Щоб переглянути інші типи публікацій з цієї теми, перейдіть за посиланням: Interface e Game Design.

Дисертації з теми "Interface e Game Design"

Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями

Оберіть тип джерела:

Ознайомтеся з топ-50 дисертацій для дослідження на тему "Interface e Game Design".

Біля кожної праці в переліку літератури доступна кнопка «Додати до бібліографії». Скористайтеся нею – і ми автоматично оформимо бібліографічне посилання на обрану працю в потрібному вам стилі цитування: APA, MLA, «Гарвард», «Чикаго», «Ванкувер» тощо.

Також ви можете завантажити повний текст наукової публікації у форматі «.pdf» та прочитати онлайн анотацію до роботи, якщо відповідні параметри наявні в метаданих.

Переглядайте дисертації для різних дисциплін та оформлюйте правильно вашу бібліографію.

1

Venngren, Evelina. "Applying Principles of Game Design to User Interface." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449220.

Повний текст джерела
Анотація:
This thesis investigates how principles of game design can be applied to a PC game settings menudesign to make the interaction fun and enhance the user satisfaction of interaction and navigation.Through exploring the question “How can principles of game design be applied to UI design inorder to enhance the user satisfaction of interacting with an interface?” it might be possible to addto the experience of using UI without removing any of the usability goals that is customary today.This is determined through user testing of a common design pattern of game settings menusrecognized in World of Warcraft (2004) Elder Scrolls V: Skyrim (2011) Stardew Valley (2016)and a game settings menu designed through game design principles where the respondentsevaluated their experience in an SUS form (Brooke, 1996) and a form created for this study basedon Swink’s (2009) Game Feel. The results revealed that the common menu design generatedhigher scores in usability than the interface designed through game design principles but therewas no significant difference in game feel between the prototypes. However, when dividing gamefeel into questions regarding usability and aesthetics a clear difference between the twoprototypes could be determined where the prototype designed through game design principlesdisplays a trend to score higher in aesthetics than the traditional UI. This could be strengthenedthrough optional comments from the participants where 6 used the word “fun” to describe thegame design prototype while the traditional UI design were described with words such as“functional” “intuitive” “straightforward” “easy to use” and “felt more like a chore”.
Стилі APA, Harvard, Vancouver, ISO та ін.
2

MACIEL, Gabriela Albuquerque. "Objetos lúdico-digitais educativos: uma análise de aspectos da interface voltada para o game design e a usabilidade." Universidade Federal de Pernambuco, 2017. https://repositorio.ufpe.br/handle/123456789/18434.

Повний текст джерела
Анотація:
Submitted by Irene Nascimento (irene.kessia@ufpe.br) on 2017-03-27T17:28:51Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_ObjetosLúdico-DigitaisEducativos_GabrielaAlbuquerqueMaciel.pdf: 7245862 bytes, checksum: 29e42ed3396e8c7d4ad98aa3039c9f31 (MD5)
Made available in DSpace on 2017-03-27T17:28:51Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_ObjetosLúdico-DigitaisEducativos_GabrielaAlbuquerqueMaciel.pdf: 7245862 bytes, checksum: 29e42ed3396e8c7d4ad98aa3039c9f31 (MD5) Previous issue date: 2017-07-29
CAPES
A presente pesquisa tem um caráter exploratório, na qual tive como objetivo montar um modelo de analise para interface de Jogos Digitais e Gamificações Educativos referindo-me aos dois como Objetos Lúdico-Digitais de Educação, OLUDEs, partindo do Game Design e da Usabilidade e seus aspectos contribuintes para a educação. Antes de tudo, fiz um panorama geral do assunto abordado: o mercado de jogos, a história dos jogos educativos, a Gamificação, o aprendizado e a imersão. Ainda neste ponto comparei princípios de Usabilidade e Game Design, nas perspectivas de Rouse (2005), Schuytema (2008), Nielsen (1995) e Jordan (1998), para compreender em que pontos estas áreas coincidem e divergem e basear a fase de análise. Na pré-metodologia usei da metodologia de design de pesquisa de Lankoski & Björk (2015) e acrescida da meta-teoria de Morgan & Smircich (1980). Já na Análise, montei e apliquei um modelo de análise para OLUDEs, numa amostra de 16 sistemas, sendo 8 Gamificações e 8 Jogos educativos com questões em escala Likert (1932), seguidas de um campo de resposta subjetiva, podendo ser preenchido com pontos para comentário posterior. Para esta fase utilizei também Turkay & Adinolf (2012, p.3-4), Gee apud Klopfer, Osterweil & Salen (2009). Por fim, como principal resultado obtive que o modelo gerado parece ser eficiente na análise dos objetos da pesquisa nos moldes aqui delimitados, podendo também ser útil em análises de artefatos específicos, grupos de objetos de um determinado gênero, em análises de similares ao até em pesquisas de natureza quantitativa. Sobre os OLUDEs avaliados em si a principal informação adquirida foi a confirmação da suspeita de que a maior diferença entre as Gamificações e os Jogos voltados para a educação parece estar em seu foco, pois enquanto as gamificações estão mais focadas na educação os jogos o está na diversão.
This research has an exploratory character, in which I had intended to make an analysis model for Digital Games and Educational Gamification interface, naming the two as Ludic-Digital Educational Objects - OLUDEs, starting from Game Design and Usability and their contributing aspects to education. First of all, I did an overview of the subject matter: the gaming market, the history of educational games, the gamification, learning and immersion. At this point too, I compared principles of Usability and Game Design, by the follow authors: Rouse (2005), Schuytema (2008), Nielsen (1995) and Jordan (1998), to understand at what points these areas overlap and diverge and base the analysis phase. In the pre-methodology it was used the Lankoski & Björk (2015) research design methodology and increased Morgan & Smircich (1980) meta-theory. In the analysis, I set up and applied an analytical model for OLUDEs in a sample of 16 systems, 8 Gamifications and 8 Educational games with questions in Likert (1932) scale, followed by a subjective response field, which can be filled with points for further comment. For this phase I also used Turkay & Adinolf (2012, p.3-4), Gee cited Klopfer, Osterweil & Salen (2009). Finally, as the main result got that the generated model appears to be effective in the analysis of the research object in the manner herein defined, may also be useful in specific artifacts analysis, groups of a particular gender objects in similar analyzes, even in research of quantitative nature. About OLUDEs evaluated itself the main information acquired was to confirm the suspicion that the biggest difference between Gamifications and Educational Games seems to be in their focus because while gamificações are more focused on education, games are in fun.
Стилі APA, Harvard, Vancouver, ISO та ін.
3

Kumar, Manu. "Gaze-enhanced user interface design /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
4

Hulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.

Повний текст джерела
Анотація:

This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass.

Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.

Стилі APA, Harvard, Vancouver, ISO та ін.
5

Tseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.

Повний текст джерела
Анотація:
Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice.
Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
Стилі APA, Harvard, Vancouver, ISO та ін.
6

Prax, Patrick. "Co-creative Game Design as Participatory Alternative Media." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.

Повний текст джерела
Анотація:
The possibility of co-creation exists for all media, but game design has developed a culture that is unusually open to co-creation. This dissertation investigates significant cases of co-creation in mainstream games in order to explore how games can be co-created as alternative or critical media by their players. The core argument in the dissertation is that players co-create the design of a game only if certain conditions are met, namely: (1) player creation of a text or communication infrastructure that modifies the properties of the game and from which play emerges; (2) that this is done for a considerable group of players who share a particular practice of play; (3) that this is done not only by playing the game but by changing how others play it in a distinct creative activity, and (4), with the potential to subvert or contest the original design of the game. This situation where player creators have influence over the design of the game (but little power to enforce their interests) is problematic from the perspective of alternative or critical media, as alternative, local, production is seen as one reason for why a medium can have an alternative message. The industrial production of games as cultural commodities does limit the potential of co-creative game design for subversion because it reduces the level of participation in the creation process, thus keeping player creators relatively disempowered. Player creators do have influence on the design of the game, while at the same time having very little power to enforce their interests and design visions. The influence of player creators comes from the consumer power of millions of players who use co-created assets and who want to them to continue exiting, and this creates a mutually dependent relationship (and even partnership), between co-creators and commercial owners. The dissertation concludes that co-creative game design, despite limitations related to the industrial production of games as cultural commodities, is already happening, and shows a potential for turning games into alternative media.
Стилі APA, Harvard, Vancouver, ISO та ін.
7

Österman, Axel, and Nolasco Chelsi Mutya Nuevo. "A Study on Mixed-Initiative for Fostering Creativity in Game Design." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20051.

Повний текст джерела
Анотація:
Mixed-initiative systems highlights the collaboration between humans and computers infostering the generation of more interesting content in game design. In light of theever-increasing cost of game development, providing mixed-initiative tools can not onlysignificantly reduce the cost but also encourage more creativity amongst designers. Thisstudy focused on the improvement of mixed-initiative aspects for a previously developedtool called Evolutionary Dungeon Designer or Eddy for short. Eddy placed a focus onusing its genetic algorithms to produce content that adhere to game design patterns.Using the feedback from Eddy 2.0’s user study and studying other related works, newfeatures have been planned and implemented to improve the elements of mixed-initiativein Eddy for version 3.0. The results primarily feature a new and improved workflow aswell as enhancing a room’s context with the addition of a logical world grid. This in turnimproves the program’s intuitiveness and makes it possible for the designer to createmore complex designs of their preference while maintaining the general functionalities ofthe original Eddy.The study was evaluated with a small scale user study of five users at a gamedevelopment company with most of the feedback being positive in nature. From thefeedback more features have been planned for a future version of Eddy being version 4.0.
Стилі APA, Harvard, Vancouver, ISO та ін.
8

Huang, Duzhi Sherwin. "Cipher cities : creating tools to support and sustain community co-production in the area of mobile game design." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16607/.

Повний текст джерела
Анотація:
My foray into location based gaming started because as a web designer, I felt that I wanted to expand my practice from one that consisted of straightforward interface design, to one that encompassed a wider variety of skills by improving on my knowledge and expertise in the burgeoning field of interaction design. This allowed me at the same time, to incorporate other aspects of design that include the usercentred design of tools for collaboration, content creation and community creation. I take a particular interest in the opportunities afforded by the convergence of web and game based technologies, especially when mobile interaction is afforded by such convergences. This exegesis describes the theoretical underpinnings that have informed the creation of a series of graphical interfaces that serve to bridge the gap between system capabilities as envisaged by the developers and a user's experience facilitated by an interface. The actual research into creation of the interface was preceded by an exploration of the field of location based gaming from which the initial area of interest was derived. Due to the fact that location based gaming is still an emerging field, it required the creation of a custom taxonomy for the works to be systematically separated into their various elements for analysis. The taxonomy to be created involved the combination of three smaller individual taxonomies in a way that has not been attempted previously and in a way that would give a balanced account of what makes up a location based game. The area of interested identified was how location based games might be made more readily available for a wider audience. Cipher Cities, which was a system in development at the time, was one that was already designed for such an application, but now required an interface that would appropriately represent what it aimed to achieve. I joined the team as their interface designer and it became clear that due to the location centric nature of the game, the only feasible way to go about democratising the participation in such games was to make it easy for people to build their own. The issue that arose was how an interface could encourage the creation of as well as participation in location based games. This required reference from current Web 2.0 applications that use members as creators of content as well as research into the theories behind community building, content creation and distribution in support of such an interface. These theories were put into practice and implemented before being evaluated and verified through a series of user testing sessions that served to refine the system in terms of user interface design and system functions. The result of the research is the first interface ever created that works to support a system for the creation of location based games by the public. More importantly, it is a robust, interface that is attractive as well as usable.
Стилі APA, Harvard, Vancouver, ISO та ін.
9

Greip, Martin. "Communicating Game Feedback through Pictorial Means : A Case Study of the Game Among Ripples." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1955.

Повний текст джерела
Анотація:
This thesis studies how one can convey meaning in games by utilising pictorial feedback alone. With the help of Peircean visual semiotics the signs for the case study Among Ripples are assembled and later analysed in detail. As a subtopic the thesis also explores if it is possible to embed pictorial feedback into the game world instead of having it superimposed. The results showed that it is possible to convey some feedback with pictorial means alone, and that the entry points for understanding are not the same between different people. They look at different cues from the pictorial feedback constructed.
Стилі APA, Harvard, Vancouver, ISO та ін.
10

Nilsson, Christoffer. "Designing and Implementing a Mobile Web-based Math Game with Good and Stable Performance." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138740.

Повний текст джерела
Анотація:
Designing games, especially for mobile devices, requires that developers think through their design of content, both logically and visually. The user interaction tools differs a lot between desktop and mobiles, and does often need to be considered during the development. When the game is also meant to be played through a web browser in some way, advantages and limitations by having that layer, should be taken into account as well, as it restricts access to file system, but at same time provides its own storage functionality. As game development in general is rather complex, this thesis focus is to give an example of a mobile web game, which could be extended and adjusted regarding some specific topics. It also shows that game development frameworks like Phaser, are very useful. The game is developed in Javascript, with the aforementioned Phaser framework. Some results found, shows that Canvas is still superior to WebGL for mobile devices. Atlases do help even for smaller amount of images, although not by very much, and that choosing an appropriate game level generation algorithm as well as its implementation can greatly affect performance, but that there might be trade-off between speed and functionality.
Стилі APA, Harvard, Vancouver, ISO та ін.
11

Shan, Zehua. "Design and evaluation of an interface prototype for content selection for a game that supports user-generated content." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209434.

Повний текст джерела
Анотація:
Games that support a high level of customization is few, and their success varies, but it is an apparent trend that more and more games strive to offer players more highly customizable gaming experience. One huge part of the customizable experience beyond creating and sharing user’s creations is experiencing experiences created by others. Designing such an interface that support the user to do so poses many challenges. What do the users need? How should the content be displayed? What do users look for when trying to find something interesting? Those are just a few of the questions that need to be answered when creating a solution for such an interface. The question this paper tries to answer is: What are the main elements for a content selection interface that fulfill the needs of it’s users and meets their expectation for a game that supports vastly different gameplay experiences? A survey was sent out to get a grasp on what the users needs, with the results from survey and knowledge gained from the background study, an interface prototype design was developed. To get a reality check from potential users, the prototype was evaluated with user testing, and feedback from users was gained from semi-structured interviews. Result suggests that the proposed set of function and information available are sufficient for most user, and the structure was clear. However, there are some features that the users wish to see, which could prove useful in helping users find interesting content. The knowledge gained from the study resulted in a prototype and some suggestions for future work regarding similar projects.
Spel som stödjer en hög grad av anpassning är få, och deras framgång varierar, men det är en tydlig trend att fler och fler spel strävar efter att erbjuda spelare mer anpassningsbar spelupplevelse. En stor del av den anpassningsbara upplevelsen utöver att skapa och dela användarens skapelser är att uppleva upplevelser som skapats av andra. Att utforma ett sådant gränssnitt som stödjer användaren att göra det ställer många utmaningar. Vad behöver användarna? Hur ska innehållet visas? Vad letar användare efter när man försöker hitta något intressant? Det är bara några av de frågor som behöver besvaras när man skapar en lösning för ett sådant gränssnitt. Frågan som den här studien försöker svara är: Vilka är huvudelementen för ett innehållsvalgränssnitt som uppfyller användarnas behov och uppfyller förväntningarna för ett spel som stöder väldigt olika spelupplevelser? En undersökning skickades ut för att få tag på vad användarna behöver, med resultaten från undersökningen och kunskapen från bakgrundsstudien utvecklades en gränssnittsprototypdesign. För att få en verklighetskontroll från potentiella användare utvärderades prototypen med användartestning, och feedback från användarna samlades genom halvstrukturerade intervjuer. Resultatet tyder på att den föreslagna uppsättningen funktions- och information tillgänglig är tillräcklig för de flesta användare, och strukturen var tydlig. Det finns dock vissa funktioner som användarna vill se, vilket kan vara användbart för att hjälpa användare att hitta intressant innehåll. Kunskapen från studien resulterade i en prototyp och några förslag till framtida arbete avseende liknande projekt.
Стилі APA, Harvard, Vancouver, ISO та ін.
12

Zhang, Yanxia. "Eye tracking and gaze interface design for pervasive displays." Thesis, Lancaster University, 2015. http://eprints.lancs.ac.uk/76906/.

Повний текст джерела
Анотація:
Eye tracking for pervasive displays in everyday computing is an emerging area in research. There is an increasing number of pervasive displays in our surroundings, such as large displays in public spaces, digital boards in offices and smart televisions at home. Gaze is an attractive input modality for these displays, as people naturally look at objects of interest and use their eyes to seek information. Existing research has applied eye tracking in a variety of fields, but tends to be in constrained environments for lab applications. This thesis investigates how to enable robust gaze sensing in pervasive contexts and how eye tracking can be applied for pervasive displays that we encounter in our daily life. To answer these questions, we identify the technical and design challenges posed by using gaze for pervasive displays. Firstly, in out-of-lab environments, interactions are usually spontaneous where users and systems are unaware of each other beforehand. This poses the technical problem that gaze sensing should not need prior user training and should be robust in unconstrained environments. We develop novel vision-based systems that require only off-the-shelf RGB cameras to address this issue. Secondly, in pervasive contexts, users are usually unaware of gaze interactivity iii of pervasive displays and the technical restrictions of gaze sensing systems. However, there is little knowledge about how to enable people to use gaze interactive systems in daily life. Thus, we design novel interfaces that allow novice users to interact with contents on pervasive displays, and we study the usage of our systems through field deployments. We demonstrate that people can walk up to a gaze interactive system and start to use it immediately without human assistance. Lastly, pervasive displays could also support multiuser co-located collaborations. We explore the use of gaze for collaborative tasks. Our results show that sharing gaze information on shared displays can ease communications and improve collaboration. Although we demonstrate benefits of using gaze for pervasive displays, open challenges remain in enabling gaze interaction in everyday computing and require further investigations. Our research provides a foundation for the rapidly growing field of eye tracking for pervasive displays.
Стилі APA, Harvard, Vancouver, ISO та ін.
13

Nisbel, Aron. "Investigation Of Complex Strategy Games On Console: Evaluating The Potential Possibilities Of One User Interface To Rule Them All." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-181616.

Повний текст джерела
Анотація:
Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) designs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Considering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience. The analysis of the results from the 864 respondents in the quantitative survey showed the importance of console first. It could be determined by looking at how well the only console first game of the survey did. Halo Wars 2 had the overall best-perceived experience in five out of the eight defined game interactions. Yet the participants preferred playing Halo Wars 2 on PC to an equal extent as they preferred to play it on consoles, concluding that console first seems to be the design approach to use when a game studio wants to ship a game simultaneously to both PC and consoles since it gives the overall best player experience. Furthermore, the pace, meaning the speed with which the player can execute specific in-game actions and reach their goals, was found to be a major factor in the player’s experience of the chosen strategy games on console. This led to a further developed definition of the pace through discussion and workshops with industry experts. Research then continued with remote and unmoderated playtests (qualitative usability testing) of two of the chosen games being most similar to Grand Strategy Games; Stellaris and Sid Meier’s Civilization VI. These playtests aimed to find what are the most important aspects of the pace and how the pace affects the player's experience. When the participants were asked to rank what they thought has the biggest impact on the pace in the game, game mechanical aspects were ranked higher than UI and UX aspects of the pace. This shows the game mechanics to be more important than the UI and UX aspects of the pace when designing the pace in a game like Stellaris and Sid Meier’s Civilization VI.
Стилі APA, Harvard, Vancouver, ISO та ін.
14

Reitz, Austin J. "Realms of Màgia: Exploring Roleplaying Games as Interaction Design Systems." Kent State University Honors College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1557169231329083.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
15

Jan, Muhammad Asghar, and Syed Majid Ali Shah Bukhari. "Eye Tracking Interface Design for Controlling Mobile Robot." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5030.

Повний текст джерела
Анотація:
This thesis provides a baseline study for eye tracking user interface design for controlling a mobile robot. The baseline study is an experiment involving the use of a radio controller (RC) to drive the robot, while gaze data is collected from each subject monitoring the position of robot on the remote screen that displays the view for the turret-mounted video camera on the robot. Initial data from the experiment provides a foundation for interface design of actual control of the mobile robot by gaze interaction. Such an interface may provide Tele-presence for the disable. Patients with motor disability cannot use their hands and legs but only use their eye motions. Such applications of an eye tracking system can provide patients with much flexibility and freedom for search and identification of objects.
Muhammad Asghar Jan (+46-700183140) syedmaji@hotmail.com (+46-736805771)
Стилі APA, Harvard, Vancouver, ISO та ін.
16

Flensburg, Allan, and Simon Nilsson. "Player-Driven UI Design for FPS-Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20143.

Повний текст джерела
Анотація:
This paper explores the appeal of customizable user interfaces (UI) in video games, and the choices players make when this option is available to them. In the video game industry at present, players aren't given much choice in regards to the UI, even though it is usually a vital element that will support them throughout their whole experience. To determine the value of customizable UIs, players were provided a testing environment with tools that allowed them to modify their UI, and quantitative data was collected during this test. A qualitative study has also been conducted with a focus on the players attitude towards the subject. The results of the study show a high favor for UI customization among the players. It does however show that players are split on several aspects within the topic and further research is required. This can hopefully lead to developers adapting more uses of user experience (UX) and implementing UI customization within their games.
Стилі APA, Harvard, Vancouver, ISO та ін.
17

Emin, Yad. "Jämförelse av Game User Experience Satisfaction i VR och på skärm." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166649.

Повний текст джерела
Анотація:
Syftet med denna masteruppsats var att undersöka skillnaden i Game User Experience Satisfaction (GUESS) vid användning av SimProv, både i VR (Oculus Rift) och på skärm. SimProv är en spelliknande klassrumssimulation. Studien avsåg även finna potentiella problem som användaren kunde stöta på under testsessionen. För att kunna undersöka och utvärdera detta behövde SimProv vidareutvecklas. Vidareutvecklingen utfördes genom att använda spelmotorn Unity med PlayMaker, som är ett visual scripting språk, tillsammans med att följa rekommendationer som finns för UI- och User experience-design för VR-spel. Inomgruppsdesign med 30 deltagare användes som testmetod. Hälften av deltagarna fick antingen börja med att spela på skärm eller i VR med Oculus Rift. Efter varje spelsession fick deltagarna fylla i den nya psykometrisk validerade skalan Game User Experience Satisfaction Scale (GUESS), som består av nio subskalor. Avslutningsvis kunde deltagarna fylla i två fritextfrågor genom ett digitalt formulär, om de potentiella problem de stött på vid respektive spelsession. Då GUESS är en ny skala har få studier av denna typ utförts. De få studier som har utförts pekar åt olika håll i frågan om spel bör utvecklas i VR eller inte. Resultaten från denna studie, som utfördes med tvåsidig hypotesprövning med t-test, visade inga signifikanta skillnader mellan VR och skärm. Endast en subskala, Play Engrossment, visade signifikant skillnad för VR. De textbaserade resultaten som analyserades med tematisk analys visade att majoriteten av deltagarna föredrog VR, men att alternativen i spelet upplevdes som begränsande.
The aim of this Master’s Thesis was to find out the difference in Game User Experience Satisfaction (GUESS) when using SimProv, both in VR (Oculus Rift) and on monitor. SimProv is a game-like classroom simulation. The purpose of this thesis was also to find potential problems that users may encounter during the test sessions. To assess and evaluate this, SimProv had to be furthered developed. This development was done using the game engine Unity and the visual scripting language PlayMaker in combination with following UI and UX design recommendations for VR games. A within subjects design with 30 participants was conducted. The users played either the monitor version or the VR version first, with no particular order. After each play session participants were asked to fill in the GUESS-scale, which is a newly developed and psychometrically validated scale that consists of 9 subscales. At the end of the play sessions participants could choose to answer two questions, through a digital form, about potential problems they may have encountered in both modalities. Since GUESS is a new scale few studies of evaluating VR versus monitor, using GUESS, have been conducted. The few studies that have been conducted showed no consensus in whether games should or should not be developed for VR. The inferential analysis with two-tailed paired samples t-tests in this study showed no significant difference between VR and monitor. The subscale Play Engrossment showed significant differences for VR. The text-based questions, that were analyzed with a thematic analysis, showed that the majority of the participants preferred VR. However, many participants felt that the answer options in the game where restricted.
Стилі APA, Harvard, Vancouver, ISO та ін.
18

Ahmed, Zaheer, and Aamir Shahzad. "Mobile Robot Navigation using Gaze Contingent Dynamic Interface." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3098.

Повний текст джерела
Анотація:
Using eyes as an input modality for different control environments is a great area of interest for enhancing the bandwidth of human machine interaction and providing interaction functions when the use of hands is not possible. Interface design requirements in such implementations are quite different from conventional application areas. Both command-execution and feedback observation tasks may be performed by human eyes simultaneously. In order to control the motion of a mobile robot by operator gaze interaction, gaze contingent regions in the operator interface are used to execute robot movement commands, with different screen areas controlling specific directions. Dwell time is one of the most established techniques to perform an eye-click analogous to a mouse click. But repeated dwell time while switching between gaze-contingent regions and feedback-regions decreases the performance of the application. We have developed a dynamic gaze-contingent interface in which we merge gaze-contingent regions with feedback-regions dynamically. This technique has two advantages: Firstly it improves the overall performance of the system by eliminating repeated dwell time. Secondly it reduces fatigue of the operator by providing a bigger area to fixate in. The operator can monitor feedback with more ease while sending commands at the same time.
Стилі APA, Harvard, Vancouver, ISO та ін.
19

Johnson, Christopher, and Carl-Oscar Bäckdahl. "Viability of a computer game level creation tool : To facilitate design prototype." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74849.

Повний текст джерела
Анотація:
The purpose of this study is to investigate how prototyping of video game levels can be made more accessible by developing a user-friendly game level creation system, evaluating it and producing a number of design principles to be followed when designing such systems. The research question for this study is thus: How can video game level creation be made more accessible? There were several key areas at the center of this study such as Usability, GUI Design, Prototyping, and Game Development. This study utilized an adaption of the Design Science Research Methodology, and evaluation of the resulting artifact was done via user testing and surveys. Survey responses revealed that 95% of the participants successfully completed the main task of the trial, to create a completable video game level within 25 minutes. In addition, all participants answered a 3 (neutral) to 5 (best) on ranked survey questions relating to the usability of the artifact. This study resulted in design principles which were derived from the survey responses via a qualitative decoding process. The conclusion drawn is that computer game level creation can be made more accessible via the development of tools abiding by the design principles proposed by this study.
Стилі APA, Harvard, Vancouver, ISO та ін.
20

Santos, Jefferson dos. "Interfaces para dispositivos móveis." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/18132.

Повний текст джерела
Анотація:
Made available in DSpace on 2016-04-29T14:23:23Z (GMT). No. of bitstreams: 1 Jefferson dos Santos.pdf: 9352405 bytes, checksum: 7833721059e2d89574d65185295960ff (MD5) Previous issue date: 2013-11-04
Mobile devices have been claimed in recent years as essential accessories for the contemporary man. Hinting as ubiquitous and selling themselves as omnipotent, they constitute a significant portion of the electronic market and computational. Promising to replace the medium and long term personal computers, mobile devices are increasingly invested in features that transform them, sometimes in highly sophisticated equipment and for which the user has to be ready for an efficient use. While participating in a culture of rapid technological change and product obsolescence, mobile devices contribute to the formation of a culture of mobility and portability which tends to accelerate the process of merging the media in a convergence culture. Driven by marketing strategies, the current technological trend is touted as a central element of mobility and the consequent concomitant online connection, as currently conceived more cloud computing or sharing of information, content and interests. Taking this as a panorama skyline trends, this master's research focuses on a research on the concept of mobile devices, their fundamental characteristics as an instrument of the technological era, resource access and manipulation as user and producer, resulting in perspective prosumer set by Alvin Toffler and systematized by Negroponte in view of digital life. Displays the current landscape of numerous devices and their operating structures as well as their means and forms of use, such as human-machine and human prostheses as their coupling to cyberspace in support of everyday life, the laser increasingly fragmented and its growing use and incorporation of the language of games based on the methodology of interface design. From the methodological and technical scope presented applies the concepts developed in a case study of PUCSP, a cultural development of an application for the Android technology that was awarded the Nokia Development, showing its characteristics, stages of development and structuring their interfaces from the perspective of hypermedia language. Concludes in favor of the development work and research scholars who turn to the cultural needs of the population of large cities, in which access to information (within the criteria of mobility) is critical
Os dispositivos móveis tem se afirmado nos últimos anos como acessórios indispensáveis para o homem contemporâneo. Insinuando-se como omnipresentes e vendendo-se como onipotentes, eles constituem uma parcela significativa do mercado eletrônico e computacional. Prometendo substituir a médio e longo prazo os computadores pessoais, os dispositivos móveis são investidos de cada vez mais funcionalidades que os transformam, às vezes, em equipamentos altamente sofisticados e para os quais o usuário tem de ser preparar para uma um eficiente uso. Enquanto participante de uma cultura tecnológica de rápida transformação e obsolescência de produtos, os dispositivos móveis contribuem para a formação de uma cultura da mobilidade e portabilidade que tende a acelerar o processo da fusão das mídias em uma cultura da convergência. Direcionados por estratégias mercadológicas, a tendência tecnológica atual tem apontado como elemento central da mobilidade a consequente e concomitante conexão on-line, pensada mais atualmente como computação ou partilhamento em nuvem de informações, conteúdo e interesses. Tomando este panorama como um horizonte de tendências, a presente pesquisa de mestrado centra-se em uma investigação sobre o conceito dos dispositivos móveis, suas características fundamentais como instrumento da era tecnológica, recurso de acesso e manipulação como usuário e produtor, resultantes na perspectiva do prosumer definido por Alvin Toffler e sistematizado por Negroponte na perspectiva da vida digital. Apresenta o panorama atual dos inúmeros dispositivos e suas estruturas de funcionamento, bem como seus meios e formas de utilização, como a interação humano-máquina e o seu acoplamento como prótese humana para o ciberespaço, no apoio a vida cotidiana, no laser cada vez mais fragmentado e na sua crescente utilização e incorporação da linguagem dos games a partir da metodologia de design de interface. A partir do escopo metodológico e técnico apresentado, aplica os conceitos desenvolvidos em um estudo de caso da PUCSP, de um desenvolvimento de um aplicativo cultural para a tecnologia Android que recebeu o prêmio Celular Nokia de Desenvolvimento, mostrando suas características, etapas de desenvolvimento e estruturando as suas interfaces dentro da perspectiva da linguagem hipermídia. Conclui em favor do desenvolvimento de trabalhos e pesquisas acadêmicos que se voltem para as necessidades culturais da população de grandes metrópoles, na qual o acesso a informação (dentro dos critérios da mobilidade) é fundamental
Стилі APA, Harvard, Vancouver, ISO та ін.
21

Wolf, Christopher Alexander. "Case Histories and Analyses of Synthetic Economies: Implications for Experiments, Game Design, Monetization, and Revenue Maximization." Kent State University Honors College / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1368095911.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
22

COSTA, Daniel Leite. "Avaliação semântica do design de interfaces humano-computador em jogos digitais fundamentada em uma abordagem multimétodos." Universidade Federal de Campina Grande, 2017. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/913.

Повний текст джерела
Анотація:
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-06-10T18:11:13Z No. of bitstreams: 1 DANIEL LEITE COSTA - DISSERTAÇÃO PPGDsign 2017..pdf: 8286965 bytes, checksum: 3d5d2c433df754acf30ecf88a2748f57 (MD5)
Made available in DSpace on 2018-06-10T18:11:13Z (GMT). No. of bitstreams: 1 DANIEL LEITE COSTA - DISSERTAÇÃO PPGDsign 2017..pdf: 8286965 bytes, checksum: 3d5d2c433df754acf30ecf88a2748f57 (MD5) Previous issue date: 2017-06-30
O propósito da presente pesquisa foi conceber e parametrizar uma abordagem de avaliação semântica de aspectos visuais e de design de interfaces humano-computador de jogos digitais, incorporando-a à abordagem metodológica multimétodos concebida por Queiroz (2001). A proposição da instância da referida abordagem a jogos digitais justifica-se a partir das particularidades contextuais desta categoria de aplicações de software, em relação a outras categorias, principalmente no que concerne à motivação de uso, sendo necessários processos de avaliação da usabilidade que considerem suas especificidades. A pesquisa também se justifica por expandir o escopo da abordagem original, considerando, além dos aspectos sintáticos, os aspectos de significado e de compreensão. A abordagem foi validada a partir de um estudo de caso, envolvendo o jogo digital Hearthstone: Heroes of Warcraft, no qual se investigou o impacto da inclusão da componente semântica ao processo de avaliação. Assim sendo, foram realizados dois experimentos, com 30 usuários cada. No primeiro grupo, considerou-se unicamente a componente sintática de avaliação, composta por: (i) avaliação heurística, (ii) mensuração do desempenho de uso e (iii) satisfação subjetiva do usuário. No segundo grupo, a componente semântica de avaliação foi incorporada à abordagem multimetodológica. O método de pesquisa foi misto, visando à coleta de dados de natureza qualitativa e quantitativa, sob uma premissa teóricopragmática. O confronto dos resultados obtidos a partir dos quatro diferentes enfoques considerados permitiu inferir impactos e contribuições positivas da integração da componente semântica à abordagem original, o que possibilita tornar mais abrangente e robusto o processo de avaliação da usabilidade da interface considerada
The purpose of this research was double fold: (i) conceiving and parameterizing a semantic approach for evaluating visual and design aspects of human-computer interfaces of digital games; (ii) integrating it into the multi-method approach conceived by Queiroz (2001). Such a research effort can be justified by the contextual particularities of this software application category with regard to other ones, mainly in what concerns use motivation and, the consequent need for a specific usability evaluation approach. The research is also justified by expanding the scope of the original approach, considering, in addition to the syntactic aspects, the aspects of meaning and understanding. The approach was validated from a case study, involving the digital game Hearthstone: Heroes of Warcraft, in which the impact of the inclusion of the semantic component on the evaluation process was investigated. Thus, two experiments were performed, with 30 users each. In the first group, only the syntactic component of evaluation was considered, consisting of: (i) heuristic evaluation, (ii) measurement of performance of use and (iii) subjective satisfaction of the user. In the second group, the semantic component of evaluation was incorporated into the multi-method approach. The research method was mixed, aiming at the collection of data of a qualitative and quantitative nature, under a theoretical-pragmatic premise. The comparison of the results obtained by the considered evaluation strategies revealed positive impacts and contributions of and including semantic aspects to the original approach. This makes it possible to enrich the usability evaluation process of a game interface, by producing complementary and more robust results.
Стилі APA, Harvard, Vancouver, ISO та ін.
23

Codourey, Monika Ewa. "Airport territory as interface : mobile work and travel in hybrid space." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/9331.

Повний текст джерела
Анотація:
Global mobility, wireless technology and networked society are transforming the airport territory. These changes (hard factors) have been analysed in airport planning and transportation studies (Koll-Schretzenmayr 2003; Banister 2003; Schaafsma 2003; Knippenberger &Wall 2010; Salewski & Michaelli 2011; Convenz & Thierstein ed. 2014 et al) and architecture and design (Edwards 1998; Blow 2005; Cuadra 2002; Uffelen 2012; Gensler 2013 et al). But design strategies focusing on the passenger experience (soft factors) have not yet been thoroughly assimilated by architecture and design. On the theoretical level this dissertation spans the analysis of current methodologies in social studies (e.g. Castells 1996; Gottdiener 2000; Cresswell 2006; Urry, 2007; Elliott & Urry 2010; Adey 2010 et al) and their relation to architectural and urban studies concepts for the airport. The latter includes the “Airport as City” (Güller & Güller 2000), “Aviopolis – A Book about Airports” (Fuller & Harley 2005) and “Aerotropolis” (Kassarda 2010). This dissertation also explores IT and aviation industry interests at the interface between technology and air travellers. In this light aviation industry research and solutions (Amadeus 2011, SITA 2013) are important to consider, as well the philosophy behind who travels and for what purpose (Sloterdijk 1998; Koolhaas 1998; Gottdiener 2000; Urry 2007; Birtchnell & Caletrio 2014 et al). Here, the author’s previous field research at Frankfurt International Airport is relevant. We live more mobile lifestyles, we work in hybrid spaces (Suoza 2006; Duffy 2010 et al), and we consequently need to share information and collaborate differently. Using constant travellers as a case study, the impact of physical and informational mobility on perceptions of and behavioural patterns in the airport can lead to a deeper understanding of mobile work and the air travel experience. New design strategies can be developed from research about constant travellers, and the results may improve their work and air travel experience. The author’s combination of design approaches from architecture and social science (sociology and psychology) methodologies can better address the real needs of constant travellers in hybrid workspaces. It is hoped that this dissertation will inspire airport architects and designers, interaction designers and the aviation industry to pay more attention to users’ needs in their design processes.
Стилі APA, Harvard, Vancouver, ISO та ін.
24

Bedoya, De Lama Luis Sebastian. "La influencia de la jerarquía visual en la aprendibilidad de los videojuegos de administración de recursos." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652367.

Повний текст джерела
Анотація:
En esta investigación se evaluó la influencia de los principios de jerarquía visual en la aprendibilidad de las interfaces de videojuegos de administración de recursos, a lo cual se postuló la hipótesis de que la jerarquía visual aplicada en el diseño de la interfaz de usuario en juegos de este género influyen de manera positiva en la aprendibilidad, facilitando el reconocimiento de los elementos gráficos y la memorización de los pasos a realizar para lograr la victoria disminuyendo la posibilidad de abandono del juego por parte de jugadores nuevos. Para llegar a este supuesto, se analizó documentalmente dos videojuegos del género Estrategia en Tiempo Real desarrollados del 2008 al 2018. De igual manera, se realizaron pruebas de usabilidad en dichos videojuegos y, consecuentemente, encuestas que midan la aprendibilidad según la opinión de los participantes. Los resultados del análisis documental sugieren la aplicación de los principios de semejanza, región común, proximidad y de contraste. En los resultados de las pruebas de usabilidad y encuestas se registró que los usuarios consideran que el ordenamiento de los elementos gráficos les ayudó a realizar las acciones dictadas, memorizarlas y usarlas de manera más rápida para poder conseguir la victoria. Podemos concluir que existe una influencia positiva de la jerarquía visual en la velocidad y eficacia de aprendizaje de las interfaces en los videojuegos del género estudiado y, que la aplicación de los principios busca el logro de uso en lugar de un orden de importancia de los elementos del juego.
In this investigation we analyzed the influence of the principles of visual hierarchy in the learnability of resource management video game interfaces, to which a hypothesis was postulated regarding how visual hierarchy applied to user interface design on games of this genre influence positively in the learnability, making easier the recognition of graphic elements and the memorization of the steps to achieve victory lowering the possibility of game quitting in new players. To achieve this supposition, two Real Time Strategy video games that were developed from 2008 to 2018 were analyzed. Similarly, usability tests of such games were made, and, therefore, surveys that measure the learnability from the participants standpoint. The results of the documentary analysis suggest that the application of the principles of similarity, common fate, proximity and contrast. In the results of the usability tests and surveys it was recorded that the arrangement of graphic elements helped them to achieve the dictated tasks, memorizing them and using them in the fastest way to achieve victory. We can conclude that there’s a positive influence of visual hierarchy in the speed and effectiveness of learning from the videogame interfaces of the studied genre and, that the application of the principles look for a successful experience rather than just a hierarchy order between the game assets.
Trabajo de investigación
Стилі APA, Harvard, Vancouver, ISO та ін.
25

Lindgren, Kristian, and Jimmy Svejderud. "Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15086.

Повний текст джерела
Анотація:
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store’s “What’s Hot”. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well. The grouping and positioning of buttons on the other hand was illogical and at times frustrating. We came to a conclusion that the focus on the visual apperance of the games had consequences on other aspects that were perhaps more important to the interface. Furthermore, we noticed a distinct lack of interface in both menus and during gameplay. We deduced this was since the game developers chose to use the technical aspects of touch, rather than implement more interface such as buttons or similiar.
I denna uppsats använde vi oss av teori från gränssnittdesign och applicerade den i en analys av touchspel. För att kunna utnyttja patterns optimalt, valde vi ut fem stycken av dem och anpassade dessa för att passa syftet av vår uppsats. Urvalet av spel valdes genom att hämta de åtta spel som visades under App Stores ”What’s Hot”-lista. Resultaten visade bland annat att spelen hade ett tydligt fokus på att ha ett trevligt utseende vilket de också lyckades med relativt väl. Grupperingen av knappar var dock ologisk och stundtals frustrerande. Vi kom fram till att fokuset på den visuella aspekten av gränssnitten hade konsekvenser på andra aspekter som möjligtvis är viktigare för gränssnittet. Utöver detta noterade vi även att det var en klar brist på gränsnitt i spelen, både i menyer och under spelandet. Detta beror enligt oss på att spelutvecklarna valde att utnyttja de tekniska aspekterna av touch, snarare än att implementera mer gränssnitt såsom knappar eller liknande.
C-uppsats för Medieteknik
Стилі APA, Harvard, Vancouver, ISO та ін.
26

Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.

Повний текст джерела
Анотація:
With the improvement of multimedia technologies such as broadband-enabled HDTV, video on demand and internet TV, the computer and the TV are merging to become a single device. Moreover the previously cited technologies as well as DVD or Blu-ray can provide menu navigation and interactive content. The growing interest in video conferencing led to the integration of the webcam in different devices such as laptop, cell phones and even the TV set. Our approach is to directly use an embedded webcam to remotely control a TV set using hand gestures. Using specific gestures, a user is able to control the TV. A dedicated interface can then be used to select a TV channel, adjust volume or browse videos from an online streaming server. This approach leads to several challenges. The first is the use of a simple webcam which leads to a vision based system. From the single webcam, we need to recognize the hand and identify its gesture or trajectory. A TV set is usually installed in a living room which implies constraints such as a potentially moving background and luminance change. These issues will be further discussed as well as the methods developed to resolve them. Video browsing is one example of the use of gesture recognition. To illustrate another application, we developed a simple game controlled by hand gestures. The emergence of 3D TVs is allowing the development of 3D video conferencing. Therefore we also consider the use of a stereo camera to recognize hand gesture.
Стилі APA, Harvard, Vancouver, ISO та ін.
27

Pekgun-Cakmak, Pelin. "An Analysis of Pricing and Leadtime Policies within the Marketing/Operations Interface." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19858.

Повний текст джерела
Анотація:
In this thesis, we analyze the impact of the decentralization of price and leadtime decisions made by the marketing and production departments, respectively, in a make-to-order firm. We first study a monopoly environment, and find that in the decentralized setting, the total demand generated is larger, leadtimes are longer, quoted prices are lower, and the firm profits are lower as compared to the centralized setting. We show that coordination can be achieved using a transfer price contract with bonus payments, where both departments receive a fraction of the total revenues generated as a bonus payment. In the second study, we extend this work to a duopoly environment, where two firms compete on the basis of their price and leadtime quotes in a common market. We find that under intense price competition, firms may suffer from a decentralized structure, particularly under high flexibility induced by high capacity, where revenue based sales incentives motivate sales/marketing for more aggressive price cuts resulting in eroding margins. We take the parameters of the demand models in the first two studies as constant, while estimating those parameters based on historical data is a very important problem in practice. In the last study of this thesis, we address the challenges encountered in estimating the price sensitivity of customers shifting focus to the passenger travel industry. We explore how to obtain better price elasticity estimates through an empirical study with an emphasis on the endogeneity problem, which arises as a result of the simultaneous determination of supply and demand. We show that if one does not account for endogeneity, price elasticities may induce an upward-sloping demand curve suggesting that high price produces high demand, or may be biased downward to the extent that elastic demand curves are incorrectly classified as inelastic. We show the improvement in price elasticities through an instrumental variable approach.
Стилі APA, Harvard, Vancouver, ISO та ін.
28

Bergqvist, Emil. "Auditory displays : A study in effectiveness between binaural and stereo audio to support interface navigation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10072.

Повний текст джерела
Анотація:
This thesis analyses if the change of auditory feedback can improve the effectiveness of performance in the interaction with a non-visual system, or with a system used by individuals with visual impairment. Two prototypes were developed, one with binaural audio and the other with stereo audio. The interaction was evaluated in an experiment where 22 participants, divided into two groups, performed a number of interaction tasks. A post-interview were conducted together with the experiment. The result of the experiment displayed that there were no great difference between binaural audio and stereo regarding the speed and accuracy of the interaction. The post-interviews displayed interesting differences in the way participants visualized the virtual environment that affected the interaction. This opened up interesting questions for future studies.
Стилі APA, Harvard, Vancouver, ISO та ін.
29

Chaumpanich, Kritsakorn. "Kinect™ Based Biology Education System." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1427864008.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
30

Jerčić, Petar. "Design and Evaluation of Affective Serious Games for Emotion Regulation Training." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10478.

Повний текст джерела
Анотація:
Emotions are thought to be one of the key factors that critically influences human decision-making. Emotion regulation can help to mitigate emotion related decision biases and eventually lead to a better decision performance. Serious games emerged as a new angle introducing technological methods to learning emotion regulation, where meaningful biofeedback information communicates player's emotional state. Games are a series of interesting choices, where design of those choices could support an educational platform to learning emotion regulation. Such design could benefit digital serious games as those choices could be informed though player's physiology about emotional states in real time. This thesis explores design and evaluation methods for creating serious games where emotion regulation can be learned and practiced. Design of a digital serious game using physiological measures of emotions was investigated and evaluated. Furthermore, it investigates emotions and the effect of emotion regulation on decision performance in digital serious games. The scope of this thesis was limited to digital serious games for emotion regulation training using psychophysiological methods to communicate player's affective information. Using the psychophysiological methods in design and evaluation of digital serious games, emotions and their underlying neural mechanism have been explored. Effects of emotion regulation have been investigated where decision performance has been measured and analyzed. The proposed metrics for designing and evaluating such affective serious games have been extensively evaluated. The research methods used in this thesis were based on both quantitative and qualitative aspects, with true experiment and evaluation research, respectively. Digital serious games approach to emotion regulation was investigated, player's physiology of emotions informs design of interactions where regulation of those emotions could be practiced. The results suggested that two different emotion regulation strategies, suppression and cognitive reappraisal, are optimal for different decision tasks contexts. With careful design methods, valid serious games for training those different strategies could be produced. Moreover, using psychophysiological methods, underlying emotion neural mechanism could be mapped. This could inform a digital serious game about an optimal level of arousal for a certain task, as evidence suggests that arousal is equally or more important than valence for decision-making. The results suggest that it is possible to design and develop digital serious game applications that provide helpful learning environment where decision makers could practice emotion regulation and subsequently improve their decision-making. If we assume that physiological arousal is more important than physiological valence for learning purposes, results show that digital serious games designed in this thesis elicit high physiological arousal, suitable for use as an educational platform.
Стилі APA, Harvard, Vancouver, ISO та ін.
31

Chilufya, Emma Mainza. "HCI: Design Guidelines of Mobile Device Games for the Elderly." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20128.

Повний текст джерела
Анотація:
Design guidelines are an essential part of human computer interac- tion, for they provide an outlines of the requirements and needs of a user on how best to interact with technology devices. Our research project focuses on understanding how the elderly interact with cur- rent technologies (mobile devices and digital games) and how they can benefit from mobile digital games. The goal is to come up with interface design guidelines to be used by developers when designing mobile games for the elderly. The identification of the guidelines is carried out through a literature survey that includes a literature search based on outlined keywords, and a literature review of the selected research. The evaluation process of the guidelines involves user testing of a prototype based on some of the identified guidelines. Even with minor setbacks, the evaluation process indicates that the guidelines are beneficial for the development of mobile games for the elderly.
Стилі APA, Harvard, Vancouver, ISO та ін.
32

Farokhian, Suzana. "Human-computer interaction using eye-gaze : Formation of user interface design guidelines from a cognitive science perspective." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38506.

Повний текст джерела
Анотація:
Motor and communication disabilities are common conditions that may implicate restrictions in daily life. With development of eye tracking technology, a solution referred to as eye-gaze interaction has been generated to support people with their limiting conditions to solve communication and computer access issues. By using eye tracking technology, which calculates the user’s eye-gaze location on a computer screen, user’s are able to control computers with their eyes as an input. This interaction method is quite unique and complex since the eyes serves both as an input and output source. Usability aspects revolving human information processing are therefore important to consider when designing user interfaces. In collaboration with Tobii AB, the study evaluated two separate eye-gaze interaction systems for controlling computers. 7 participants conducted user tests, one for each application, and answered interview questions during the tests regarding their usability experience. Based on the collected data,17 design guidelines was established with a purpose to enhance usability for eye-gaze interaction systems.
Стилі APA, Harvard, Vancouver, ISO та ін.
33

Flores, Cruz Kamila Alexandra. "Diseño de información y motivación hacia el material formativo de la Asociación Scouts del Perú." Bachelor's thesis, application/msword, 2019. http://hdl.handle.net/10757/626318.

Повний текст джерела
Анотація:
El escultismo es una de las asociaciones juveniles más grandes y reconocidas del mundo. Su propuesta formativa, conocida como Método Scout, trabaja con niños y jóvenes a nivel personal y grupal con el objetivo de formar mejores ciudadanos. Sin embargo, tiene un déficit para presentar su material formativo, ocasionando falta de motivación entre scouts para iniciar su progresión. Por ello, el principal objetivo del presente trabajo es rediseñar el material formativo de la Asociación Scouts del Perú haciendo uso de las herramientas que brinda el diseño de información. Se espera que aplicando el diseño de información como herramienta se pueda transformar el material formativo de la Asociación Scouts del Perú brindando una alternativa que genere mayor motivación en los lobatos. La metodología utilizada es investigación experimental, ya que incluye una variable experimental, en un entorno fijo. El nivel de investigación es experimental y el enfoque que se ha elegido es mixto ya que se utilizara tanto el método cuantitativo como el cualitativo. La solución presentada es un juego para móviles en el cual los lobatos responden preguntas para ir avanzando a través de un circuito, tiene la opción de juego en equipo donde las seisenas y manadas compiten entre sí. La propuesta responde a las dificultadas encontradas en el material actual sin desligarse de las bases del escultismo. En conclusión, luego del testeo, el 100% de lobatos respondieron positivamente a la propuesta, demostrando interés hacia el material y motivación por iniciar su progresión, validando así la hipótesis presentada.
Scouting is one of the largest and most recognized youth associations in the world. Its formative proposal, known as the Scout Method, works with children and young people on a personal and group level with the aim of forming better citizens. However, they have a deficit to present their formative material, causing lack of motivation among scouts to start their progression. Therefore, the main objective of this work is to redesign the training material of the Scouts of Peru Association using the tools provided by the design of information. It is expected that applying the information design as a tool can transform the training material of the Scouts of Peru Association providing an alternative that generates more motivation in scouts. The methodology used is experimental research, since it includes an experimental variable, in a fixed environment. The level of research is experimental one and the approach that has been chosen is mixed one since both the quantitative and the qualitative method will be used. The presented solution is a game for mobiles in which the scouts answer questions to go through a circuit, has the option of team play where they compete in teams. The proposal responds to the difficulties found in the current material without breaking away from the foundations of Scouting. In conclusion, after testing, 100% of scouts responded positively to the proposal, demonstrating interest in the material and motivation to start their progression, thus validating the hypothesis presented.
Trabajo de investigación
Стилі APA, Harvard, Vancouver, ISO та ін.
34

Pereira, Cláudio Manuel Guilherme. "Realidade virtual como ferramenta para treino policial : desenvolvimento de um simulador para treino de tiro ao alvo." Master's thesis, Universidade de Aveiro, 2014. http://hdl.handle.net/10773/14071.

Повний текст джерела
Анотація:
Mestrado em Engenharia e Design do Produto
O treino nas mais diversas forças de segurança é essencial para garantir a segurança da população e das próprias forças de segurança. O projeto de dissertação consiste no desenvolvimento de um simulador de prática de tiro para as forças de segurança, neste caso destinado às forças de segurança portuguesas (Guarda Nacional Republicana e Polícia de Segurança Pública). Para este projeto optou-se por uma metodologia centrada no utilizador, logo pressupôs uma análise aprofundada do mercado direto e paralelo. Todas as ações tomadas, que deram origem ao produto final foram tomadas com base nas necessidades detetadas durante todo o processo de pesquisa. Esta dissertação terá como base principal de desenvolvimento, a obtenção de um produto versátil e modular. De modo a obter uma ideia mais precisa do produto proposto, o conceito foi convertido em ficheiro CAD 3D, o que possibilitou também o estudo da interação mecânica e detalhe construtivo. Neste projeto a constante conciliação entre Design e Engenharia foi essencial para a obtenção de um produto passível de ser produzido e que realmente vá de encontro ao pretendido pelo mercado-alvo.
Training in the most security forces is essential to guarantee both the security of the population as well as the security forces. This dissertation project lays on the development of a shooting practice simulator destined for the security forces, particularly destined to the Portuguese security forces (Guarda Nacional Republicana and Polícia de Segurança Pública). For the purpose of this project it was used a user centered methodology, therefore underlying an in depth analysis of the direct and parallel market. Every action taken, that generated the end product, were made based on the needs that were detected during the research development. This dissertation will primarily base development, obtaining a modular and versatile product. In order to obtain an accurate idea of the projected product, the concept was converted into a CAD 3D file, which facilitated the study of the mechanics interaction and constructive details. The constant interaction between Design and Engineering was essential to obtain a product that could be produced and that would meet the needs of the target market.
Стилі APA, Harvard, Vancouver, ISO та ін.
35

Jain, Nibha. "Exploring interactive tangrams for teaching basic school physics." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34755.

Повний текст джерела
Анотація:
This Thesis explores the application of Tangible User Interfaces to Education. For this, a research study was conducted by building and testing an interactive game called Tangram Bridge. This Tangram based game was designed to teach players about basic physics principles such as balance, friction and motion on inclined planes. The focus of this Tangram Bridge is middle school physics, and therefore concerns children aged 11 years and up, their instructors and care givers. This research also lays a lot of emphasis on constructive play amongst children. Tangram Bridge is a versatile platform that can be scaled for younger or older populations A comparative study of existing Tangible User Interfaces ( TUIs) revealed opportunity spaces for this project. Through a compilation of related research in the fields of education, hands on learning, Tangible interaction and understanding play and learning amongst children, the constructionist views on learning are explored as guidelines for the design of this study. Through the analysis of comparative research studies, trends on TUI with relation to education emerged, informing the design process for Tangram Bridge. This research study discusses the application of Tangible user interfaces to education. It combines the research data collected through market research, user testing and literature reviews to explore the efficacy of TUI as teaching tool for abstract concepts that require imagination and experimentation.
Стилі APA, Harvard, Vancouver, ISO та ін.
36

Xu, Yan. "Exploring social play in a shared hybrid space enabled by handheld augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45940.

Повний текст джерела
Анотація:
Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociological theories to the domain of social games. I generate a list of theory-based design guidelines for co-located social games, especially HAR games. I prove its usefulness through the user study on an HAR game that embodies a subset of these design guidelines. Fourth, this thesis work is a case study that bridges Human Computer Interaction knowledge and methods with game design practices. It shows the outcome and benefits of multidisciplinary research, calling for more effort in integrating reality-based interfaces, as playful and experimental design materials, into different phases of game design process.
Стилі APA, Harvard, Vancouver, ISO та ін.
37

Piehler, Robert. "Schnittstelle Spieler." Master's thesis, Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200801008.

Повний текст джерела
Анотація:
Die Qualität der Schnittstelle eines Videospiels kann wesentlich zu dessen kommerziellen Erfolg beitragen. Dennoch beschränkt sich die entsprechende Evaluation primär auf die Auswertung qualitativer Daten, die etwa in Nutzertests erhoben werden. Inferenzstatistische Verfahren kommen bisher mangels theoretischer Grundlagen kaum zum Einsatz. Die vorliegende Arbeit stellt daher ein theoretisches Framework zur quantitativen Analyse verschiedener Dimensionen der Schnittstellengestaltung in Videospielen zur Verfügung. Dabei wird ausgehend von spielwissenschaftlichen Überlegungen und einer Erweiterung von Huizingas Konzept des „magic circle“ ein Bogen von perzeptiven, psychologischen und soziologischen bis hin zu kulturellen Aspekten gespannt. Methodisch handhabbar wird dieses Konstrukt durch eine Ausrichtung am Genre-Begriff, der für den Bereich der Videospiele diskutiert wird. So entsteht ein ganzheitliches Modell, das den Grundstein zu einem zielgruppenspezifischen und quantitativen Messinstrument für Interfaces in Videospielen legt
The quality of a videogame’s interface is a decisive factor to its commercial success. However, the current evaluation methods focus primarily on qualitative research data like those generated in usability tests. Methods of inferential statistics are not common yet because of a lack of theoretical fundamentals. To address this issue, this paper provides a theoretical framework for quantitative analysis on different dimensions of interface design in videogames. Aspects of perception, psychology, sociology as well as culture are dealt with in this context and the associated scientific concepts are conflated by a theoretical extension of Huizinga’s “magic circle”. The technical term “genre” in regard to videogames is also discussed in this paper and it proves to be a basis for connecting the various concepts methodically. As a result, this paper presents a holistic model, which can be applied in future audience-specific and quantitative measuring instruments for interfaces in videogames
Стилі APA, Harvard, Vancouver, ISO та ін.
38

Berrum, Christian Grønnet, and Morten Weel Johnsen. "hACME game : Administrative Interface." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-14033.

Повний текст джерела
Анотація:
hACME game is a game based learning tool for teaching software security. The game is intended to help raising awareness and interest in the subject of software security. The purpose of the game is to make future software developers aware of how important security is. A key feature of the game is how it measures the participant's progress and the use of hints. This thesis focus on implementing an administrative interface for hACME game enabling easier access to statistics and results by admin users. The foundation for the thesis is a project written in the autumn semester of 2010 by Christian Berrum and Morten Weel Johnsen. The project thesis contained a conceptual design for the administrative interface.The result is a fully functional implementation of the administrative interface. The administrative interface consists of functionality for doing management tasks and getting statistics about the game and user progress. The thesis also focuses on the implementation of questionnaires in order to get information about the player's learning process.
Стилі APA, Harvard, Vancouver, ISO та ін.
39

MARÇAL, DANIELA DE CARVALHO. "MEDIATIONS DESIGN IN CONSTRUCTION ONLINE GAMES INTERFACES FOR CHILDREN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=18514@1.

Повний текст джерела
Анотація:
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A interação da criança com a tecnologia há muito se faz presente nas sociedades, não sendo então uma característica específica da sociedade contemporânea. O fato de as crianças estarem cada vez mais cedo dominando e interagindo com tecnologias complexas em situações que até então eram restritas ao universo adulto, como por exemplo a internet, mostra-se mais evidente na sociedade atual. Partimos do entendimento de que as novas tecnologias estão mudando os modos de constituição e desenvolvimento das relações sociais e também seus modos de significação. Nos aproximamos da criança inscrita na contemporaneidade por, a partir dela, estar criando sua identidade e se tornando sujeito desta sociedade. Esta pesquisa tem como tema central questões relacionadas ao papel do designer como mediador nos processos de desenvolvimento da linguagem, identidade e da produção de sentidos na interação da criança com interfaces de jogos infantis online. A partir da observação de um grupo de crianças entre 10 e 11 anos, moradores das comunidades da Rocinha e Vidigal, Zona Sul do Rio de Janeiro, durante suas atividades no projeto intitulado Khouse do Departamento de Informática da PUC-RIO, discutimos questões relativas ao papel do designer enquanto produtor cultural participante na proposição de modos linguísticos de produção de sentidos. Concluímos entendendo o papel do design como mantenedor de mitos e esteriótipos e indicamos ser vital refletir sobre seu lugar como promotor de novos conceitos e aquisições de conhecimentos da criança em sua relação com a internet.
The child s interaction with technology is present in societies for long time and is not a specific feature of contemporary society. The fact that children are dominating and interacting with complex technologies each time earlier in situations that were once restricted to adult s universe, such as the Internet, seems more evident in society today. We regard that new technologies are changing the way the social relations are formed and developed, as much as their meanings. We understand that the contemporary children are immerse on those new relations and are, in this context, creating theirs identity and becoming subjects of this society. The main issue of this research is the designer s role as mediator in children s processes language, identity and meaning development as they interact with online game’s interfaces for children. We observed a group of children between 10 and 11 years, residents of Rocinha and Vidigal communities, in South Zone of Rio de Janeiro, during their activities in the Khouse project, hosted by the Informatics Department of Pontifical Catholic University of Rio de Janeiro. We conclude by understanding the role of design as a maintainer of myths and stereotypes, and indicate it is vital to reflect on his place as a promoter of new concepts and acquisition of knowledge of the child in its relationship with the Internet.
Стилі APA, Harvard, Vancouver, ISO та ін.
40

Salih, Jaffar, and Keisha Bakosi. "Using smartphones and shared displays to connect and coordinate people in playful contexts." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22743.

Повний текст джерела
Анотація:
This paper explores the social aspects of a new kind of mobile games where players interact with each other in a shared physical space as well as in-game. As technology spreads throughout layers of culture and everyday life, and gaming becomes increasingly widespread, we see a future in social digital games through the use of smartphones, because of their prevalence and their technical versatility. This poses new challenges for designers. By using the context of music selection in semi-public to public situations and with the help of prototypes, we explore the problems of making selections and connections in large groups as well as delivering feedback. As a result of this project we arrive at elements such as participation, competition, scalability and the importance of social interactions between participants which can be used when designing systems in similar contexts.
Стилі APA, Harvard, Vancouver, ISO та ін.
41

Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025/document.

Повний текст джерела
Анотація:
Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptuels et des outils logiciels aient été développés pour les assister, il manque une étude approfondie sur la pratique de ces outils. En prenant le point de vue d’un « Game Designer », notre étude se base sur une étude de terrain, menée par un participant–observateur, utilisant les outils sur 5 études de cas.Nous analysons dans un premier temps les pratiques du Game Design : les différentes activités impliquées et leur mise en œuvre dans le processus de conception. Nous nous intéressons plus particulièrement aux développe-ments et tendances actuelles.Le Chapitre 3 positionne le Game Design dans le contexte plus général des travaux en cours sur la critique et l’analyse du Design (Design Studies). Nous en concluons que le Game Design se situe plus comme dans le domaine de la conception artisanale (« craft-based ») et que l’utilisation d’outils serait une évolution vers une conception réflexive (« self-conscious »). Cette évolution constitue donc, à notre avis, une rupture par rapport aux pratiques actuelles.Le chapitre 4 retrace l’histoire du développement des outils de Game Design tant du point de vue de la recherche que de l’industrie. Ceci nous permet, au chapitre 5, de donner une définition plus précise et comparative des outils de Game Design.Le chapitre 6 formalise les questions de recherche de cette thèse et la nécessité d’une évaluation basée sur la pratique. Le point de vue méthodologique de notre travail est ensuite développé dans le chapitre 7.Nous présentons ensuite nos observations et analyses d’expériences réali-sées en utilisant une sélection d’outils reposant sur différentes approches. Parmi ces outils citons: « Articy:Draft », « Ludoscope » et « Progression Planning ». Nos critères d’évaluations sont tirés des publications sur le « Design Support » et le « Creativity Support Tool ».Au chapitre 12 nous décrivons et discutons les expériences effectuées avec un outil de design que nous avons développé dans le but d’évaluer et d’étendre l’approche « progression planning ». Nous explicitons les choix de conception de l’outil issus en partie du travail d’analyse mené dans cette thèse.La conclusion résume nos observations et introduit des principes d’amélioration des outils de « Game Design » et propose d’étendre nos travaux sur différents types d’outils et contextes d’utilisation non abordés ici
This thesis contributes practice-led evaluation research to the question of whether game design tools can effectively support and expand game design practice. It offers insights that can be used to inform future game design tool development.Game designers, unlike most other design practitioners, typically do not use design tools in their work. While conceptual models and software tools have been developed to address this, we lack discussion and critique of how tools work in practice.Taking the point of view of a practitioner, this study of game design tools is based on longitudinal, practice-led evaluation research conducted as a par-ticipant-observer, applying game design tools to 5 contrasting game design case studies.Design tools support game design practice. In Chapter 2 I set out what that practice is today, reviewing the game design process and design activities, and giving particular attention to contemporary trends and directions.Chapter 3 situates game design within the broader context of Design Studies. After reviewing relevant ideas from this literature, I conclude that game design is best characterised as a crafts-based design discipline, and that adoption of design support would mean a shift towards “self-conscious” design. I argue that, within this context, the adoption of tools into current practice would represent a significant and disruptive change to current practice.Chapter 4 traces the history of development of game design tools within the game design and research communities. Chapter 5 goes on to offer a more precise definition of game design tools and presents a comparative review of the tools within this scope.In Chapter 6 I argue for the need bring practice-led evaluation research to this question. Here I set out my research goals and questions, before specifying the particular tools I practiced with for this study. Chapter 7 discusses methods used in relevant research fields and outlines the method used for this project.Chapter 8 introduces the game projects I used as case studies and describes how I worked with each. Chapters 9 and 10 present observations and anal-yses of my experiences using a selection of tools that vary in their approaches. These include (though not exclusively): Articy:Draft (Nevigo GMBH 2011), Machinations (Joris Dormans 2009), Ludoscope (Joris Dormans and Leijnen 2013), and “progression planning” (Butler et al. 2013). Evaluation themes and criteria are drawn from the Design Support and Creativity Support Tool literature. Chapter 11 refocuses attention on the practicalities, addressing the question of how game design tools integrate into the wider context of practice.In Chapter 12 I present and discuss my experiences with my own game de-sign tool, which I prototyped in order to evaluate and extend one of the tool approaches under study. I explain my tool design choices, some of which reflect the knowledge I have acquired through the course of this study.Chapter 13 summarises my conclusions in relation to how design tools might best support game designers, and offers ideas for further practice-led evaluation research related to this question
Стилі APA, Harvard, Vancouver, ISO та ін.
42

Björklund, Benjamin, and Simon Hjertson Nilsson. "Customisable game interfaces impact on game experience." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1286.

Повний текст джерела
Анотація:
A graphical user interface (GUI) is the bridge between the software and the user. In video games the user interface must be easily understandable and apprehensive. In fact, if a user interface is poorly done it will often break the game and make the user choose another game. If a user has the ability to configure and change the look of the user interface, will it then result in improved game experience? That’s what we investigated in this thesis. To carry out the investigation we developed a fully customisable user interface to a game called “World of Warcraft”. We then compared the original “World of Warcraft” GUI with our own developed customisable GUI; this was conducted with a usability test with five participants. The result of the investigation showed that the participants in fact noticed an improvement in game experience and were intrigued to continue playing. With the customisable GUI the users felt that they could make more important abilities more accessible by either position them in a certain way or change the size of them.
Стилі APA, Harvard, Vancouver, ISO та ін.
43

Marston, Matthew C. "Game based design : a game theory based approach to engineering design." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/15877.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
44

Dillon, Andrew. "User interface design." London: Macmillan, 2003. http://hdl.handle.net/10150/105299.

Повний текст джерела
Анотація:
This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2003) User Interface Design. MacMillan Encyclopedia of Cognitive Science, Vol. 4, London:MacMillan, 453-458. Article definition: This article covers the basic issues that the field of cognitive science raises in the design and testing of new digital technologies for human use. Contents list: Introduction, Cognitive Science and design, The Basics of Human-Computer Interaction, Cognitive Design Guidelines: from psychophysics to semiotics, Beyond guidelines Cognitive theories and models in HCI, Developing user-centered design methods, Summary, Bibliography, Glossary
Стилі APA, Harvard, Vancouver, ISO та ін.
45

Bengtsson, Jens. "Grad : Game design document for the game Grad." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-90.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
46

Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

Повний текст джерела
Анотація:
The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning level game programmer. The project documentation and the game are also published on the Internet and can be freely accessed online.
Стилі APA, Harvard, Vancouver, ISO та ін.
47

Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.

Повний текст джерела
Анотація:
This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for storing game data. The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics. This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.
Стилі APA, Harvard, Vancouver, ISO та ін.
48

Sundström, Ylva. "Game design and production : frequent problems in game development." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1793.

Повний текст джерела
Анотація:
This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team’s work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature describing the game industry, a short research study of post mortems written by game developers and a survey about game design documentation and communication sent out to game developers and game design students.
Den här uppsatsen behandlar vanliga problem som kan uppstå under spelprojekt. Den är fokuserad kring produktionscykeln och hur industrin behandlar produktionscykelns olika delar. Den beskriver framförallt problem rörande kommunikationen inom team som utvecklar spel, problem kopplade till planering av spelprojekt och hur designprocessen påverkar spelutvecklares arbetsprocesser och effektivitet. Den inkluderar en analys av vanliga problem jag har funnit då jag studerat litteratur som beskriver spelindustrin, en kort studie av post mortems skrivna av spelutvecklare och en undersökning om speldesigndokumentation jag skickat ut till spelutvecklare och spelstudenter.
Стилі APA, Harvard, Vancouver, ISO та ін.
49

Falconi, Robert F. "Usability and game design : improving the MITAR Game Editor." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61283.

Повний текст джерела
Анотація:
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 59-60).
Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the means to effectively create MITAR games, however, there were several areas that needed improvement. This motivated the development of several other incarnations of MITAR editor, each with its own unique usability strengths. However, these editors haven't seen much use by the game designers, and so much of the usability research that went into their development has gone to waste. In this project a new MITAR editor, the Full Editor, was developed. It combines the most usable portions of the newer editors together with the features of the original Game Editor into one game development solution. In addition, the Full Editor also introduces a new feature, the Flow View, which increases its usability further. Heuristic analysis and informal testing suggest that the Full Editor is a highly usable MITAR editor that will replace the Game Editor as the primary development platform for MITAR games.
by Robert F. Falconi.
M.Eng.
Стилі APA, Harvard, Vancouver, ISO та ін.
50

Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.

Повний текст джерела
Анотація:
Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est toutefois difficile à observer dans un contexte collaboratif et non artificiel. Les études existantes n'ont pas suffisamment analysé les problèmes rencontrés ni cherché comment le système peut aider à gérer les accès simultanés.Notre approche a consisté à étudier les interactions simultanées en nous orientant vers des situations originales où la couche applicative du système exerce une forte pression sur le rythme d'utilisation. Nous justifions ainsi l'utilisation d'un jeu vidéo comme outil d'exploration et d'expérimentation. Ce mémoire retrace la conception et le développement de RealTimeChess, un jeu pour 2 à 4 joueurs, adapté aux caractéristiques des tables interactives, et inspiré des échecs dans une version s'affranchissant du tour par tour. Nous rapportons les résultats d'expériences menées sur des groupes de 2 à 4 participants en situations de coopération et de compétition, qui ont permis de mettre en évidence des problèmes de gênes physiques et d'accessibilité aux objets distants ; de perception des informations importantes en contexte dynamique ; et de contrôle du rythme de l'interaction.Ce mémoire expose en outre les leçons apprises au niveau de l'interaction simultanée de plusieurs utilisateurs, des aspects de territorialité, des comportements collaboratifs et enfin en proposant des recommandations de Game Design pour tables interactives.
Стилі APA, Harvard, Vancouver, ISO та ін.
Ми пропонуємо знижки на всі преміум-плани для авторів, чиї праці увійшли до тематичних добірок літератури. Зв'яжіться з нами, щоб отримати унікальний промокод!

До бібліографії