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1

Lundmark, Martin. „The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities“. Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games.
Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
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Rören, Jonas. „Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games“. Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
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Sareh, Narges. „Effects of Gender and Type of Board Game on 4-year-olds Engagement in Board Games“. Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3033.

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4

Rudvi, Emil. „Digital Game Mechanics : to create an analog board game prototype“. Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.

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Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game using a turn based game order would not. The digital game Doom III was used to create the prototype and eight analog games of different types and genres were examined to collect more unique game mechanics. All were suited for a multiplayer type of gameplay. To get an understanding of what game elements were well liked in both digital and analog games, a questionnaire was created with twelve questions. The participants answered questions on the subjects of their favourite genre, missing game mechanics in both digital and analog games, well liked game mechanics, and also what the participants thought was impossible to create in a game in terms of game mechanics. The results of both the analysis of the eight analog games and the answers from the participants created the base plan for the development of the prototype focusing on low downtime, re-playability, and an average amount of luck. Several game mechanics were discussed and some of them were play tested. This resulted in keeping some game mechanics while others were removed because these game mechanics did not provide a rewarding gameplay. Several game mechanics were nearly impossible to implement without the use of a digital representation. An example on this type of issue was the first person view in the digital game. The perception of skill based game mechanics could be moved to an analog board game but would have to be determined by other game mechanics instead of the player’s physical capabilities. The conclusion lead to a prototype that could be played in an hour, which is a low game time for games in this genre. The FPS gameplay mechanics was converted to an analog game, but all game mechanics could not be transferred to the prototype without a conversion.
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Bränström, Niclas. „Minimalist design for children’s games“. Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22638.

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The aim of this report is to see whether the graphic design of a game influences children’s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children’s wish to play the game or is the game mechanic all that matters. The final results concluded that although the graphic design plays a part in the children’s willingness to play the game the game mechanics are by far the biggest factor in whether children will play the game or not.
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Horta, Miguel Ângelo Dias. „Robot plays board games with human“. Master's thesis, Universidade de Aveiro, 2018. http://hdl.handle.net/10773/23800.

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mestrado em Engenharia Eletrónica e Telecomunicações
O campo da robótica tem-se desenvolvido a um ritmo impressionante. O dia em que os robôs serão uma constante dentro da sociedade está mais perto do que nunca. No entanto, na cultura popular os robôs ainda são vistos como uma ameaça, desconsiderando os seus benefícios. Este medo irracional precisa de ser desmistificado. Uma das opções para melhorar a perceção da humanidade em relação aos robôs, pode basear-se na disseminação de robôs de entretenimento. Este tipo de robôs, que ´e desenvolvido com o único objetivo de trazer felicidade aos seus humanos, proporciona um ambiente seguro onde se pode interagir com os robôs, atestando a sua segurança, previsibilidade, funcionalidade, confiabilidade e robustez, melhorando positivamente a perceção das massas para com robôs. O objetivo final será que tais experiencias contribuam também para a aceitação de robôs mais complexos dentro da sociedade. ´E dentro deste conjunto de ideias que esta dissertação foi escrita. Usando algumas das mais recentes inovações na área , foi desenvolvido um ambiente onde um humano pode experimentar jogar jogos de tabuleiro com ou contra um braço robótico. Especificamente foi desenvolvido um ambiente onde é possível jogar o jogo do galo com o robô. Este robô é formado pela interconexão do braço JACO da Kinova e da câmara da Microsoft Kinect. Além disso, o mesmo ambiente foi replicado num mundo simulado através do simulador Gazebo.
The robotics field has been developing at an outstanding pace. The day in which robots will be commonplace within the society is closer than ever. However, in the popular culture robots are still perceived as a threat, disregarding its benefits. This irrational fear needs to be demystified. One of the options to improve humanity perception towards robots, may rely in the dissemination of entertainment robots. This type of robots, which is developed with the only purpose of bringing joy to its human peers, provide a safe environment where robots can be interacted, attesting robot’s security, predictability, functionality, reliability, and robustness, while positively improving masses’ perception towards robots. The end goal shall be that such experiences also contribute to the acceptance of more complex robots within the society. It is within this set of ideas that this dissertation is written. Using some of the most recent innovations in the field, an environment was developed where a human can experience playing board games with or against a robotic arm. Specifically it was developed an environment where it is possible to play tic-tac-toe with the robot. This robot is formed by the interconnection of a Kinova’s JACO arm with one Microsoft’s Kinect motion cam. Furthermore, the same environment was replicated in a simulated world using the Gazebo simulator.
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Upadhyay, Indrima. „ANALYSIS OF Q- LEARNING BASED GAME PLAYING AGENTS FOR ABSTRACT BOARD GAMES WITH INCREASING STATE-SPACE COMPLEXITY“. Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1627681408588176.

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8

Keuling, Oliver. „Managing wild boar - Considerations for wild boar management based on game biology data“. Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-38928.

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Objectives To prevent economic problems by high wild boar populations, an effective and biologically based wild boar management has to be established. A lot of wild boar research has been done in the last decades. However, game managers were not able to incorporate this knowledge into the development of effective management strategies. Thus, furthermore studies have to be accomplished to expand wild boar science and management. This thesis, based on a radiotelemetric study in southwestern Mecklenburg–Western Pomerania, presents research results on wild boar space use patterns, dispersal, grouping patterns and divisions. For all these measures I examined the influence of age classes and environmental factors affecting behavioural patterns (e.g. hunting, seasonal resources, seasonal requirements). Finally, I discussed efficiency and amount of hunting pressure of different hunting methods. Results The wild boar groups divided temporarily in 12.3 % of all observed localisations. We defined four types of divisions: short-term local, short-term extensive, long-term extensive and final division. The small home range sizes did not differ between age classes or group types with a slight tendency for larger home ranges of yearlings, especially in summer. The shift of summer home ranges was stronger in yearlings than in adults. Three space use patterns occurred in summer: field sows, commuters and forest sows. Only 15 % of all shot animals were shot outside their mothers’ home range, only one fourth of these “dispersed” animals were females. Males were shot at larger distances than females. Diurnal activity was positively influenced by daytime length, nutritional needs and fewer disturbances. Due to this reasons an impact of hunting was not clearly detectable. Hunting did influence activity and space use only in moderate intensities. Single hunt from hides is the dominating and an efficient hunting method. The sustainable harvest rate was not exhausted. Conclusions The small home ranges and low, male biased, dispersal rates denote strong site fidelity in all age and reproductive classes within female wild boar. The short distances and low dispersal rates, even within males, might be affected by all year round equably distributed high abundance of resources. Changed space use patterns in summer are mainly influenced by changed food availability. Although hunting was often presumed to be responsible for behavioural changes, little direct influences were observed in this study. The results reflect an interaction between habitat types, season, and nutritional needs on most behavioural patterns. Sound nutritional conditions and year-round low hunting pressure might be responsible for similar seasonal home ranges. Group fluctuations, occurrence of sub-groups as well as temporary and final divisions seem to be common behavioural patterns within wild boar groups, depending on age classes, reproduction, and seasonal nutritional supplies. Wild boar groups react flexible on several seasonal internal and extrinsic factors. The omnivore wild boar is enabled easily to adapt to various environments. Its wide eco-ethological plasticity enables the species to colonize new habitats and enlarge its distribution. All over Europe hunting rates seem to be lower than reproduction of wild boar. To reduce populations and thus, damages, supplemental feeding should be reduced and hunting rates have to be increased especially for females, as all age classes of females are highly reproductive. Hunting management is the most important tool for disease and damage control. As all hunting methods caused similar and negligible disturbances in this study, efficiency should get top priority. The combination of different hunting methods is necessary for reduction on comprehensive areas
Ziele Um ökonomische Probleme durch Schwarzwild zu vermeiden, muss eine effektive und biologisch fundierte Schwarzwildbewirtschaftung etabliert werden. Die Schwarzwildforschung hat sich in den letzten Jahrzehnten stark entwickelt. Trotzdem konnten viele Erkenntnisse nicht in eine effektive Bewirtschaftung umgesetzt werden. Daher sind Untersuchungen zur Erweiterung des Wissens um das Schwarzwild weiterhin wichtig. Diese These, basierend auf einer radiotelemetrischen Studie im südwestlichen Mecklenburg-Vorpommern, präsentiert Ergebnisse zu Raumnutzung, Ausbreitung, Rottenverhalten und –teilungen. Für all diese Verhaltensmuster wurden Einflüsse der Altersklassen und anderer Faktoren wie Bejagung, saisonale Ressourcen und Bedürfnisse untersucht. Abschließend werden Effektivität und Störungseinfluss verschiedener Bejagungsmethoden diskutiert. Ergebnisse In 12,3 % der Lokalisationen waren die Rotten vorübergehend getrennt. Wir haben vier Trennungstypen definiert: kurzzeitig-lokal, kurzzeitig-extensiv, langzeitig-extensiv und final. Die kleinen Streifgebietsgrößen unterschieden sich kaum zwischen Altersklassen und Rottentypen. Überläuferbachen zeigten eine leichte Tendenz zu größeren Sommerstreifgebieten und verlagerten die Sommerstreifgebiete stärker als Familienrotten. Drei Raumnutzungsmuster waren im Sommer offensichtlich: Feldsauen, Pendler und Waldsauen. Lediglich 15 % aller erlegten Tiere wurden außerhalb ihres Mutterstreifgebietes geschossen, nur ein Viertel dieser „abgewanderten“ Tiere waren weiblich. Keiler wurden in größeren Distanzen als Bachen erlegt. Tagaktivität wurde positiv von der Tageslichtlänge, Nahrungsbedarf und geringer Störung beeinflusst. Aufgrund dieser Faktoren war ein Einfluss durch Bejagung nicht klar erkennbar. Bejagung beeinflusste Aktivität und Raumnutzung nur moderat. Die dominierende Jagdart „Einzeljagd auf dem Ansitz“ war durchaus effektiv, dennoch wurde die nachhaltige Zuwachsrate nicht abgeschöpft. Schlüsse Die kleinen Streifgebiete und niedrigen, keilerdominierten Abwanderungsraten deuten eine starke Standorttreue weiblichen Schwarzwildes in allen Altersklassen an. Die niedrige Abwanderung mit gleichzeitig geringen Distanzen, auch bei Keilern, dürfte durch ganzjährig gleichmäßig verteilte besonders günstige Ernährungsbedingungen beeinflusst sein. Unterschiedliche geänderte Raumnutzungsmuster werden vor allem durch unterschiedliche Nahrungsverfügbarkeiten beeinflusst. Obwohl oft Jagddruck als Hauptursache für Verhaltensänderungen angesehen wird, konnten in dieser Untersuchung nur ein geringer Einfluss der Jagd nachgewiesen werden. Die Ergebnisse reflektieren eine Interaktion zwischen Habitattypen, Jahreszeiten und Nahrungsbedarf auf die meisten Verhaltensmuster. Günstige Ernährungsbedingungen und ganzjährig gleichmäßig niedriger Jagddruck könnten für gleich bleibende saisonale Streifgebiete verantwortlich sein. Änderungen in der Rottenstruktur, Auftreten von Teilrotten sowie temporäre und finale Teilungen scheinen normale Verhaltensmuster beim Schwarzwild zu sein, abhängig von Altersklassen, Reproduktion und saisonalem Nahrungsangebot. Schwarzwildrotten reagieren flexibel auf diverse saisonale interne und externe Faktoren. Das omnivoren Schwarzwild ist befähigt, sich schnell an verschiedenste Umwelten anzupassen. Die große öko-ethologische Plastizität ermöglicht es dieser Art neue Lebensräume zu erschließen und sein Verbreitungsgebiet auszudehnen. In ganz Europa scheinen die Jagdstrecken unter der Zuwachsrate des Schwarzwildes zu liegen. Um die Populationen, und damit die Schäden zu reduzieren, müssen Fütterungen reduziert und die Bejagung intensiviert werden. Dieses gilt insbesondere für die Bejagung von weiblichem Schwarzwild, da alle Altersklassen hohe Reproduktionsraten aufweisen. Jagdliche Bewirtschaftung ist das wichtigste Werkzeug zur Bekämpfung von Krankheiten und Wildschäden. Da alle Jagdmethoden in der vorliegenden Studie ähnlich geringe Störungen hervorrufen, sollte die Effektivität in den Vordergrund treten. Die Kombination verschiedener Jagdmethoden und Zusammenarbeit der Jäger ist zwingend erforderlich zur Reduktion der Schwarzwildpopulationen
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Pujol, Nicolau Gaspar. „Traditional Cosmological Symbolism in Ancient Board Games“. Doctoral thesis, Universitat Internacional de Catalunya, 2009. http://hdl.handle.net/10803/387431.

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Aquest treball d'investigació analitza una selecció dels jocs de tauler més antics coneguts, trobant-hi els elements simbòlics clau del simbolisme cosmològic tradicional. Els jocs són part del patró estructural universal (com la dança o l'art) i apareixen a totes les cultures al llarg del temps. En ells hi podem veure reflexades les creences, valors i cosmovisió dels pobles que hi jugaven. Per això els jocs de tauler antics tenen un valor simbòlic i gnoseològic (que complementa el seu ús més lúdic i pragmàtic). Aquest valor, com hem vist al llarg de la recerca, es basa en la cosmologia tradicional, què en termes generals, és compartida per les antigues tradicions sagrades d'orient i occident.
This research analizes a selection of the oldest ancient board games, finding in them common symbolic elements from traditional cosmological symbolism. Games are a universal structural pattern (as dance or art) appearing in every culture through time. In them we can see reflected the beliefs, values and cosmovision af the ancient people who played them. Therefore, ancient board games have a symbolic and gnoseologic value (complementary to their ludic and pragmatic use). This value, as seen in this research, is based on traditional cosmology, which in general terms, is shared by the ancient Western and Eastern sacred traditions.
En este trabajo de investigación se analizan una selección de los juegos de tablero más antiguos que se conocen, encontrando en ellos los elementos simbólicos clave del simbolismo cosmológico tradicional. Los juegos son parte del patron estructural universal (como la danza o el arte) y aparecen en todas las culturas. En ellos podemos ver las creencias, valores y cosmovisión de los pueblos en los que eran jugados. Por esa razón, los juegos de tablero de la antigüedad tienen un valor simbólico y gnoseológico (que complementa su uso más lúdico y pragmático). Este valor, como hemos visto a lo largo de la investigación, se basa en la cosmología tradicional, que en términos generales comparten las antiguas tradiciones sagradas de oriente y occidente
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Mangolas, Athanassios Anastassios. „An Ada library for positional board games“. Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06082009-171004/.

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Townshend, Philip. „Games in culture : a contextual analysis of the Swahili board game and its relevance to variation in African Mankala“. Thesis, University of Cambridge, 1986. https://www.repository.cam.ac.uk/handle/1810/250894.

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Tisdelle, Drew D. „A JavaScript Library for Hybrid Physical/Digital Board Games“. Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1374.

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Throughout the last decade handheld tablet devices have become a common part of the lives of many people. While these tablets have been widely used for games, they have been rarely used as a medium for board games in which the tablet is the game board and players interact with it using physical game tokens. The main topic of this thesis is to research past attempts at creating tablet-based board games and to use the knowledge gained from this research to develop a new, more accessible way to develop games for this medium. The Minotauros JavaScript Library, which was created to allow developers to make tablet-based board games for most tablets. The library’s functionality was tested through users playing a simple game, Roll, that implemented the library. Through thorough testing, it was found that the library is fully functional and has been made publicly available. The research behind the functionality, testing, and results of the creation of this library are detailed in this thesis.
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Lind, Fredrik. „Visual Scripting for AR Board Games in Thrymd“. Thesis, Luleå tekniska universitet, Datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86071.

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In recent years, the interest in Augmented Reality (AR) applications for entertainment and productivity has grown. One company exploring this technology is LAZER WOLF STUDIOS, the developers behind Thrymd: an AR-driven board games platform powered by the Unity engine.  This paper details the development of a visual scripting framework, meant to provide end users with a means of developing their own games for the platform, without significant programming or background knowledge required. A graph-based visual language was implemented in a custom Unity editor window, in order to maintain a familiar and consistent feel for users. The graph consists of a series of branching, interconnected nodes which pass data in-between each other, and execute in succession. The graph is serialized as a Unity asset, and can easily be interacted with through regular C# scripts.  A small number of nodes were implemented, but for the system to be viable, more are needed. For that reason, extensibility was a core ideal; creating new node types must be fast and painless. As with any script layer, performance is generally worse than compiled code. Further work is needed to improve user experience.
Intresset för användandet av Augmenterad Verklighet (AR) för underhållning och produktivitetssyften har ökat på senare tid. LAZER WOLF STUDIOS är utvecklarna bakom Thrymd, en AR-driven brädspelsplattform byggd i spelmotorn Unity.  Denna rapport dokumenterar utvecklingsprocessen av ett visuellt skriptramverk byggt med avsikt att låta slutanvändare utveckla sina egna spel till plattformen utan större förkunskapskrav. Ett graf-baserat visuellt skriptspråk implementerades i en skräddarsydd editormiljö inuti Unity, för att bibehålla en bekant och konsekvent användarupplevelse. Grafen består av en serie förgrenande, sammankopplade noder som skickar data mellan varann och exekveras i sekvens. Grafen sparas som en resurs på hårddisken och är lätt att interagera med genom traditionella C#-skript i Unity.  Ett mindre antal noder implementerades, men fler krävs för att systemet ska vara brukbart. Av detta skäl designades språket med vidareutveckling i åtanke, då det måste vara enkelt att skapa nya noder. Som med de flesta skriptspråk är prestandan överlag sämre än kompilerad kod. Ytterligare arbete krävs för att förbättra användarupplevelsen.
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Larsson, Andreas, und Jonas Ekblad. „Physical vs Digital Tabletop Games“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20793.

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This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that physical tabletop games have a higher rating than the digital versions in all key factors except in usability where the differences were miniscule. Games that rely on imperfect information offer a much higher social connectivity and engagement when it’s played around a table. Games relying on tile-placement offers a higher usability and engagement when played digitally due to the assistance provided by the game. Physical tabletop games are the preferred option of the two but the accessibility of the digital versions makes them remain relevant.
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TÅNGNE, AMILIA, und IRINA DOBROSMYSLOVA. „Higg Index Learning Board Game“. Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17389.

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The background of this project is the need of a better understanding of what sustainable development is and what tools can be used in the fashion supply chain to decrease its ecological footprint. For that purpose the researchers have endeavored to create a new learning board game for fashion industry students that could teach them the basic principles of sustainability and Higg Index. The developed Higg Index Board Game is part of the collaborative work of Swedish School of Textiles and Sustainable Apparel Coalition. The study about the teaching effect of the new game was carried out with a quasi-experimental design and comprised two workshops with the master students from the Swedish School of Textiles as participants. The first workshop was conducted to analyze the principles and environment of the Lean Game that served as a basis for the new game. After that the researchers elaborated the structure and rules for the new game with help of the game-theory and conducted a trial testing of the game to exclude possible basic errors. The Higg Index modules were integrated in the structure of the game in the form of facilities and product-choices that could affect the economy of the game. The second workshop was devoted to playing the new Higg Index Game and evaluating its sustainability teaching effect. The participants were tested with pre- and post-test questionnaires and also observed by the researchers under their discussions during the game. The tests analysis showed that the Higg Index Game teaches lean philosophy, fashion supply chain’s entity and hot spots, and to some extent sustainability and the Higg Index’ function. After playing the game the participants increased their knowledge about sustainability by 10,1%. The researchers concluded that the game can become a teaching module in the sustainability education programs for fashion and textile students and other stakeholders - academics, managers, consultants etc., but needs some further development. Thus, in this study the Higg Index Game is presented as a prototype for future improvements.
Program: Textilt management, styrning av textila värdekedjor
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Stewart, Ian J. „The Gloucester Tabulae set : its discovery and interpretation“. Thesis, University of Bristol, 1993. http://hdl.handle.net/1983/bbee0205-8012-47c2-a2fe-5b4c942a130c.

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Hsu, Carolyn P. „Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /“. Online version of thesis, 2007. http://hdl.handle.net/1850/4843.

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Öberg, Viktor. „EVOLUTIONARY AI IN BOARD GAMES : An evaluation of the performance of an evolutionary algorithm in two perfect information board games with low branching factor“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11175.

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It is well known that the branching factor of a computer based board game has an effect on how long a searching AI algorithm takes to search through the game tree of the game. Something that is not as known is that the branching factor may have an additional effect for certain types of AI algorithms. The aim of this work is to evaluate if the win rate of an evolutionary AI algorithm is affected by the branching factor of the board game it is applied to. To do that, an experiment is performed where an evolutionary algorithm known as “Genetic Minimax” is evaluated for the two low branching factor board games Othello and Gomoku (Gomoku is also known as 5 in a row). The performance here is defined as how many times the algorithm manages to win against another algorithm. The results from this experiment showed both some promising data, and some data which could not be as easily interpreted. For the game Othello the hypothesis about this particular evolutionary algorithm appears to be valid, while for the game Gomoku the results were somewhat inconclusive. For the game Othello the performance of the genetic minimax algorithm was comparable to the alpha-beta algorithm it played against up to and including depth 4 in the game tree. After that however, the performance started to decline more and more the deeper the algorithms searched. The branching factor of the game may be an indirect cause of this behaviour, due to the fact that as the depth increases, the search space increases proportionally to the branching factor. This increase in the search space due to the increased depth, in combination with the settings used by the genetic minimax algorithm, may have been the cause of the performance decline after that point.
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Patel, Jaitra. „Balance It! : Designing a game-based learning tool for strategic sustainable development“. Thesis, Uppsala universitet, Industriell teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-422718.

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In recent times, companies have been motivated to transition towards sustainable development. This motivation is driven by several external and internal factors such as awareness about limited resources, environmental degradation, economic profitability, changes in regulations, etc. Transitioning towards sustainability is not an easy task. There can be several challenges such as the multi-dimensional aspect of sustainable development, changes in workflow , investing in/inventing new technology , etc. T o tackle these challenges, a strategic transition is required. In order to help organizations strategically move towards sustainable development, Göran Broman and Karl- Henrik Robèrt have provided a framework through their research. It can be an overwhelming task for a company to understand and implement this framework. The thesis addresses this challenge by designing a board game around the operational procedure provided by the framework. To develop the game, Evensen et al.’s model was leveraged which utilized different inputs such as literature review, Broman and Robèrt’s framework, and thematic analysis of interviews as inputs for game development. The interviewing process included semi-structured interviews of eight employees (sustainability-related positions) from different companies to understand how their companies are perceiving sustainable development, implementing sustainable practices, and what are the needs and challenges faced. This thesis contributes to academia in two ways. First, it extends the Framework for Strategic Sustainable Development (FSSD) by providing an application-based learning tool. After studying the theoretical side of the framework, the developed game can enhance the understanding of the framework. Second, it modifies the game design model by substituting generative research with a framework (FSSD) as an input and further discusses the benefits of having FSSD as an input element. From a practical perspective, apart from providing a better understanding of sustainability and educating companies about FSSD, the board game session enables the employees to think about how to implement FSSD for their specific scenario. Additionally, it also provides companies a controlled environment to think about risks and foresee the consequences of their future actions. Hence, providing a safety net before the initiation of the implementation process.
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Gaudl, Swen. „Design and refinement of NPC rules in digital board games“. [Ilmenau] [Univ.-Bibliothek], 2009. http://d-nb.info/995970564/34.

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Gustafsson, Axel. „Supporting Immersion of Board Games utilising Phone-based Augmented Reality“. Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.

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This thesis investigates a possibility of using phone-based Augmented Reality in a board game-setting in order to support immersion for experienced board game players. Using a user-centered design approach with workshops, interviews and play sessions to understand the qualities and applicability of phone-based Augmented Reality in combination with a board game, the research contributes with an advisory conclusion for future designers developing a board game including phone-based Augmented Reality components.
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Whitlock, Katherine Lynne. „Theatre and the video game beauty and the beast /“. Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.

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Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
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Zsiga, Bálint. „Gambiance : EXPLORING NEW ROLES OF LIGHT IN BOARD GAMES BEYOND ILLUMINATION“. Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-187045.

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In this thesis we will present a study on using lighting to enhance the gameplay of modern board games. Informed by observing board gaming events and getting engaged on forums we learned that besides debating strategies and the game mechanics, another regular discussion is on how to create good environments for games and playing. Based on our findings we frame the design space of light extended board games and propose three types of roles that lighting could play in board games to enhance the gameplay experience: (1) ambiance support for decorative purposes, eg. creating thematic atmosphere, (2) gameplay elements like thematic timers, and (3) game tools such as lighting objects that players can interact with. We designed a light extended board game prototype in order to evaluate several ambiance support and gameplay element role concepts. A Wizard-of-Oz test verified that players experience an enhanced focus using the light extended game. On the other hand, some ambiance support also distracted players. Thematic indications enhance sensory immersion, and randomly triggered elements can make the game more exciting by causing surprise and uncertainty, while reducing player e↵ort. Finally, we conclude this thesis by discussing results and outlining future work.
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Martin, Eleanor. „It's a team game : exploring factors that influence team experience“. Thesis, University of Sussex, 2015. http://sro.sussex.ac.uk/id/eprint/57322/.

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Many multiplayer games feature teams, and whether they are pitted against each other or against the game itself it seems likely that the way these teams bond will affect the players' experience. What are the factors that influence the experience of being a team member in a game? To what extent can the game designer manipulate the cohesion of the teams by changing the game design? How does the satisfaction of the player with their team relate to their feeling of cohesion? How does cohesion differ between tabletop and online games? These issues become particularly important where the group dynamic is central to the desired outcome of the game e.g. educational games aiming to place the players in specific social situations. Four studies were conducted on four similar simulation games (two tabletop, two online) used for teaching in International Development Studies. These games explore farming in sub-Saharan Africa and require 12-30 players to play in small groups. The group dynamics are important for the learning outcomes. Similar groups of participants (all students of International Development Studies) played one game each. Each group played for 3 hours before completing a questionnaire about their experience and wrapping up with a full-group reflective discussion. Results from the two tabletop games suggested that, as expected, altering the rules of the game manipulated levels of team cohesion. However, the lack of significant result from the two online games suggests that careful design is required to achieve the same outcomes in the online environment. This suggests that seemingly small changes between tabletop and online implementations may impact the game play experience in unanticipated ways. The team cohesion reported by the players was found to correlate strongly with the team member satisfaction levels of the players. The gender composition of the teams was shown to have a large impact on both team cohesion and team member satisfaction: having one or more females in the group significantly increased both measures.
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Nivens, Ryan Andrew, und Rosemary Geiken. „Using a Computer Science-based Board Game to Develop Preschoolers' Mathematics“. Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3040.

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Murphy, Patrick. „Using board games as neuropsychological tests with children with acquired brain injury“. Thesis, University of East London, 2017. http://roar.uel.ac.uk/6790/.

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This research project investigated the use of two board games, Guess Who and Connect 4, as initial neuropsychological assessment measures with children and young people. The validity of novel measures derived from game-play was investigated in a group of typically developing participants (N=14). The level of engagement offered by the games and the potential ecological validity of this assessment method was also investigated. This was to identify potential additional benefits to this method of assessment compared with traditional testing procedures. The performance of a small group of participants with acquired brain injury (N=5) was also explored to identify the potential of the novel measures to discern cognitive deficits in this group. The results showed that a measure of strategy derived from Guess Who demonstrated concurrent validity with two established measures of executive function, the D-KEFS Twenty Questions Test and the Zoo Map Test. The number of wins identified on Connect 4 showed concurrent validity with a measure of visual search and attention, the Trail-Making Test Part A. The scores of the participants with acquired brain injury on the novel measures appeared weaker than the typically developing group, particularly for those scoring poorly on a measure of non-verbal ability. Participants did not rate the games as any more engaging or any less anxiety provoking than the established measures. In-session observations during game-play did not shed light on the functional difficulties reported by parents on a standardised proxy report (the BRIEF). Alterations to game set-up that could increase the discriminant validity of the novel measures are discussed. The remaining potential for this method to increase engagement in a less-high-functioning sample in acute care is also discussed. Issues with the “gamification” of assessment procedures are considered, including the difficulty in simultaneously gathering observational data and quantitative measures.
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Evensen, Erik A. „Making it Fun: Uncovering a Design Research Model for Educational Board Game Design“. The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.

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Byles, Hestie Sophia. „The impact of a board game as parent guidance strategy to reinforce Cognitive Control Therapy in the home environment“. Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-11132007-113100/.

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Hannan, Joseph. „Formative Evaluation of a Family Cooperation Board Game“. UKnowledge, 2017. http://uknowledge.uky.edu/hes_etds/50.

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A lack of credible evidence demonstrating the effectiveness of play therapy and the use of therapeutic board game in play therapy exists (Phillips, 2010; Matorin, 1996). Parent involvement is a key variable in the effectiveness of play therapy (Kottman, Stother, and Deniger, 2001). Formative research was used in this study to evaluate of The Super Family Board Game™ (SFBG) in order to develop an effective therapeutic board game aimed at enhancing family cooperation and cohesion. As the first formative evaluation of a therapeutic board game, this study provides future research implications for developing and testing therapeutic board games.
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Wu, Zihui. „The Transmediation of Journey to the West into a board Game“. Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/457.

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China is a cultural and economic giant in today’s world, but has been somehow misunderstood in the past decades . With more and more educational and economic communication between China and the western world, more non-Chinese people find a need to know China. This project has created a board game based on Journey to the West, a 2000-page novel which is one of the four great classical novels in China. The project seeks to transmit some of the cultural aspects of China, stimulate people’s interest in China through simple gameplay. The ultimate goal of this project was to develop a game which was fun for friends and families to play together, as well as to offer a relaxing and pleasant play space for people to experience a different culture without extensive reading. The paper explains the research that has been done to realize the project, Journey to the West: the Board Game, and the production expectation. A study has been done behind the project explored the game’s mechanics, appeal and effectiveness. The paper also details the results of this study to determine if players of this board game learn about Chinese culture more than readers of the book.
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Parlak, Ömer Fatih. „The image of the turk in early modern board games and playing cards“. Doctoral thesis, Universitat Autònoma de Barcelona, 2019. http://hdl.handle.net/10803/667968.

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La imagen y representación del turco en la literatura, el arte europeos y, en general, en las producciones culturales del período altomoderno han sido objeto de una atención sostenida por parte de la historia literaria e intelectual. En efecto, la que se denominó la ‘amenaza turca’ y las complejas relaciones políticas entre los imperios del Mediterráneo fue posiblemente la causa de la proliferación de representaciones. Los estudios más recientes han superado la aproximación a la representación del turco bajo un signo negativo, y ofrecen una visión más matizada y polifacética. La singularidad de mi aproximación, y su elemento innovador más destacado, reside no tanto en la aproximación metodológica, fundada en la imagología, la tematología y la perspectiva de la historia intelectual, cuanto en la selección de un corpus de estudio olvidado por la crítica, pero culturalmente muy relevante y con gran valor simbólico. Esta investigación examina críticamente la imagen del turco que aparece en los juegos de mesa y en los juegos y mazos de cartas o naipes que se producen en Europa en el período altomoderno, especialmente tras la generalización de la imprenta, que comporta la producción y difusión masiva de juegos de mesa asequibles y accesibles. Es este un dominio hasta ahora no considerado por los investigadores, y extraordinariamente complejo. Los datos sobre los que se sustenta este estudio se recopilaron de diversos museos de Europa, de colecciones privadas y de la bibliografía relevante. En el índice de juegos que antecede a mi estudio incluyo los juegos de mesa impresos y fabricados y los mazos de cartas que he revisado para esta investigación. El índice contiene actualmente 107 artículos únicos de seis países europeos, y, especialmente, de Alemania y Austria, Italia y Reino Unido. Utilizo a continuación un enfoque de estudio de caso cualitativo para investigar las diversas formas en las que se representó al turco en una selección de juegos que he seleccionado atendiendo a la calidad de la representación y la función del turco en el desarrollo del juego. Los hallazgos constituyen, a mi juicio, una contribución novedosa a la construcción de una imagen del turco matizada y polifacética, no estática, sino cambiante, susceptible de evolución y que adopta distintos significados en distintos momentos de la historia. La tesis aspira también a demostrar la relevancia de los juegos sociales en los estudios imagológicos.
A considerable amount of investigation has been done on the image of the Turk in European art, literature and other cultural productions. The existing accounts often result with repetitive conclusions that are revolving around a negative image attributed to the Turk. It is observed that this common problem derives from the lack of perspectival look at the subject matter. More recently, research has emerged that offers different perspectives with new findings that contradict previous literature. In the light of this new literature, the Turk has been re-conceptualized as a multifaceted image. However, the lack of investigation proposing new perspectives still remains as a major issue in the field. This research critically examines the image of the Turk that appears in early modern board games and playing cards produced in Europe, a hitherto untouched domain in this regard. Data for this study was collected from the online and otherwise archives of various museums in Europe, catalogs, private collections and other relevant literature. The collected data was enlisted in the Games Index, which includes printed and manufactured board games, packs of playing cards, and game counters. The Index currently contains 107 unique items from six European countries as their place of origin. Then, a qualitative case study approach was used to investigate the various ways the Turk was represented in a number of games which were selected according to the quality of the depiction and the function of the Turk in the game. The findings make an important contribution to the idea that perceives the Turk as a multifaceted image. The most obvious conclusion to obtain from this thesis is that the image of the Turk has never been a static one; on the contrary, it has evolved and gained different meanings throughout its history in Europe.
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Thålin, Felix. „A Random Bored : How randomization in cooperative board games create replayability and tension“. Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-258207.

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This paper examines five cooperative board games from the perspective of how randomization is used and how it affects the replayability and player strategy, with the intent to properly identify and categorize elements that contribute to replayability and tension and uses randomization to do so. Each element directly affected by or causes randomization is identified, explained (both what it does and how and what it affects), and categorized based on where in the game the randomization originates in the effort to create a base for game designers to get a better understanding of randomization, if and how they can use it, and which method of using it that can be useful for their own designs.The thesis discusses the impact of using certain randomization elements and draws some conclusions based on how they relate to the replayability and tension of games that use those elements.
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Nilsson, Filip, und Aron Polner. „An object tracking system for a tabletop board game“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20815.

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Att spela brädspel är ett sätt för människor att interagera med varandra. Nyligen så påbörjade Egocentric Interaction Research Group (egocentrisk interaktions forskningsgrupp)på Malmö Universitet ett tvärvetenskapligt projekt kring den här typen av interaktion.Forskningen fokuserar på att analysera mellanmänsklig interaktion i en brädspelskontext.För att kunna dra slutsatser om interaktionen behövs empirisk data. I detta arbete presenteras processen kring utvecklingen av en prototyp för datainsamling i brädspelskontext.En kombination av 3D kamerateknik och 2D markörspårning används för att samla indata. Genom att kategorisera grundläggande händelser så som placering, förflyttning ochborttagning av 2D markörer samt kategorisera spelarnas rotationer i relation till bordetkan data samlas in och sparas i en databas. Systemet valideras genom en testsekvens.
Playing board games is one context where humans interact with each other. Recently theEgocentric Interaction Research Group at Malmö University piloted an interdisciplinaryproject to research this type of interaction. The research focus is to analyze the interactionbetween players while they are playing board games. However, empirical data needs tobe gathered from gameplay to be able to draw conclusions about the interaction. In thisthesis, the process of developing a prototype to collect event-based data is presented. Acombination of marker tracking technology and depth sensing is used for tracking 2Dmarkers as well as a single player in a tabletop environment. The system categorizes andstores basic events such as placing, removing, and changing the location of a 2D marker aswell as logging a player’s rotation in relation to the table. This empirical data is believedto be helpful for future studies by the Egocentric Interaction Research Group. The systemis validated through a test sequence.
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(9193679), Anthony J. Bushner. „Hobbyist Board Game Design Practices: How Do Board Game Designers Craft Their Rules Manuals and Solicit User Feedback on Prototype Games?“ Thesis, 2020.

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This study explores the processes, considerations, and pitfalls of manual drafting and playtesting for board game designers. The board game manual is perhaps one of the most important items in a board game box, yet it is often neglected in game design books and other media. Through interviews with twelve board game designers and editors, this study compiles the best practices and classic pitfalls that designers encounter while writing these high-stakes documents. Observations in this study are geared toward the technical writing community, who can stand to benefit from learning more about the playful nature of game documentation and the affective data gathering processes that these designers undertake as they test their games and rulebooks. In an effort to make this data more accessible to board game designers, a Manual on Writing Manuals is included as an appendix to this study.
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Mikoláš, Jiří. „Od společenských her k teambuildingu“. Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-307525.

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The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the subculture of players 10-15years old. The Analysis of the survey and a search of basic categories of associated motivations for positive relation to board games and their playing. More detailed view on reasons why people do not want to play board games. The Analysis of players' fellowship. The practical application of board games (like general educative tool, a tool in the scope of teambuilding and human resources or else expert diagnostics and therapy). Keywords a subculture of players, a modern classification of a game, a board game, a table game, the history of board games
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Creoulo, Joana Oliveira. „Robot plays board games with human“. Master's thesis, 2021. http://hdl.handle.net/10773/31515.

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Human-robot collaboration is a field with multiple applications, and this varies in complexity from the medical field to entertainment. In the entertainment field we can achieve human-robot collaboration by playing games, which presents enough complexity for a first contact with the subject for someone who is starting to dive into the subject. Example of that is the project developed by IRIS: a robotic arm in collaboration with a human solves a pentomino puzzle. That project inspired this thesis by trying to achieve a wider application than just one collaborative game and apply it to different hardware. This thesis achieves human-robot cooperation by playing different board games, allowing a collaborative yet competitive solution. To do so, I used Kinova's Jaco assistive robotic arm and a Kinect camera sensor. I divided the developed work in three major topics: manipulation, perception, and gameplay. To manipulate the Kinova's Jaco arm, I used its ROS package in the ROS framework. With the Kinect sensor and with the use of PCL and OpenCV libraries, I was able to locate the pieces and board used for each game, allowing the robot to manipulate without help from the human. For the gameplay I explored AI algorithms and implemented them to allow the robot to plan its own moves. Using the ROS framework allowed me to connect the three different parts of this project.
Colaboração humano-robô é um campo com múltiplas aplicações, e varia em complexidade desde a medicina ao entretimento. No entretimento, podemos obter colaboração entre humano e robô através de jogos, o que para um primeiro contacto com o tema apresenta um nível de complexidade adequado para alguém que está a começar a explorar a temática. Um exemplo disso é o projeto desenvolvido pelo IRIS: um braço robótico que em colaboração com um humano resolve um puzzle pantomino. Este projeto inspirou esta tese na medida em que se podia alcançar uma maior aplicação do que apenas um puzzle colaborativo e aplicar a hardware diferente. Esta tese implementa a cooperação entre humano-robô usando diferentes jogos de tabuleiro, permitindo uma solução colaborativa e ainda assim competitiva. Para atingir o objetivo, usei o braço robótico Jaco da Kinova e o sensor Kinect. Dividi o trabalho desenvolvido em três tópicos principais: manipulação, perceção e o jogo. Para manipular o braço robótico Jaco da Kinova, usei o package desenvolvido pela Kinova para ROS. Com a Kinect e as bibliotecas de PCL e OpenCV, consegui localizar as peças e tabuleiros usados em cada jogo, permitindo assim ao robô manipular as peças sem intervenção do humano. Para o jogo explorei algoritmos de inteligência artificial e implementei-os para permitir que o robô planeasse as suas próprias jogadas. A framework do ROS permitiu-me conectar as diferentes partes do projeto de forma a obter uma experiência de jogo entre humano e robô.
Mestrado em Engenharia Eletrónica e Telecomunicações
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Cheng, Yi-Mi, und 鄭宜蜜. „Applying Games Teaching on the Financial Education for the 5th Graders-A Study on Board Game“. Thesis, 2018. http://ndltd.ncl.edu.tw/handle/2swguf.

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碩士
臺北市立大學
數學系數學教育碩士在職專班
106
Abstract The research subject of this study is for fifth grade students. The research is to design suitable board games by integrating into the financial education curriculum for the fifth grade students. Through the response and feedback of the students to the course and the researcher’s teaching observation and reflection, researcher assess the effectiveness of this course for fifth grade students. The purpose of this study is to research the influence of integrating board games in financial education curriculum on students' financial literacy. According to the results of the study, research gives concrete suggestions on how to design and implement the financial education for primary students. The study adopted a single set of pre- and post-test, and the quantitative data was taken from the pre and post measurement to "Primary Students’ Financial Literacy Scale" design by the researcher. The data were observed from the classes in this experimental teaching. The study will quantify the data for the following analysis: reliability analysis, validity analysis, descriptive statistical analysis, and dependent sample t test. The results of this study are from the “students’ feedback sheet on the curriculum experience” and “the worksheet” compiled by the researchers. The results of the study are as below: (a) After participating in financial education integrating into table games, students' financial literacy have been significantly improved. It means that it effectively enhanced students' financial literacy by implementation of financial education courses. (b) The students participating in the research had the positive evaluation about the experimental teaching. Both the extent of students interest in the course and assist in helping students all show positive affirmation. (c) Through board games, students can enjoy the fun of learning. Furthermore, the learners can experience the joy of integrating games into financial education courses. Keywords: financial literacy, financial education, board game
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„Games of Thrones: Board Games and Social Complexity in Bronze Age Cyprus“. Doctoral diss., 2016. http://hdl.handle.net/2286/R.I.40805.

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abstract: This study frames research on board games within a body of anthropological theory and method to examine the long-term social changes that effect play and mechanisms through which play may influence societal change. Drawing from ethnographic literature focusing on the performative nature of games and their effectiveness at providing a method for strengthening social bonds through grounding, I examine changes in the places in which people engaged in play over the course of the Bronze Age on Cyprus (circa 2500¬–1050 BCE), a period of increasing social complexity. The purpose of this research is to examine how the changes in social boundaries concomitant with emergent complexity were counteracted or strengthened through the use of games as tools of interaction. Bronze Age sites on Cyprus have produced the largest dataset of game boards belonging to any ancient culture. Weight and morphological data were gathered from these artifacts to determine the likelihood of their portability and to identify what type of game was present. The presence of fixed and likely immobile games, as well as the presence of clusters of portable games, was used to identify spaces in which games were played. Counts of other types of artifacts found in the same spaces as games were tabulated, and Correspondence Analysis (CA) was performed in order to determine differences in the types of activities present in the same spaces as play. The results of the CA showed that during the Prehistoric Bronze Age, which has fewer indicators of social complexity, gaming spaces were associated with artifacts related to consumption or specialty, heirloom and imported ceramics, and rarely played in public spaces. During the Protohistoric Bronze Age, when Cyprus was more socially complex, games were more commonly played in public spaces and associated with artifacts related to consumption. These changes suggest a changing emphasis through time, where the initiation and strengthening of social bonds through the grounding process afforded by play is more highly valued in small-scale society, whereas the social mobility that is enabled by performance during play is exploited more commonly during periods of complexity.
Dissertation/Thesis
Doctoral Dissertation Anthropology 2016
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39

Chang, Ya-Chien, und 張亞倩. „Promotion strategies of board games in Taiwan“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/87897822048022766864.

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碩士
國立臺灣師範大學
運動休閒與餐旅管理研究所
105
This research aims to analyze Taiwan’s boardgame industry in terms of its current development and promotion strategies. This research makes use of the 4Ps of marketing and experiential marketing to achieve this goal.The research states the development of board game history in Taiwan by textual analysis, participant observation, and semi-structured interviews with Taiwanese Board Game Association, and sixteen board game players, distributors, and board game business men in Taipei, Taichung and Kaohsiung. The developmental stages of the boardgame industry in Taiwan were studied via textual analysis and participant observation. 9 retail operators from Taipei, Taichung, and Kaoshiung, the Board Game Association, various board game suppliers and 16 players were interviewed using semi-structured in-depth interview methods.The results of the research shows the four following aspects: 1. Product-wise; retail board game stores usually take the forms of providing playing-space, rental, and retailing, while some others supplement their core service by providing beverages and teaching. On the other hand, franchisees of board game chains improve their operation by acting as agents. 2. Price-wise; the retail-pricing of games range between 500 and 3000 NTD due to factors such as the import nature of board games, localisation into Chinese versions by agents, having delicately designed accessories, or the more serious issue of unauthorised fake copies, whereas, entry-pricing to board game stores ranges due to their location. 3. Channel-wise: marketing took the forms of physical retail-stores, official websites, facebook fan pages, and large shopping websites. 4. Promotion-wise: retail stores made use of calendar events as well the hosting of product events to increase visitor-rate, and made use of random promotional events to improve buy-rate. Keyword:board game, marketing strategy, experiential marketing, product life-cycle theory
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YOU-CHENG-YAHG und 楊右丞. „Seniors Transportation Safety Board Games Design Education“. Thesis, 2015. http://ndltd.ncl.edu.tw/handle/82420128799175212995.

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碩士
南開科技大學
福祉科技與服務管理所
103
Recent studies have found that play therapy was suitable for people at any age. Most players were in a relaxed state, and it could add some challenge in the board game procedure to benefits seniors, not only to pass the time, active brain and muscles, but also to improve their emotional sustenance and peers interaction expected to meet the desire for companionship. This study employed a design criterion based on the older persons’ physiological and psychological characteristics to improve their ability to think creatively. Using concepts in traffic safety for design the game, it could help seniors to increase traffic safety attitudes and behaviors for reduce the occurrence of traffic accidents. This study designed a tabletop game for seniors by means of activities of limbs and the living memories of old age to improve their group communication, group interactive and to active hand-eye coordination. This work employed the traffic safety laws and regulations into the board games, which could establish seniors’ traffic safety attitudes and behaviors in the playing procedure. After the seniors’ playing, their trial experiences had very high satisfactions on human interaction and fun activities. Keywords:Seniors, Games Design, Transportation Safety Board
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Tseng, Shih-Hsuan, und 曾氏炫. „Design and Implementation of Online Board Games“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/gdha8g.

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碩士
國立東華大學
資訊工程學系
96
Recently, on the market, Online Game Systems ( FunTown, GameTown, Cyc ... ) need to install the application to implement the game system, and users can't be easy for the installation and compatibility and cross-platform support for limited, and other related issues. And online Game Systems can not provide AI Game program player, due to calculation that makes easy burden caused by the server, such as improper handling easy to be a server downtime or disruption in service. This paper uses the cross-platform of browser to create online game platform, and this paper uses non-synchronous data exchange technology of Ajax (Asynchronous JavaScript And XML) to achieve real-time transmission, save bandwidth and reduce the burden server...etc and adds computer game features(human-to-human, human-to-AI program, AI program-to-AI program), and provides a common game platform for AI programs and players, and makes independence of Game Server and AI Service, and builds cluster AI servers to reach distribution of the AI calculated amount online game platform.
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Sousa, André Emanuel Afonso Gustavo de. „Inducing flow in board games through augmented audio“. Dissertação, 2020. https://hdl.handle.net/10216/130223.

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43

KAO, SHIH-CHIEH, und 高士傑. „A study of important factors of board games“. Thesis, 2014. http://ndltd.ncl.edu.tw/handle/45727189262072807465.

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碩士
中華大學
應用統計學系碩士班
102
Abstract The purpose of this study is to investigate the board game participants’ preferences for the types of board game and the conditions of board games stores that attracting customers, and to understand the impact of board games on game participants. The study conducted questionnaire method to survey the board game stores’ customers in Greater Taipei area as the subjects, used simple random sampling method to investigate from March 2014 to May 2014, and collected 284 valid questionnaires. By combining the study with factor analysis and reliability analysis, it summarized the important factors of board game stores’ customers in regard to board games as the following five principal components: Component 1: environment and suitability; component 2: influence and incentive; component 3: expense and consumption; component 4: emotion and negativity; component 5: relief and mitigation. The types of board game are numerous, and the most popular ones are party games, strategy games, and themed games. For board game store owners, the study suggested that customers relatively prefer the minimum charge method; and furthermore, comfortable environment is more attractive to the customers than various game types and regular events.
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Sousa, André Emanuel Afonso Gustavo de. „Inducing flow in board games through augmented audio“. Master's thesis, 2020. https://hdl.handle.net/10216/130223.

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45

CHEN, KUEI-YU, und 陳桂玉. „Trends in the Board Game Industry and Business Models of Board Game Stores“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/92049010051142075969.

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碩士
國立屏東大學
文教事業經營碩士在職學位學程
105
In recent years, due to the pervasiveness of cellphone games and video games, people have become noticeably distant from one another, and so, in 2001, board games began to gradually gain popularity in Taiwan. The board game industry has experienced rapid growth and innovation over the past 5 years. Uses for board games are no longer limited to just entertainment, and are widely used as tools for education, medicine, senior care and business. Therefore, the trends of the board game industry have garnered a fairly large amount of interest. In Taiwan’s current entrepreneurial climate, many entrepreneurs work to establish their own board game stores, resulting in a large increase in the number of such stores. In 2008, there were only 10 such stores, but today they number over 300, showing astoundingly rapid development. At the current stage of development for the Taiwanese board game industry, Taiwan has already shown the advantages of specialization. From designing talent, to training, to cooperation between industry and academia, Taiwan has already seen some basic results. Future development will increasingly turn towards expanding internationally, allowing Taiwanese entrepreneurs to promote their products around the world. This paper uses qualitative research and semi-structured interviews to collect information, which is then analyzed to understand the business models of board game stores, and provide other stores and future entrepreneurs with a reference in the form of current board game store business strategies. Porter 5 forces business analysis, SWOT, market growth opportunities and other forms of analysis will be used to analyze future supply and demand policies of the board game industry. This thesis covers 8 topics Topic I: Diversification in the Taiwanese board game industry and output value trends. Topic II: Increased differentiation amongst Taiwanese board game companies, however actual differentiation remains low. Topic III: Taiwanese board games incorporate local flavor, becoming a unique trait. Topic IV: Current board game store problems are due to a lack of control over educational manpower. Topic V: Board game stores target groups have gradually expanded and are no longer limited to students. Topic VI: Board game stores cannot only rely on store revenues as a revenue stream. Topic VII: Most Taiwanese board game stores are similar. Topic VII: Cooperation between the industry and academia.
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Tseng, Hua-Jui, und 曾華銳. „The Era of Games Unplugged: The Joy and Pain of the People behind Taiwan''s Board Game Industry“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8c3bam.

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碩士
國立臺灣大學
新聞研究所
107
In recently five decades, video game industry becomes a giant with global market revenue over hundreds of billion. Comparing with video game industry, board game industry, whose product lacks fancy computer graphics and background music, does not become outdated. Instead, it is getting popular in the last few years. The scale of Taiwan board game industry develops into over 30 game publishers and 300 board game shops in only 17 years. Also, Taiwan is the second biggest board game market in Asia. However, although most Taiwanese are aware of the development of board game industry, only few of them know how it develops, or they just focus on famous publishers. The study found that, the development of Taiwan board game industry is deeply related with Sunflower Movement in 2014. On one hand, Sunflower Movement made the masses familiar with crowdfunding, and crowdfunding infiltrated board games from subculture into mass culture. On the other hand, with local consciousness aroused by Sunflower Movement, board games with politic theme became popular. Moreover, practitioners’ passion is the key to the development of Taiwan board game industry. Without their enthusiasm, board game, as a foreign culture, would not have been rapidly popularized in Taiwan, and Taiwan board game industry would not have grown so fast. Therefore, the in-depth report highlights two core issues. The first issue finds out how board game industry prospers in Taiwan, thus leading readers to learn about the context of the development of this emerging industry. The second issue reports the sweets and bitters which only insiders know, letting people who intend to join this industry understand its routine works.
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Chen, Mei-Lin, und 陳美琳. „Board game design for seniors“. Thesis, 2013. http://ndltd.ncl.edu.tw/handle/6cp6md.

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碩士
國立臺中科技大學
商業設計系碩士班
101
Great medical technology achievements were made in the last century, hence seniors have reached to 11% of total population in Taiwan, nearly 14% as “aging society”defined by World Health Organization, WHO. In aging, with multiple physiological degeneration, seniors become reluctant or fear to go out, affects their social activities directly. By literature review and observation, designer can hardly find recreations suitable for seniors. TV programs and sleep fill up their daily life. Physical degeneration and diseases interfere with mental status, and lacking of physical exercise makes aging even faster. Designer found this issue urgent to be addressed, hence ambitious to design games especially for the seniors. Analysis indicates games bring energy to seniors and slow down aging process, brain-storming game helps to blood circulation, prevent from Alzheimer''s and memory loss. In Taiwan, the games sold to the seniors are most derived from children’s, not suitable for the seniors of strong self-esteem. To facilitate the design of seniors’ board game, the designer volunteered in nursing home, to observe and chat with seniors to understand better their requirement and preference. Thorough explore to the seniors’growth backgrounds, political and economic changes, life style and culture difference was done to establish the base, then introduce new elements to their experience. According to vision principle and social workers’ comments, 5 sets of games are designed with large scale, vivid colors and easy carry out, namely “Old Street Millionaire”, “Smart-Quick drawer”, “Domino”, “Fast Chief”, “Number Winner”. Each board games was test-run in nursing house with social workers and caregivers and their recommendations to the designs well received. Afterwards, seniors participated and enjoyed the board games conducted by the designer, which the aim of this design in the first place. However, watching with naked eyes, the size of characters, details improvement and commercialized require further amend. Issue of recreations for the seniors need further concern and more investigation and resources to be put in from all departments, this, to make everyone’s elderly life happier and respectful.
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48

Huang, Sheng-Fei, und 黃聖斐. „Application of Board Games in Literacy Teaching for Children“. Thesis, 2018. http://ndltd.ncl.edu.tw/handle/442ag2.

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碩士
國立東華大學
幼兒教育學系
106
Learning attitudes are among the major factors influencing learning effectiveness. The primary purpose of this study was to explore the application of board games in literacy teaching for lower-grade elementary students and to observe students’ learning attitudes, emotions, and interpersonal relationships in the classroom. Observations and in-depth interviews were employed as the research methods to examine individual cases of households with elementary school children. In a practical application of board games in literacy teaching for children, the board games served as the teaching medium and game playing served as the teaching method; thus, adaptive instruction constituted the teaching strategy in this application process. The results revealed that board games incorporating course objectives could increase students learning motivation. Moreover, students learned to transform emotions of failure, anger, and frustration into positive and proactive attitudes through games; accordingly, children could learn about emotion management, interpersonal relationship and team spirit. Finally, the applied board games changed learners’ learning attitudes and enhanced their reading comprehension skills. This study suggests the moderate use of board games as a teaching medium. The increase in the enjoyment of learning and the students’ transition from concrete to abstract thinking regarding characters reduce rote memorization, thus increasing language learning and improving reading comprehension in game scenarios. Board games enable students to review lessons during game playing, consequently improving learning vi effectiveness. These research results might serve as a reference for parents, teachers, and schools to promote teaching strategies.
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49

Ling, Chen Chiou, und 陳秋伶. „Playing with Imagination:Current Development of Board Games in Taiwan“. Thesis, 2014. http://ndltd.ncl.edu.tw/handle/586959.

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碩士
國立高雄應用科技大學
觀光與餐旅管理研究所
102
This research aims to explore the development of board games stores in Kaohsiung and the serious leisure theory of these participants in board games. Through understanding the motivations, the reasons of keeping participating, the benefits, recreational specialization and the serious leisure of participants, the theory of Stebbins’ serious leisure is verified. Based on Stebbins’ theory, semi-structured in-depth interview to collect data from 5 stores and 13 participatnts are conducted. Their motivation and process for board games are emphasized. The results show that motivations of entrepreneurship are interests, self-actualization, economic factors and freedoms. The factors that influence participants’ consumptions include the games, foods, services, guides, prices, locations and partners. Most participants refer to their partners as well as online community as the main reasons. Besides, the motivations of participants are internal motivations, partners, and media. The reasons of keeping playing are enjoyment, support, and positive feedback. The senses of achievement, social interaction, altruism and revival help board games participants to find their values and self -actualization. Lastly, the result also shows that as the frequency and time of board games increase, the participants also become more professional, not just for leisure. Keywords:Board games, Board games stores, Serious leisure, Recreational specialization
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50

Lin, Ching-Nung, und 林璟農. „Optimize Program Strength on Board Games using Machine Learning“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/q2y8r5.

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博士
國立東華大學
資訊工程學系
107
Deep learning has become a hot research topic after AlphaGo beat a professional human go player. Many interesting challenges remain in deep learning with board games. Since deep learning is a new domain, how to design a framework and how to tune its parameters are unknown, and they are usually based on trial and error. Because deep learning inference is usually slower than traditional methods, this might limit its usage in real-world applications. Accelerating it has huge compact on the strength of a program, and one possible solution is to reduce the size of a trained model. Also, it is difficult to merge previous well-developed algorithms and deep learning. Using Monte Carlo tree search with deep learning is one of the successful cases. Beside deep learning, how to optimize the strength of a existing program without modifying its structure is another interesting topic. It is difficult to improve the strength and remain the same power consumption, and this is important for board games running on the widely used mobile devices. This research provides some methods to accelerate deep learning inference using CPU, Xeon Phi and a graphics processing unit (GPU). On top of that, we provide an algorithm to reduce the size of a deep learning model. Then, we show how to design a program using deep learning and Monte Carlo tree search. A Block Go program is presented. We investigate testing accuracy and parameters related to deep learning including batch sizes and epochs. In addition, we try to adjust the values on the deep learning input feature planes. Finally, a new algorithm is described to use seed optimization on Draughts to improve strength of a program by fixing its seeds. The Block Go and Draughts programs both won the first place in the Computer Olympiad tournaments.
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