Dissertations / Theses on the topic 'Characters'
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Marklund, Sanna. "Perception of Characters in VR: How a character’s height affects the perception of that character." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209688.
Full textVirtuell verklighet (VR) vinner mer intresse eftersom tekniken utvecklas. Dagens headsets möjliggör för användare att kontrollera den virtuella miljön (VE) genom att röra sig runt i den fysiska miljön. Denna interaktionsmetod betyder oftast att användare har sin egen längd i en VE. Just att de har sin egen längd är intressant eftersom tidigare studier visar att längd påverkar hur vi uppfattar andra människor. För det första uppfattas en lång person som starkare, mer dominerande och mer intelligent än en kort person. För det andra uppfattas en kortare kvinna som mer omhändertagande än en längre kvinna. Syftet med den här studien var att undersöka ifall dessa egenskaper kopplade till längd fortfarande råder i VR. Resultatet indikerar att perception av dominans och styrka fortfarande gäller i VR, medan perception av intelligens och omhändertagande inte gäller. Detta betyder att en starkare, eller mer dominant, karaktär kan uppnås bara genom att göra den karaktären längre, och vice versa. Följaktligen har producenter av VR-innehåll en klarare uppgift när de skapar innehåll - de kan ändra karaktärens höjd när man visar en karaktär som antingen stark eller svag och dominant eller undergiven.
Porreca, Kelsey Ann. "Character Perceptions: An Investigation of Morally Ambiguous Characters." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1367422697.
Full text庄司, 俊明. "最終講義 : Characters, character sheaves and beyond." 名古屋大学オープンコースウェア委員会, 2012. http://hdl.handle.net/2237/19418.
Full textYu, Xiao Ping. "Chinese Character Challenger : supplementary courseware for assisting students learning Chinese characters /." Link to the online version, 2005. http://hdl.handle.net/10019/1326.
Full textHenrik, Sagen. "Collecting Characters." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223479.
Full textSamstämighet handlar om mer än enighet, det är att uttrycka en gemensam sak. Hur kan en rad, till synes olika fragment, forma ett gemensamt uttryck? Jag har behandlat mina karaktärer som fragment - något som är ryckt ur sitt sammanhang och inte tillhör ett system. De är individer. Samlandet av karaktärer anknyter till vad Torgny Lindgren berättar om sina projektionsgestalter. Det är människor och platser som han har mött i verkliga livet,som har gjort så starkt intryck på honom att de har rotat sig i hans författarskap. Där återkommer de, i olika skepnader och olika berättelser.I mitt examensarbete har jag letat efter mina egna projektionsgestalter, i arkitekturen. Samtidigt som arbetet med karaktärerna har framskridit, har jag läst A Scientific Autobiography av Aldo Rossi.I sökandet efter mina egna projektionsgestalter, har Rossis beskrivning av hans praktik varit användbar. Det finns ett tydligt samband mellan de inspirationskällor han nämner, och hans egna verk. Inte bara i fysisk tappning, utan även i tydliga idéer, som kopplar samman fragment med varandra. Den arkitektoniska metoden denna termin kan enklast liknas vid stilleben-målning, där till synes helt olika fragment omsorgsfullt fogas samman till en väl avvägd helhet. Ambitionen var att låta karaktärerna samsas i en byggnad och förena sig i samma språk.
Hlavac, Michal 1974. "Disembodied characters." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/61541.
Full text"August 1999."
Includes bibliographical references (p. 72-73).
A colony of social insects as a whole can be regarded as an organism that reproduces, maintains its internal structure, and survives in a hostile an unpredictable environment. Such superorganism - an entity that consists of smaller component organisms - is able to perform remarkable feats, decentralized information processing among them. For instance, a swarm of bees is able to choose the best possible nesting cavity even though only a few of the individuals have any knowledge of the available sites, and no single bee has a full knowledge of the situation. This decentralized decision making is remarkably similar to that performed by hypothetical functional agents, frequently featured in decentralist theories of the human mind. In this thesis I argue that comparing a superorganism to the mind is useful. In particular, this comparison opens up an enchanting opportunity for the creation of expressive synthetic characters that may become important incremental stepping stones on the way to complex artificial intelligence. In order to explore the space between metaphors - the human mind as a collection of interconnected mindless agents, and the superorganism as a unitary whole that exhibits functional characteristics beyond those of its component parts - I present the design and implementation of the Mask of the Hive, a character that is based on a model of a bee colony. My emphasis lies on graphic design and information visualization in order to develop a set of visuals that are informative, expressive, and artistically satisfying.
by Michal Hlavac.
S.M.
Lyons, Corey Francis. "INDUCED CHARACTERS WITH EQUAL DEGREE CONSTITUENTS." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1461594819.
Full textDaugherty, Jason Alexander. "Character Influence and Brand Relationships: How Morally Ambiguous Characters Shape Brand Identity?" Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etd/3909.
Full textWilson, Ian. "Believable autonomous characters." Thesis, University of Westminster, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509300.
Full textYoon, Song-Yee 1975. "Affective synthetic characters." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/16701.
Full textIncludes bibliographical references (p. 211-224).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
We have long wanted to create artifacts that resemble us: artifacts that not only look like us, but act, think and feel like us, with which we can have sympathy and empathy. In particular, the purpose of this thesis work is twofold: One is to understand animal behavior, the role of the motivation system and of affect, in terms of the theory embodied in the software architecture for modeling interactive synthetic characters. The other is a practical one: to build believable synthetic characters that we can interact with, utilizing our best understanding of animal behavior in creating characters that are perceived as sympathetic and empathetic to humans. We have done this with the help of a specific understanding of the roles of the motivation and affect systems of animals. To accomplish these goals, I propose a creature kernel model which is largely based on the approach of Blumberg [7]. The creature kernel is modeled as a sum of four main parts, the perception, motivation, behavior and motor systems. Among these four components, despite the fact that the motivation system plays a crucial role in daily survival of creatures in nature, its functional importance has often been neglected in attempts to create intelligent artifacts because it has been thought of as the "opposite" of rationality. Thus, in the system proposed in this thesis, emphasis is placed on the roles of the motivation system and how it acts as the integrator of the four parts of the creature kernel, and enables a creature to exist as a functional whole. The plausibility of the proposed system is demonstrated through two projects, for which the characters were built using the creature kernel. The first project is called Sydney K9.0, in which the main
(cont.) character is Sydney, a virtual dog. Human participants can train the dog to do certain tricks using various physical input devices: voice command, clicker sound, milkbone box and a training stick. Learning and training phenomena are observed as operant and classical conditioning, and it can be explained how each subsystem is functioning inside of the character's mind to implement that functionality. The other project is called (void*): A cast of characters, through which three distinctive characters--Earl, Elliot and Eddie--are introduced. In this project, a human participant can 'possess' one of these three characters using buns-and-forks interface and control the possessed character's dance movement by wiggling the interface in various ways. Learning and adaptive change of attitude through the interaction as well as expression of different personalities and its effect on interaction are emphasized. How well the personalities were represented is explored through the results of a survey of a number of novice users of the system.
by Song-Yee Yoon.
Ph.D.
Rupel, Dylan, and Dylan Rupel. "Quantum Cluster Characters." Thesis, University of Oregon, 2012. http://hdl.handle.net/1794/12400.
Full textDoyle, Michael Patrick. "Partitioning the Set of Subgroups of a Finite Group Using Thompson's Generalized Characters." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1428594171.
Full textPINNA, DANIEL MOREIRA DE SOUSA. "BRAZILIAN ANIMATED CHARACTERS: THE VISUAL LANGUAGE OF CONTEMPORARY BRAZILIAN ANIMATION CHARACTERS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=9582@1.
Full textO presente estudo analisa os aspectos comunicativos da visualidade de personagens de curta-metragens de animação contemporâneos brasileiros, empregando recursos oferecidos pela Semiologia. O cinema de animação é uma arte que tomou contornos na virada do século XX. Junto à indústria cultural, consolidou inúmeras personagens na memória de espectadores em todo o mundo. Contudo, os altos custos de produção das obras animadas obrigam muitos artistas a realizarem seus filmes independentes no formato de curtas metragens. Devido à brevidade dos filmes, esses criadores empregam repetidamente tipos e caricaturas como personagens principais, apresentando-os sob a forma de signos de fácil reconhecimento pela maioria dos espectadores. Esta pesquisa parte da hipótese de que a visualidade das personagens de obras cinematográficas de animação breves é um sistema projetado (intencionalmente ou não) para transmitir ao espectador mensagens de compreensão praticamente imediata a respeito da narrativa apresentada e dos conceitos personificados pelas personagens no curto intervalo de tempo em que elas estão em cena. Com base no levantamento de sessenta principais personagens apresentadas nos filmes brasileiros premiados no festival Anima Mundi em suas doze primeiras edições (1993-2004), esta dissertação investigou os estereótipos existentes nas produções recentes do cinema de animação brasileiro. Em seguida, buscou delinear maneiras com que os elementos visuais que os constituem atuam no processo de significação das personagens animadas, articulando-se enquanto uma linguagem visual específica. Para realizar tal investigação, os procedimentos metodológicos adotados tomaram por fundamentos os estudos de Semiologia de Roland Barthes e o conceito de atributos das personagens desenvolvido por Vladimir Propp.
This paper analyses the communicative aspects of the look of contemporary Brazilian animation short movie´s characters, using resources from Semiology. Animation cinema became an art at the beginning of the 20th century. With the cultural industry, it has cemented lots of characters in spectator´s memories around the world. However, the high expenses of animated movies´ production force many artists to produce their authorial animations as short movies. Due to the brevity of these movies, their creators repeatedly use types and caricatures as main characters, presented morphologically as signs that can easily be recognized by most of the audiences. This research considers the hypothesis that the look of characters from animated short movies is a system designed (intentionally or not) to communicate to the spectator messages of prompt comprehension concerned to the narrative shown and to the concepts personified by the characters in the short period of time in which they are acting. Based on the survey of sixty main characters from Brazilian awarded movies at the twelve first editions of Anima Mundi festival (1993- 2004), this dissertation investigated the existing stereotypes in recent Brazilian animation short movies. Then, it tried to outline ways in which the visual elements that constitute these stereotypes act in the signifying process of the animated characters, working together as a specific visual language. In order to carry out such investigation, the adopted methodological procedures were based on Roland Barthes´ Semiology and Vladimir Propp´s concept of characters´ attributes.
Yang, Wan Chi (Ada Yang). "The enlightened Chinese characters : a cognitive approach of computer assisted Chinese character learning." Thesis, Stellenbosch : University of Stellenbosch, 2006. http://hdl.handle.net/10019.1/2428.
Full textWith continuing advances in technology, computer-assisted instruction provides opportunities for individualized, interactive learning. In the research paper, I employed the theoretical framework of CALL and the philosophy of cognitive psychhology to promote learner autonomy in the second language aquisition of Chinese...
Margraff, Aaron Thaddeus. "An Exposition on Group Characters." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1397492784.
Full textThimrén, Linnéa. "Characters as Resources : How Players Relate to Characters in Crusader Kings II." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13746.
Full textNkadimeng, Manangane S. "Kanegelohistori le nonwanepheteletsannete ka tebelelo ya Sepedi." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/60404.
Full textDissertation (MA)--University of Pretoria, 2016.
African Languages
MA
Unrestricted
Östebro, Rasmus. "Living life trough characters." Thesis, Konstfack, Institutionen för Konst (K), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5144.
Full textKallin, Dan. "Characters in Roleplaying Games : a study of the bond created between player and character." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1927.
Full textBerglind, Jens. "Choices and characters in roleplaying games : How types of choices affect the player/character connection." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228511.
Full textShultz, John Andrew. "Characters on a page, characters on a pilgrimage : contemporary memoirs of the shikoku henro." Thesis, University of Manchester, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.511242.
Full textWong, Chi-hung. "Hand-written Chinese character recognition by hidden Markov models and radical partition /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19669380.
Full textSoomro, Sadaf Komal. "Bounding the Maximal Character Degree in terms of Smaller Degrees in the Symmetric Groups." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1525706168900092.
Full textKnowles, Emily Katherine. "Noble Imps : Shakespeare's Child Characters." Thesis, University of Liverpool, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.502257.
Full textShum, Pak Ho. "Simulating interactions among multiple characters." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/9961.
Full textMcHugh, John. "Monomial Characters of Finite Groups." ScholarWorks @ UVM, 2016. http://scholarworks.uvm.edu/graddis/572.
Full textShapiro, Ari Yochanan. "Motion editing for animated characters." Diss., Restricted to subscribing institutions, 2007. http://proquest.umi.com/pqdweb?did=1459918331&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.
Full textYu, Xiao Ping (Amy). "CHINESE CHARACTER CHALLENGER 汉 字 挑 战 者 Supplementary courseware for assisting students learning Chinese characters." Thesis, Stellenbosch : University of Stellenbosch, 2005. http://hdl.handle.net/10019.1/2680.
Full textIn this thesis, I pinpoint the challenge of character learning as my research problem, which is the subsequent motivation to explain the background and rationale of my research. I also discuss the theoretical concepts of Computer Assisted Language Learning (CALL) in relation to cognitive psychology, the constructivist learning theory and Second Language Acquisition theories. This leads to the presentation of my considerations regarding design principles, strategic approach and other relevant decisions. The multimedia project I designed, named the “Chinese Character Challenger”, a “supplementary courseware for assisting students learning characters”, is an informational and educational-oriented website. It provides learners with the necessary knowledge, hints, tips and sources to cope with their specific learning problems and to achieve their learning potential. It also introduces external resources of learning if learners need further research. The purpose of the website is to assist, to motivate and to further guide students’ learning. To conclude, I have discussed some open issues with regards to adding value in the learning environment.
Burkett, Shawn Tyler. "Conjugacy Class Sizes and Character Degrees in the Linear and Unitary Groups." University of Akron / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=akron1335230131.
Full textLau, Kin-keung. "Preprocessing and postprocessing techniques for improving the performance of a Chinese character recognition system /." [Hong Kong : University of Hong Kong], 1991. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13154345.
Full textTsai, Kuan-Chun. "How children's use of knowledge about the structure of Chinese characters helps them learn novel characters." Thesis, Institute of Education (University of London), 2002. http://eprints.ioe.ac.uk/7513/.
Full textGast, Alexander. "Identification with Game Characters : Effects of visual attributes on the identification process between players and characters." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32341.
Full textBegreppet identitet inom digitala spel tros vara ett betydande ämne när det kommer till spelforskning då samhörigheten mellan en spelare och en karaktär potentiellt kan förstärka spelupplevelsen. Eftersom en liten mängd studier använder termen identifiering inom visuella studier av fördefinierade spelkaraktärer, syftar denna studie till att undersöka hur identifiering etableras genom spelkaraktärens visuella attribut. Totalt har 350 respondenter besvarat ett kvalitativt online-frågeformulär. Svaren har analyserats med hjälp av tematisk analys, och de uppfunna teman indikerar på att identifiering har fastställts, där visuella attribut såsom hår, vapen, kläder men även förmågor har inverkat på hur deltagarna uppfattade och identifierade sig med en karaktär.
Yao, Michelle. "How English speakers learn Chinese characters." Click to view the E-thesis via HKUTO, 2005. http://sunzi.lib.hku.hk/hkuto/record/B31601790.
Full textNilsson, Jesper. "Virtual Characters for a Virtual Classroom." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-45447.
Full textThe project had its background in the desire to provide a virtual training environment for teachers in which they can exercise their non-verbal communication (e.g. gestures and orientation) with students. Prior to this project, the development of the training environment had led up to a visualisation system for a 3D virtual classroom with virtual students and a motion recognition system for capturing and recognising the user's movements. For such a training environment to be useful however, the virtual students need to express believable human behaviour. This report covers the implementation of human behaviour in the agents embodied in the visualisation system using the BDI-based Jason multi-agent simulation platform with further inspiration taken from the OCEAN personality theory, the OCC theory of emotions and the PMFserv cognitive architecture. It also covers the results of an experiment that was conducted to evaluate the system. During this experiment, 16 test persons were introduced to two different teaching scenarios and were asked to fill in a questionnaire about their experience after each scenario.
Sano, Yoshinori. "Characters' storytelling in the Homeric epics." Thesis, University of Oxford, 1997. https://ora.ox.ac.uk/objects/uuid:610b75ea-1651-4909-8c9c-2dde9bb84bca.
Full textLam, Ho-cheong. "Orthographic awareness in learning Chinese characters." Click to view the E-thesis via HKUTO, 2006. http://sunzi.lib.hku.hk/hkuto/record/B3762734X.
Full textYe, Yuting. "Simulation of characters with natural interactions." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/47540.
Full text林依民 and Yi-min Lin. "Computer recognition of printed Chinese characters." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1990. http://hub.hku.hk/bib/B31209919.
Full text梁祥海 and Cheung-hoi Leung. "Computer recognition of handprinted Chinese characters." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1986. http://hub.hku.hk/bib/B31230660.
Full text施雷 and Lui Sze. "Computer recognition of printed Chinese characters." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1996. http://hub.hku.hk/bib/B31213601.
Full textYao, Michelle, and 姚君霓. "How English speakers learn Chinese characters." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B31601790.
Full textLam, Ho-cheong, and 林浩昌. "Orthographic awareness in learning Chinese characters." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2006. http://hub.hku.hk/bib/B3762734X.
Full text黃艷玲 and Yim-ling Olivia Wong. "The characters in the Zhuang-zi =." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1988. http://hub.hku.hk/bib/B44569634.
Full textAraya-Ajoy, Yimen G. "Multi-level variation in labile characters." Diss., Ludwig-Maximilians-Universität München, 2015. http://nbn-resolving.de/urn:nbn:de:bvb:19-185184.
Full textMakatchev, Maxim. "Cross-Cultural Believability of Robot Characters." Research Showcase @ CMU, 2013. http://repository.cmu.edu/dissertations/222.
Full textHamstead, Susan Dorothy. "Off-stage characters in Greek tragedy." Thesis, University of Leeds, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.421357.
Full textHussin, Amran. "Characters of affine Kac-Moody algebras." Thesis, University of Southampton, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.296515.
Full textRobert, David Yann. "Imaginative play with blended reality characters." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/67782.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 132-137).
The idea and formative design of a blended reality character, a new class of character able to maintain visual and kinetic continuity between the fully physical and fully virtual; the technical underpinnings of its unique blended physical and digital play context and the evaluation of its impact on children's play are the contents of this thesis. A play test study with thirty-four children aged three and a half to seven was conducted using non-reactive, unobtrusive observational methods and a validated evaluation instrument. Our claim is that young children have accepted the idea, persistence and continuity of blended reality characters. Furthermore, we found that children are more deeply engaged with blended reality characters and are more fully immersed in blended reality play as co-protagonists in the experience, in comparison to interactions with strictly screen-based representations. As substantiated through the use of quantitative and qualitative analysis of drawings and verbal utterances, the study showed that young children produce longer, detailed and more imaginative descriptions of their experiences following blended reality play. The desire to continue engaging in blended reality play as expressed by children's verbal requests to revisit and extend their play time with the character positively affirms the potential for the development of an informal learning platform with sustained appeal to young children.
by David Yann Robert.
S.M.
Berlin, Matthew Roberts 1980. "Predatory sequence learning for synthetic characters." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/61141.
Full textIncludes bibliographical references (p. 63-65).
The process of mammalian predatory sequence development offers a number of insights relevant to the goal of designing synthetic characters that can quickly and easily learn complicated and interesting behavior. We propose a number of principles for designing such learning systems, inspired by a targeted review of animal developmental phenomena, with particular emphasis on the development of predatory behavior in certain felid and canid species. We describe the implementation of a few of these principles as an extension to a popular algorithm for learning in autonomous systems called hierarchical Q-learning. In this new approach, the agent starts out with only one skill, and then new skills are added one at a time to its available repertoire as time passes. The agent is motivated to experiment thoroughly with each new skill as it is introduced. Simulation results are presented which empirically demonstrate the advantages of this new algorithm for the speed and effectiveness of the learning process.
by Matthew Roberts Berlin.
S.M.
楊翊中. "Character Segmentation in Machine Printed Chinese Characters." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/46304620373090756429.
Full text