Дисертації з теми "Interface e Game Design"
Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями
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.
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 джерелаMACIEL, 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 джерелаMade 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.
Kumar, Manu. "Gaze-enhanced user interface design /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.
Повний текст джерелаHulterström, 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 джерелаThis 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.
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 джерелаElektronisk 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
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 джерелаÖsterman, 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 джерелаHuang, 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 джерелаGreip, 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 джерелаNilsson, 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 джерелаShan, 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 джерелаSpel 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.
Zhang, Yanxia. "Eye tracking and gaze interface design for pervasive displays." Thesis, Lancaster University, 2015. http://eprints.lancs.ac.uk/76906/.
Повний текст джерелаNisbel, 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 джерелаReitz, 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 джерелаJan, 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 джерелаMuhammad Asghar Jan (+46-700183140) syedmaji@hotmail.com (+46-736805771)
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 джерелаEmin, 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 джерелаThe 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.
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 джерелаJohnson, 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 джерелаSantos, Jefferson dos. "Interfaces para dispositivos móveis." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/18132.
Повний текст джерелаMobile 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
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 джерелаCOSTA, 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 джерелаMade 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.
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 джерелаBedoya, 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 джерелаIn 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
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 джерелаI 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
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 джерелаPekgun-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 джерелаBergqvist, 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 джерелаChaumpanich, Kritsakorn. "Kinect™ Based Biology Education System." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1427864008.
Повний текст джерелаJerčić, 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 джерелаChilufya, 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 джерелаFarokhian, 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 джерелаFlores, 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 джерелаScouting 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
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 джерелаO 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.
Jain, Nibha. "Exploring interactive tangrams for teaching basic school physics." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34755.
Повний текст джерелаXu, 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 джерелаPiehler, Robert. "Schnittstelle Spieler." Master's thesis, Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200801008.
Повний текст джерелаThe 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
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 джерелаMARÇAL, 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 джерелаPROGRAMA 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.
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 джерелаNeil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025/document.
Повний текст джерелаThis 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
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 джерелаMarston, 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 джерелаDillon, Andrew. "User interface design." London: Macmillan, 2003. http://hdl.handle.net/10150/105299.
Повний текст джерелаBengtsson, 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 джерелаSurangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.
Повний текст джерелаAava, 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 джерелаSundström, 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 джерелаDen 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.
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 джерелаCataloged 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.
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