnaissance sociale. De son côté, l'immersion apparaît davantage portée sur l'affect dans ses sollicitations sensorielles, ses rapports au récit et à la sociabilité. Le jeu vidéo est une « manière d'être au monde » en tant qu'il mobilise des sentiments d'adhésion à des valeurs symboliques partagées. La mise en relation de l'échelle micro-sociologique de la pratique de jeu observée sur le terrain et de l'échelle macro-sociologique de ses déterminations sociales permet de contextualiser les représentations sociales des joueurs et d'en évaluer la portée instituante
The cultural impact of video games directly depends on the enjoyment experienced by players in their practices. This study analyses the modes of videogaming experience. Drawing from qualitative interviews and anthropological surveys, two modes of experience have been settled : control and immersion. The videogaming experience of control spreads individualistic values of self-discipline, competition and social recognition quest. Whereas immersion appears more in an affective way in its sensorial sollicitations, its narrative modes, and its networking sociabilities. Video gaming is a type of « presence to the world » as it conveys feelings of belonging to shared symbolic values. The connexion between the micro-sociological scale of the on-field observed game practice and the macro-sociological scale of its social determinations allow to contextualise the players' social representations and to evaluate their instituting reach
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Lindsay, Angus John Chisholm. "Acute and chronic individualised psychophysiological stress assessment of elite athletes through non-invasive biochemical analysis." Thesis, University of Canterbury. School of Biological Sciences, 2015. http://hdl.handle.net/10092/10737.

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Intense exercise is known to cause alterations in the psychophysiological status of an athlete. Monitoring the health and recovery of an athlete is imperative for the maintenance of performance and reduced fatigue and injury incidence. The physicality associated with select sports results in significant elevations and suppression of psychophysiological biomarkers that are often modulated by game-related impacts, intense training regimes and psychosocial aspects associated with the professional era. The aim of the studies outlined in this thesis were to determine the effectiveness of selected “stress” markers in several sports that result in significant “stress”, and quantify the level of acute and chronic “stress” following individual games and competitions to improve athlete management and recovery. Study one aimed at developing a new strong-cation exchange high performance liquid chromatography (SCX-HPLC) method for the detection and quantification of urinary pterins and creatinine in a body-building cohort completing high intensity resistance training. The method had an intra- and inter-assay variability of 3.04 % and 5.42 % respectively, with visibly clear peaks and no tailing. Urinary neopterin (NP) and 7,8-dihydroneopterin during a week of competitive natural body-building did not significantly change indicating no alteration in immune system function and oxidative stress. It did provide evidence for the use of specific gravity as a similarly reliable method for urine volume correction following exercise. Study two focused on a playoff game of elite amateur rugby. The time course changes of NP, cortisol, salivary immunoglobulin A (sIgA) and myoglobin in 11 elite amateur rugby players were measured up to 86 hours post-game. Cortisol increased 4-fold, myoglobin 2.85-fold, NP 1.75-fold and total NP 2.3-fold, all significant, whilst sIgA did not change. All markers returned to baseline within 17 hours providing valuable information for sample collection schedule optimization. Respiratory elastance was also measured by ventilation for the assessment of exercise induced lung inflammation/injury following the game (Chapter three). There was an increase in elastance in selected individuals that did not correlate with either global positioning system (GPS) or impact data. It was shown however, that a ventilator is capable of measuring respiratory changes in a conscious and healthy individual. Study three focused on the final three games of professional rugby in the 2013 ITM Cup. The acute and cumulative changes in the same four markers were analysed following three home games. There were significant increases in NP, total NP, cortisol and myoglobin along with significant suppression of sIgA (p < 0.05). Large intra- and inter-individual variation existed between players with changes associated with total impacts. Moreover, impact induced muscle damage may account for changes in oxidative status. Specific gravity (SG) was shown to be a more reliable marker for urine volume correction in comparison to creatinine; while some players showed signs of cumulative stress. Study four examined stress in a professional team throughout the 22 week 2014 Super 15 competition. Part one investigated changes in oxidative stress and muscle damage markers to solidify the muscle damage/oxidative status theory postulated in the previous study. Experimental evidence showed iron and myoglobin are separately capable of oxidizing 7,8-dihydroneopterin to NP in vitro. It was then identified that players who suffered the greatest muscle damage as a result of impacts also had the greatest change in oxidative status (NP). This evidence suggests rugby union induces significant alterations in oxidative status that may be exacerbated by the impact induced release of myoglobin. Part two measured urinary NT-proBNP during the last two consecutive home games to identify whether rugby union causes significant cardiovascular stress and if the pre to post-game change can be explained by GPS technology. Significant individualized elevations were observed in games one and two which did not correlate with any GPS measurements or impacts. Concentrations returned to normal ~ 36 hours post-game suggesting no permanent damage to cardiac muscle had occurred. The lack of correlation suggests GPS technology is not an accurate measure of cardiovascular stress in professional rugby union. Part three involved the measurement of cortisol, total NP and sIgA throughout the season to assess the degree of cumulative stress. Samples were taken at regular intervals ~ 36 hours post-game for 22 weeks. Extreme inter-individual variation was present. Select individuals showed continual elevation in immune system activation and psychophysiological stress, whilst others presented with a continual decline in immune system function. Collectively however, minor deviations from baseline in all markers were observed and participation in long distance travel did not significantly affect the psychophysiological status of the group. Together this suggests a season does not cause an accumulation in psychophysiological stress, although careful individual player analysis is warranted. Understanding rugby union positional demands is essential for training program specification and position specific development of players. Part four used GPS, video-analysis and biochemical analysis to identify positional demands in five regular season games. Forwards tended to be involved in more impacts and covered less distance, while backs covered more distance and carried the ball into contact more regularly. There was no difference in the psychophysiological status between positions indicating both aspects of stress (impacts and distance covered) may induce a similar response. Alternatively, individual biological variation may be solely responsible for this change suggesting careful consideration should be given when using traditional work-load measures such as GPS when quantifying “stress”. Part five assessed the effectiveness of varied recovery interventions. Total NP, cortisol, myoglobin and sIgA were measured pre- post- and ~ 36 hours post game to identify which intervention was most effective at returning players to a psychophysiological state that allowed for the resumption of normal training. Findings concluded the immediate post-game strategy employed by the team (cold bath, consumption of protein and carbohydrates, compression garments and eight hours sleep) seemed to provide the greatest psychophysiological improvement regardless of the “next-day” intervention. There was large inter-individual variation and players were still in a state of recovery ~ 36 hours post-game as indicated by the elevated total NP and sIgA concentrations. Study five had four aspects. Develop a new, cost-effective and simple reverse phase HPLC (RP-HPLC) method for the quantification of urinary myoglobin in a clinically relevant range, quantify the level of structural stress following a simulated mixed martial arts (MMA) contest, determine whether cold water immersion attenuates the level of inflammation and muscle damage following a contest, and whether this hypothesized attenuation may be explained by cryotherapy induced mononuclear cell activation suppression in vitro. The RP-HPLC method had an intra- and inter-assay variations from 0.32 - 2.94 %. Linearity was in the range of 5 – 1000 µg/mL which detected significant increases in urinary myoglobin following the MMA contest. Total NP was found to significantly increase following the contest and return to approximately pre-contest levels 24 hours later for the passive group only. Cold water immersion was further found to attenuate the total NP increase in the first two hours post-contest solidifying its use as a recovery technique following intense exercise, while cryotherapy significantly suppressed T-cell activation. This study provides a reliable and repeatable assay for muscle damage quantification in a clinically relevant range, evidence of the physicality associated with MMA, and indicates cold water immersion is a reliable recovery intervention that may impart its positive benefits through T-cell suppression. The data generated by these investigations highlights the necessity for individual physiological analysis. Group data often masks the extreme variation that exists in clinical and exercise trials where treatment and management of athletes is conducted for recovery and performance. Biochemical analysis provides an added sophistication of work-load and psychophysiological assessment that common technological methods cannot emulate. With a lack of correlation between the quantitative changes in specific non-overlapping biomarkers and GPS, video-analysis and questionnaires, it would seem pertinent to develop a non-invasive quantitative approach in elite sport to understand the level of exercise-induced psychophysiological stress for the precise management of athletes.
25

Green, Andrew Craig. "The technical assessment of individual performance in rugby union players." Thesis, 2016. http://hdl.handle.net/10539/22196.

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A thesis submitted to the Faculty of Health Science, University of the Witwatersrand, Johannesburg, in fulfilment of the requirements for the degree Doctor of Philosophy. Johannesburg, 2016
Performance in Rugby Union relies on a wide variety of contributions of different individual skills. Individual tasks, such as passing, kicking or scrummaging are dependent on an individual’s ability and may vary according to a player’s playing position. The focus of this thesis is a series of studies which have assessed the performance of individual rugby players (particularly related to the assessment of passing, kicking and scrummaging) and to evaluate such performance in relation to factors (most often kinematic factors) which have been identified and correlated to better performance. The main body of this thesis includes seven studies, in the form of original papers, which firstly describe the factors which contribute to rugby passing accuracy (two studies), thereafter two studies which focus on kicking success are described. The final three studies describe the development of a new device for measuring individual scrummaging performance. These studies also investigated: the role of body positioning in the generation of scrummaging force; and assessed how such factors may respond to the fatigue experienced over the duration of a rugby game. One skill that all rugby players require is the ability to effectively pass the ball to another player. Two original research studies are presented in this thesis that describe multiple approaches to accomplishing passes in rugby players. A target frame was constructed, and the ball position relative to the centre of the target frame was recorded and reported as the accuracy error distance. The first study of this thesis assessed the accuracy of the running pass using self-selected passing strategies. Two strategies were identified: in-step passing and out-of-step passing, although differences in the step sequence resulted in no change in the pass accuracy. The second study evaluated the differences in accuracy and kinematic strategies used to execute the ground pass. Passes performed using a side-on body orientation were more accurate than those performed using a front-on body orientation. The two body orientations utilised different kinematic strategies: front-on relied on torso and pelvic rotations, whereas the side-on relied less on trunk rotations and utilised greater extension angles of the stance arm. Match victory can also be determined by individual kicking success, but in this case is reliant on the role of individual kickers in a team. In the third study, kinematic predictors of place kicking accuracy and distance were explored. Larger axial torso and pelvic rotations were related to further place kicks, and greater extensions of the stance arm was related to more accurate place kicks. However larger torso rotations, which were positively related to kicking distance, were negatively related to kick accuracy. The fourth study was devised to compare the kinematic sequences of two points scoring kicking types. The comparisons suggest that the body kinematics used during the place and drop kicks were not different, although kicking distances were further in the place kick. The fifth study of this thesis evaluated the feasibility of a custom individual scrummaging ergometer. The design, calibration, and measurement accuracy of the individual scrum ergometer are presented. Application of the ergometer revealed differences in individual scrummaging attributes, such as position of force application and centre of pressure variation, of players in different playing positions. No differences were observed in the force magnitude between playing positions. The sixth study investigated individual kinematic scrum performance using conventional kinematic techniques and the custom individual scrum ergometer. The results highlight the role of a lower body height and wider stance in the attainment of greater individual scrummaging forces. No static kinematic variables were related to individual scrum performance. The final study investigated the effects of fatigue resulting from a simulated rugby match on individual scrummaging kinetics and kinematics. Although an increase in psychological and physiological markers of fatigue were observed, no scrummaging v differences were noted in peak forces or in body kinematics at peak force following the rugby match simulation. In conclusion, the identification of performance related factors and the invalidation of others which have been identified in this body of work, may provide an opportunity for performance tailoring strategies of individual players, selection strategies for teams or even the tailoring of training practices to optimise performance. As an initial set of studies, however, many of these factors still need reassessment and validation by subsequent research and therefore this work has provided a number of research possibilities for later studies. To this end, a suggested topic of ensuing research may be to assess the repeatability of predictive power of the variables identified here, whether they are uniformly predictive over time or in different subject groups and lastly whether the individual performances (which were the focus of these studies) are translatable into team performance.
MT2017
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Huang, Chien-Fang, and 黃千芳. "A Study of Online Game Players' Individual background, motivation, Behavior, interpersonal relationship and Online Game Addiction." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/58226748095489528468.

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碩士
國立新竹教育大學
職業繼續教育研究所
93
The main purpose of this study is to investigate the association between online game players' individual background, motivation, behavior, interpersonal relationship and online game addiction. There are 1260 players were administered a questionnaire. The data collected were analyzed by descriptive statistic, reliability analysis, factor analysis, Chi-square, t-test, One-way ANOVA, One-way MANOVA and Pearson correlation. The major findings are as follows: 1.There were significant differences among playrs' backgrounds and their behaviors of playing online game. 2.The more time players spent on game, their virtual interpersonal relationship was getting better and better. 3.There were significant differences among playrs' motivation and their behaviors of playing online game. 4.Online game addicted players spent more then 18 hours a week on games. Besides, they are over thirty years old and with high motivation. 5.The correlation between playrs' online game addiction and actual interpersonal relationship was negative ; the correlation between playrs' online game addiction and virtual interpersonal relationship was positive. 6.Online game addicted players had higher scores of motivation and virtual interpersonal relationship than those of general players; but no significant differences in live place and seniority.
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HUNG, HSIAO-WEI, and 洪筱薇. "Action Players Individual Involvement Motivation, Interpersonal Attraction, Community Value and Influence of Game Design on Adhesion." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/zqdunh.

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碩士
銘傳大學
企業管理學系碩士在職專班
106
This study investigated the effects of personal motivation, interpersonal attraction, community value and game designing on stickiness of mobile game player. A quantitative survey was conducted online and totally 148 questionnaires were collected. SPSS was adapted to examine the model’s stability and validity, and used regression analysis and cluster analysis to test the research hypothesis. Research findings suggested the following: Each one of personal motivation, interpersonal attraction, community value and game designing had a significant positive impact on the stickiness. In addition, through the hierarchical regression analysis, it was found that personal motivation had a significant positive moderating effect on the relationship between interpersonal attraction and stickiness, while negatively significant moderating effect on the relationship between community value and stickiness. Finally, based on the results of cluster analysis, the mobile game players were divided into three groups: leisure players、core players and potential players. In summary, the marketing practices of each cluster were recommended.
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Tseng, Hsiao-Fen, and 曾小芬. "The study of the correlation between the basic physical strength and the individual favorite technique skills in Taiwan Judo players." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/31560901057852448358.

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碩士
國立體育大學
競技與教練科學研究所
101
The basic physical strength and the individual favorite technique skills play an important role on the Judo training and competition. To improve the abilities and increase the possibility of getting medals in the international competitions, the personal training of different body types is urgently needed for the players of Judo in Taiwan. (Tailored and personalized training procedure for Taiwan Judo players of various body types is urgently needed.) Therefore, the aim of this study is to investigate male Judo players’ basic physical strength and individual favorite technique skills in our country. The study recruited 132 Judo athletes who were kuro obi and their competition results reach top six in the Taiwan area competitions. The subjects include 55Kg level to over 100kg level and were divide into six levels, it is combined the 55Kg level and 60Kg level, 100Kg level and over 100Kg level. The types of favorite technique skills were divided into TE-WAZA, COSHI-WAZA, ASHI-WAZA. All subjects underwent the basic physiological characters(weight, height and body fat) and the basic physical strength (grip strength, back strength, side-step test, jump power, 100m running and 1500m running). Between favorite technique skills and all variables, the differences were analyzed by One-way ANOVA and the correlation were analyzed by Pearson product-moment. P-values < 0.05 were determined to be significant. The results show that the height of ASHI-WAZA players were significant than the TE-WAZA players in level 1st, level 2nd , level 3rd and 6th level, but the weight, the body fat and the lean mass were not significant difference in different favorite technique skills between each levels. The upper body back’s flexion in level 2nd, COSHI-WAZA players were significant difference than TE-WAZA players and ASHI-WAZA players. The standing trunk flexion in level 2nd was also COSHI-WAZA players were significant difference than TE-WAZA players. The reaction and the 1500m running in 3rd level, ASHI-WAZA players were significant difference than TE-WAZA players. All the absolute strength values, relative strength values, jump power and 100m running were not significant difference in each levels. The side-step test in 4th level, TE-WAZE players were significant difference than ASHI-WAZA players. Furthermore, the favorite technique skill and height, weight, lean mass, left grip strength, right grip strength and back muscle strength were significant correlation. The conclusion is that the body composition and strength affected the favorite technique skills. And ASHI-WAZE players have higher height. Moreover, ASHI-WAZE players in level 3rd have better reaction and better cardiorespiratory endurance. In level 2nd , COSHI-WAZA players have better flexibility, and in level 4th TE-WAZE players have better agility, but others basic physical strength were not different between favorite technique skills.
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Pereira, Tiago Alexandre Pontes. "Desenvolvimento, validação e aplicação da fórmula Golden Index para a análise individual dos futebolistas em fase ofensiva Identificação dos Golden Players do Club Atlético de Madrid 2016/2017." Dissertação, 2018. https://repositorio-aberto.up.pt/handle/10216/116337.

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O presente estudo teve como objetivos: i) desenvolver e validar uma nova fórmula chamada Golden Index (GI) destinada a classificar os jogadores na fase ofensiva do jogo no futebol; ii) aplicar a fórmula GI ao Club Atlético de Madrid (ATM) na temporada desportiva 2016/2017, com o propósito de identificar e classificar os jogadores mais importantes (Golden Players) na fase ofensiva da equipa. Selecionaram-se doze variáveis referentes às ações tático-técnicas dos jogadores em fase ofensiva, recorrendo a dois tipos de Análise: Notacional e de Redes Sociais. O primeiro artigo deste trabalho reflete todos os procedimentos metodológicos com vista a validar todas as componentes da fórmula GI, através do recurso a um questionário facultado a 13 peritos em futebol. Com consenso (≥75%), validou-se e mensurou-se o peso de cada variável incluída na fórmula, sendo que para uma correta normalização de cada variável, utilizou-se a técnica estatística de estandardização. A partir da sua aplicação a oito jogos do ATM 2016/2017 pretendeu-se: i) identificar e classificar os Golden Players em fase ofensiva (artigo 1), e ii) investigar a influência da variável situacional "qualidade do adversário", na performance individual dos jogadores em fase ofensiva (2º artigo). Os resultados indicaram o jogador Koke, médio ala, como o elemento mais importante da equipa, apresentando uma grande influência e centralidade na rede de passes da equipa, e com um elevado número de assistências. Por outro lado, os resultados do segundo artigo confirmaram a influência da variável "qualidade do adversário" na performance individual dos jogadores. Assim, observaram-se oscilações nos índices dos jogadores, tendo o Koke atingido o índice mais elevado com adversários de nível alto. O jogador Antoine Griezmann, segundo avançado, obteve valores mais elevados contra adversários de nível médio e baixo, tendo uma elevada preponderância em etapas de finalização, refletido pelo número de remates e golos, evidenciando também uma maior participação no processo ofensivo da equipa. Deste modo, a fórmula GI afigura-se um instrumento válido e útil para a análise da performance individual dos jogadores em fase ofensiva no Futebol, incorporando informação quantitativa e objetiva, permitindo assim complementar as análises subjetivas. Esta fórmula revelou-se sensível no processo de identificação e classificação dos jogadores com maior preponderância no processo ofensivo, contribuindo assim para o sucesso de uma equipa, podendo ser, atendendo ao seu carácter genérico, aplicada a qualquer contexto da fase ofensiva do jogo de Futebol.
The objective of this study was twofold: i) first, to develop and validate a novel formula called Golden Index (GI) aimed to classify players' individual performance in the attacking sub-phases of play in football; ii) second, to apply the GI formula to Club Atlético de Madrid (ATM) in the 2016/2017 season, to identify the most important players in the attacking sub-phases of play. Twelve variables were selected regarding the tactical-technical actions of players performed in the attacking sequences of play, collected through the implementation of two techniques, namely: Notational Analysis and Social Network Analysis. The first article of this work reflects all the methodological procedures that were used to validate all the components of the GI formula, through the use of a questionnaire provided to 13 football experts. The questionnaire was validated with consensus (≥75%), and the weight of each variable was measured. For the correct normalization of each variable we have used the statistical technique of standardization. From the application of the GI formula to eight matches of ATM in the 2016/2017 season, we aimed to: identify and classify the Golden Players in the offensive phase of the game (article 1), and; to investigate the influence of the situational variable "quality of the opposition" in players' individual performance in the offensive phase of the game (article 2). The results indicated the player Koke, wide midfielder, as the most important player of the team, presenting high influence and centrality in the network of passes, and with a high number of assists. On the other hand, the results of the second article were able to confirm the conditioning effect exerted by the "quality of the opposition" on players' individual performance. In this regard, there were oscillations in the players' indexes, with Koke attaining the highest index when competing with high-level opponents. Antoine Griezmann, second striker, was considered the best player against middle- and low-level opponents exhibiting a high preponderance in scoring zones, reflected by the number of shots and goals achieved, also showing a greater participation in the attacking process of the team. Thus, the GI formula can be viewed as a valuable and useful tool for analysing players' individual performance in the attacking sub-phases of play in Football, incorporating quantitative and objective information, allowing to complement other subjective analyses. The GI formula has proved to be sensitive in identifying and classifying players with the highest level of participation in the offensive phase of the game, thus contributing to the success of a team, being able, considering its generic nature, to be applied in any context of the offensive phase of the game in football.
30

Pereira, Tiago Alexandre Pontes. "Desenvolvimento, validação e aplicação da fórmula Golden Index para a análise individual dos futebolistas em fase ofensiva Identificação dos Golden Players do Club Atlético de Madrid 2016/2017." Master's thesis, 2018. https://repositorio-aberto.up.pt/handle/10216/116337.

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Анотація:
O presente estudo teve como objetivos: i) desenvolver e validar uma nova fórmula chamada Golden Index (GI) destinada a classificar os jogadores na fase ofensiva do jogo no futebol; ii) aplicar a fórmula GI ao Club Atlético de Madrid (ATM) na temporada desportiva 2016/2017, com o propósito de identificar e classificar os jogadores mais importantes (Golden Players) na fase ofensiva da equipa. Selecionaram-se doze variáveis referentes às ações tático-técnicas dos jogadores em fase ofensiva, recorrendo a dois tipos de Análise: Notacional e de Redes Sociais. O primeiro artigo deste trabalho reflete todos os procedimentos metodológicos com vista a validar todas as componentes da fórmula GI, através do recurso a um questionário facultado a 13 peritos em futebol. Com consenso (≥75%), validou-se e mensurou-se o peso de cada variável incluída na fórmula, sendo que para uma correta normalização de cada variável, utilizou-se a técnica estatística de estandardização. A partir da sua aplicação a oito jogos do ATM 2016/2017 pretendeu-se: i) identificar e classificar os Golden Players em fase ofensiva (artigo 1), e ii) investigar a influência da variável situacional "qualidade do adversário", na performance individual dos jogadores em fase ofensiva (2º artigo). Os resultados indicaram o jogador Koke, médio ala, como o elemento mais importante da equipa, apresentando uma grande influência e centralidade na rede de passes da equipa, e com um elevado número de assistências. Por outro lado, os resultados do segundo artigo confirmaram a influência da variável "qualidade do adversário" na performance individual dos jogadores. Assim, observaram-se oscilações nos índices dos jogadores, tendo o Koke atingido o índice mais elevado com adversários de nível alto. O jogador Antoine Griezmann, segundo avançado, obteve valores mais elevados contra adversários de nível médio e baixo, tendo uma elevada preponderância em etapas de finalização, refletido pelo número de remates e golos, evidenciando também uma maior participação no processo ofensivo da equipa. Deste modo, a fórmula GI afigura-se um instrumento válido e útil para a análise da performance individual dos jogadores em fase ofensiva no Futebol, incorporando informação quantitativa e objetiva, permitindo assim complementar as análises subjetivas. Esta fórmula revelou-se sensível no processo de identificação e classificação dos jogadores com maior preponderância no processo ofensivo, contribuindo assim para o sucesso de uma equipa, podendo ser, atendendo ao seu carácter genérico, aplicada a qualquer contexto da fase ofensiva do jogo de Futebol.
The objective of this study was twofold: i) first, to develop and validate a novel formula called Golden Index (GI) aimed to classify players' individual performance in the attacking sub-phases of play in football; ii) second, to apply the GI formula to Club Atlético de Madrid (ATM) in the 2016/2017 season, to identify the most important players in the attacking sub-phases of play. Twelve variables were selected regarding the tactical-technical actions of players performed in the attacking sequences of play, collected through the implementation of two techniques, namely: Notational Analysis and Social Network Analysis. The first article of this work reflects all the methodological procedures that were used to validate all the components of the GI formula, through the use of a questionnaire provided to 13 football experts. The questionnaire was validated with consensus (≥75%), and the weight of each variable was measured. For the correct normalization of each variable we have used the statistical technique of standardization. From the application of the GI formula to eight matches of ATM in the 2016/2017 season, we aimed to: identify and classify the Golden Players in the offensive phase of the game (article 1), and; to investigate the influence of the situational variable "quality of the opposition" in players' individual performance in the offensive phase of the game (article 2). The results indicated the player Koke, wide midfielder, as the most important player of the team, presenting high influence and centrality in the network of passes, and with a high number of assists. On the other hand, the results of the second article were able to confirm the conditioning effect exerted by the "quality of the opposition" on players' individual performance. In this regard, there were oscillations in the players' indexes, with Koke attaining the highest index when competing with high-level opponents. Antoine Griezmann, second striker, was considered the best player against middle- and low-level opponents exhibiting a high preponderance in scoring zones, reflected by the number of shots and goals achieved, also showing a greater participation in the attacking process of the team. Thus, the GI formula can be viewed as a valuable and useful tool for analysing players' individual performance in the attacking sub-phases of play in Football, incorporating quantitative and objective information, allowing to complement other subjective analyses. The GI formula has proved to be sensitive in identifying and classifying players with the highest level of participation in the offensive phase of the game, thus contributing to the success of a team, being able, considering its generic nature, to be applied in any context of the offensive phase of the game in football.
31

Chen, Jun-Lin, and 陳駿霖. "Individual Learner Big Data Based Cloud Role Player Game Learning." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/r9ghs7.

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Анотація:
碩士
國立虎尾科技大學
資訊工程系碩士班
104
In this thesis, we propose an Individual Learner Big Data Based Cloud Role Player Game Learning Corresponding to Individual Learner Big Data according to the proposed dynamic assigning algorithm to separate individual learner (student) into different levels of learning ability. Based on dynamic assigning algorithm, student’s answering times and answering correct rate for each education scenario in cloud based digital game learning system is considered. Suitable teaching scenario will be provided for individual user corresponding to personal learning ability. Each designed modular teaching materials can be embedded into the game platform on the virtual machine in cloud. In addition, the whole learning system is established as a virtual machine. System maintainer can configure the learning system easily and quickly. Based on cloud, different remote devices can connect to server for learning.
32

Hamada, Martin. "Analýza individuálního herního výkonu ofenzivního středního středového hráče ve fotbale." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-328542.

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Title: The game analysis of the performance of the creative players in professional football. Objectives: The aim of the work is to analyse the success of creative players in professional football. The study of the literature to find out the requirements for the exercise of creative players and we will analyze the success by the facts on the basis of indirect observations of gaming performance in the selected master games. Findings will evaluate the application and subsequently we will formulate specific recommendations for the practice. Methods: We carry out analysis method of indirect observations with the help of videos of selected events and subsequent analysis. Results: Analysis of selected game actions in the attack phase of the game in the middle of the center ofensive player, and their success. Keywords: Football, the offensive phase of the game, individual game performance, creativity in football, the disposition of the players on the field, diagnostics in football.
33

CHENG, CHANG CHU, and 張居正. "Investigating the influences of individual and game characteristics on a player's intention of playing real driving game." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/85888178181191334456.

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34

Lin, Yu-En, and 林鈺恩. "Examining Virtual Character Creations and Individuals’ Offline Lives for Gaming in Players of Massively Multiplayer Online Role-playing Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/41126261283487303842.

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Анотація:
碩士
淡江大學
未來學研究所碩士班
104
“Online game” is not an unfamiliar noun to many people and has been the research topic for many years. However, the “online game” and its players have changed profoundly in recent years. The author of this essay, who is also the player of "MMORPGs (Massively Multiplayer Online Role-Playing Game)”, found that there is a gap between the online roles of game plyers and their offline lives. The framework of this research was based mainly on the “ theater theory” by American sociologist Erving Goffman. Through qualitative interviews with online game players, this research aimed to find out how players choose their online gender, how they dealt with the gap between online role-playing and real-life experiences, and how they solved the conflicts arising during the process of game playing with other players. To sum up, the research found out that "anonymity on the Internet" has gradually lost its protection for the players’ identity during the process of online-role gender selection; hence, players didn’t show the intention to keep their gender secret. Instead, players tended to choose the online gender roles from their aesthetic viewpoints as well as from their past experiences in playing online games. In addition, this research found that female players by choosing male gender roles (Type III players) behaved more likely close to the so-called “good” game players with the purpose of fulfilling social expectations. This finding was against past studies which claimed that "the online-game world allows players to be the true-self and enables them to unload their masks on the backstage". Furthermore, this study also found that having MMORPG experience could actually benefit players’ real lives in many ways, such as stabilizing their emotions etc.. Finally, in order to avoid indulging in the world of online-game, players have to increase their awareness and recognition of their own responsibilities in the daily lives and make a clear difference between their real lives and the online roles.
35

Erfani-Ghadimi, Nooshin. "Practitioner perspectives and assumptions about the role media plays in communication strategies that aim to change the behaviour of an individual." Thesis, 2016. http://hdl.handle.net/10539/22627.

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A dissertation submitted to the School of Literature, Language and Media, University of the Witwatersrand in fulfilment of the requirements for the degree of Master of Arts by dissertation. 14 March 2016
The aim of this research is to investigate practitioner perspectives and assumptions about the role media plays in communication strategies that aim to change the behaviour of an individual. It assesses whether these assumptions are consistent with the way the media is actually used in the campaigns of three organisations, and then asks whether there is any correlation between the apparent effectiveness of the campaign and the assumptions of media effect held by practitioners. The purpose is to gain better insight, from a media practitioner’s perspective, into how communication practitioners working on public campaigns understand the impact of the media. Three case studies are analysed, focusing on the use of print, broadcast and the internet to communicate the key messages in the campaigns. The case studies are of highly visible national organizations, each using the media in a particular way, with varying results. The first case study is of SANRAL's E-tag campaign, a campaign which has struggled to achieve widespread public support for e-tolls in Gauteng; the second, Play4Life, is a campaign launched by loveLife, which has in the past been controversial in its use of mass media, and the last, PhuzaWize, is campaign run by Soul City, generally credited with having an evidence-based and strategic approach to its communication strategies. The research found that the communication strategies used in the campaigns are in line with the compliance gaining, the two-step and multi-step, and with communication for social change models, respectively. Practitioners interviewed for this study however showed slightly differing views on the impact of media. Some seemed to understand the mass media through theoretical prisms described in Hovland’s “magic keys” (of attention, compliance and acceptance), whilst others argued that the messaging must change internal psychological makeup of the audience – as described in De Fleur’s psychodynamic model. Whilst one practitioner was an advocate of educational-entertainment and communication for social development approaches, others made repeated references to the power of inter-personal interactions, which are most in line with Lazarsfeld’s two-step and multi-step models.
MT2017

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