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Dissertations / Theses on the topic 'Cooperative multiplayer computer gaming'

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1

Davidson, Rick, and n/a. "An examination into the ability of cooperative multiplayer computer games as a means to facilitate group cohesion." University of Canberra. Human & Biomedical Sciences, 2000. http://erl.canberra.edu.au./public/adt-AUC20060704.122645.

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From an organisational perspective, the potential benefits of enhancing workplace cohesion are many, amongst which an increase in employee performance would be the most tangible and possibly the most desirable. The primary aim of the present research was to explore the capacity to increase levels of cohesion, and therefore facilitate team building, through the use of cooperative multiplayer computer gaming (CMCG). Study 1, involving 26 male and 23 female university students, required participants to play two, twenty minute, games of the commercially available computer game QUAKE(tm) as teams o
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2

Printzell, Dan. "Testing scalability of cloud gaming for multiplayer game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16760.

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Background. The rendering of games takes a lot of processing power and requires expensivehardware to be able to perform this task in a real-time with an acceptableframe-rate. Games often also require an anti-cheat system that require extrapower to be able to always verify that the game has not been modified. With the help ofgame streaming these disadvantages could be removed from the clients. Objectives. The objective of this thesis is to create a game streaming server and client tosee if a game streaming server could scale with the amount of coresit has access to. Methods. The research questi
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3

Gaffney, Bradley R. "Cooperative learning in educational gaming." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 59).<br>This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuse
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4

Ashton, Martin. "Measuring cooperative behavior in contemporary multiplayer games." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=110546.

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Social aspects of multiplayer games are well known as contributors to game success, with online friendships and socialization expected to expand and strengthen a player-base. Understanding the nature of social behavior and determining the impact of cooperation on gameplay is thus important to game design. In this work, we make use of data exposed through in-game and web-based API's of two contemporary multiplayer games, World of Warcraft and Halo: Reach. We use this data to investigate the extent of cooperation among players and the effect on individual player behavior. We moreover show how th
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5

Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.

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Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level.
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6

Van, Coppenhagen Christian. "Exploring the thoughts and thinking strategies used by gamers during multiplayer gameplay in different genres of popular computer games." Diss., Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-11192007-160735.

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7

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

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<p>This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass. </p><p>Designing the interaction for an ad hoc, mobile multiplayer expe
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8

Maguluri, Naga Sai Nikhil. "Multi-Class Classification of Textual Data: Detection and Mitigation of Cheating in Massively Multiplayer Online Role Playing Games." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1494248022049882.

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9

Eibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.

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Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Comput
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10

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

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Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est t
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11

(9188915), Justin D. Heffron. "Optimizing Procedurally Generated Cooperative Multiplayer Game Levels." Thesis, 2020.

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Procedural level generation is a novel area of research within the field of computer graphics and game development. However, current research and implementations of procedural generation for cooperative games is sparse. Further study is required to validate the use of automatic level creation and to test additional methods of optimization for cooperative games. Additionally, despite many recent developments, many areas within the field of virtual reality remain underexplored. We propose a mathematically defined total cost function for controlling a procedural level generation algorithm for coo
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12

Sisson, David Michael. "Supaspace: An exploration of architectural space in cooperative networked hyperreal gaming environments." Thesis, 1999. http://hdl.handle.net/1911/17301.

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In the late 20th century we find ourselves in a situation where the very nature of reality is questionable; rather than a 'virtual = being such in essence or effect though not formally recognized or admitted' supaspace questions the necessity for such distinctions, hence a 'hyper = above something; too much' to discern the paradigm shift that accompanies significant technological & theoretical innovation. Supaspace is fantastic $\mid$ shared $\mid$ networked $\mid$ custom/ized $\mid$ a literal site for interaction developed from binary code; it exists in a Krokeresque panic mode, an interior,
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13

"Virtual community in online multiplayer board and card game sites." Thesis, 2015. http://hdl.handle.net/10388/ETD-2015-09-2314.

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Board and Card Game (BCG) sites allow people to connect over the Internet to play virtual versions of games, like Chess or Canasta, that can be played on a physical table. Many of these sites are successful as they have large memberships, are extremely active, and persist for a long time. However, when analysing the BCG site PlayOK, I found that the community did not exhibit behaviours traditionally associated with successful community: there was little verbal communication; most interactions were impersonal and once-only; and the player population was highly transient. The problem is that des
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14

(8695122), Carly D. Fox. "The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games." Thesis, 2020.

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Achieving a state of balance is essential when developing a video game (Schell, 2019, “Game Mechanics Must Be in Balance,” para. 1). Despite this, game balancing is frequently overlooked in game development curricula (Schreiber, 2016, 00:30). This research describes the development and pilot study of a framework that junior game designers can utilize to gain valuable skills in the area of game balance. The framework produced by this research provides users with the ability to tune weapon parameters and see the effects these changes have on a first-person shooter deathmatch game in real time. P
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15

"Workshopband der Mensch & Computer 2011." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-70301.

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Die seit 2001 stattfindende Konferenz Mensch &amp; Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch &amp; Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch &amp; Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Men
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