Дисертації з теми "Gaming environment"

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1

Fohlin, Robert. "A cross-media game environment for learning." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9314.

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Анотація:
Cross-media games are evolving as a new exciting platform for gaming where different devices are used to create a type of game play were a variant of devices, such as mobile phones and laptops are used. This thesis investigates the possibility of merging cross-media games into the domain of Mobile Learning to create a type of mobile learning game where collaboration becomes a vital part of the game play and style enhances collaboration between the users. By studying cross-media games, key features are captured and converted into requirements that are realised in a prototype that enables cross-media gaming with the intention of creating an environment in which learning could be supported. The development process of the prototype is described and evaluated in the thesis. The result presents a categorization of the key features for cross-media gaming and a prototype of a cross-media game. The thesis investigates which are the key technical features for creating cross-medial games for learning that can be identified for supporting the development process? The results presents a categorization of identified features along with potential future work based on the thesis. It is shown that features related to data sharing are highly prioritized and that certain features are absolutely required to enable cross-media gaming whilst others have less priority.
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2

Ruffin, Michael. "User retention and classification in a mobile gaming environment." Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1527021.

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Game analytics is a fast growing field where game studios are allocating valuable resources to develop sophisticated statistical models to understand user behavior and monetization habits to optimize game play and performance. Game developers' ability to understand user retention allows for game features that will generate high engagement leading to stronger overall monetization and increased lifetimes of players.

One important industry adopted metric is the percentage of users who log back into the game one day after installation, otherwise known as a one-day retention. Although this is an important metric, game studios typically allocate little resources to determining what user transactions are typically conducted on the day of installation that drive a one-day retention.

In this project, we first conduct a cluster analysis in an attempt to uncover meaningful subgroups based on players' transaction history on their first day of installation. Secondly, we use various classification methods including decision trees, logistic regression, and k-Nearest Neighbor algorithm to determine which behaviors are important in identifying whether a new user will return the following day.

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3

Vishnumolakala, Bandhavi. "Performance Evaluation of Gaming Anywhere Server in a Virtual Environment." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17169.

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Анотація:
In the recent years, cloud services are dominating the internet world. Streaming video content is drastically increased. This trend created a way for the cloud gaming industry. Gaming Anywhere is one such an open source cloud gaming system designed specifically for gaming users to experience high-quality gaming while eliminating the burden of upgrading hardware or software whenever the gaming system becomes outdated. Gaming Anywhere client can stream the desired game from a remote server with high-quality resolution and fps. Gaming Anywhere launches almost all type of games as per the request of the client. In this paper, the performance of a Gaming Anywhere server is evaluated in a virtual windows environment. Performance is categorically divided into two types. One is server metrics and the other is power consumption. Server metrics deals with CPU utilization, GPU utilization and multi-player capability. Power consumption deals with the CPU power usage of a virtual machine. The main aim of this paper is to conduct measurement studies on Gaming Anywhere server in two virtual implementation kits, VMware and VirtualBox, using monitoring tools. The analysis of the outcome is evaluated against the Gaming Anywhere physical server.
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4

Muhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.

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5

Ip, Jessica. "An augmented reality prototype for investigating tangible and virtual components in a gaming environment." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103585.

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Анотація:
In recent years, button-based controllers for gaming consoles have evolved into dynamic, sensor based controllers that track movement and mimic real life instruments. The sudden popularity growth of this novel and interactive sensing technique has led us to consider whether realistic motion controllers will become the standard of future entertainment. This notion inspired us to investigate the preferability of physical interaction techniques over their virtualized equivalents. To accomplish this, a multi-user prototype was developed and designed using affordable and portable commercial hardware components. Our system features an overhead camera as the main form of input, coupled with a vibration sensor for touch-detection, and a projector for graphical output. Three gaming applications, an augmented tower defense game, roll-and-move board game, and augmented Settlers of Catan, were implemented to test the hypothesis that physical components will be most suitable for social situations while digitization is preferred for mundane tasks. Additionally, two formal experiments were conducted in the context of the last two gaming applications to determine the overall effects on player enjoyment. Our findings suggest that while it is possible to use either physical or digital implementations of game components, scenarios involving more than two simultaneously interactive players benefit from tangible components.
Depuis quelque temps, les contrôleurs de jeux vidéo évoluent en instruments à bases de capteurs qui suivent les mouvements dynamiques et naturelles, et imitent les instruments utilisés dans la vie de tous les jours. La popularité soudaine de ce type de contrôleurs nous mène à considérer si cette nouvelle manière d'interaction naturel va devenir la norme pour l'avenir du divertissement électronique. Cette notion nous a inspiré à investiguer la préférence de l'interaction physique versus les modes virtuels conventionnels. Pour accomplir ceci, un système prototype multiutilisateur a été développé en utilisant des composantes matérielles commerciales à prix modiques. Notre système comprend une caméra montée sur le plafond, qui sert de capteur principal, couplé avec un capteur de vibration pour la détection tactile et finalement un projecteur servant à projeter des graphiques sur une table. Trois applications de divertissements on été crées: un jeu de défense de tours augmenté, un jeu de dés et un jeu Settles of Catan augmenté. Ces jeux ont été développés pour tester notre hypothèse que les modes d'interactions physiques sont préférés dans des situations sociales, tandis que les modes virtuels sont plus adaptés pour des tâches banales. De plus, deux expériences ont été menées dans le contexte des deux derniers jeux pour déterminer l'effet sur le plaisir des joueurs. Nos résultats démontrent qu'il est possible d'utiliser les modes physiques ou virtuels d'interaction des jeux, mais que les modes tangibles procurent plus de bénéfices lorsqu'il y a plus de deux joueurs simultanés.
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6

Salie, Ricardo. "The relationship between organisational commitment and turnover intentions during a restructuring process in a hospitality environment." University of the Western Cape, 2015. http://hdl.handle.net/11394/5014.

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Анотація:
Magister Commercii (Industrial Psychology) - MCom(IPS)
Set against the tenuous relationship between government (public sector), organisations (private sector) and trade unions, employees’ commitment to the success of their respective organisations are of utmost importance. Heugens and Schenk (2004) maintains stakeholders may oppose restructuring efforts as invariably some constituencies will be likely to lose a strategic advantage as a result of drastic change such as a restructure. This reality has resulted in these stakeholders having to find a common ground to ensure economic competitiveness and longevity of South African organisations. Where this common ground has been elusive, organisations need to find the balance between profitability, environment and its people. According to the King III Report (2009, as cited in Du Plooy & Roodt, 2013) this is referred to as the triple bottom line that is profit, planet and people, which are integrally linked to employee turnover and organisational strategy. Organisational commitment is a key factor to success for organisations in order to obtain and maintain a competitive advantage. Coetzee and Botha (2012) posit that organisations in today’s competitive world require each employee to be committed to the organisation’s objectives and function as an effective team. A competitive advantage is needed to achieve high performance (Nienaber & Masibigiri, 2012). The working world has evolved from one where job security is no longer as prevalent as it used to be. Consequently and understandably, employees’ commitment to their organisations has diminished. Organisations are required to now investigate, understand and put measures in place to grow employee commitment in order have a successful business operation. This study intended to primarily establish whether a relationship exists between organisational commitment and turnover intentions amongst employees in an organisation undergoing restructuring. Additional variables namely age and tenure were used to establish if these variables have any bearing on levels of organisational commitment. The matter of organisational restructuring may act as an antecedent variable to both organisational commitment as well as turnover intentions. An organisational restructuring is likely to have a negative effect on employees’ organisational commitment. Thus, the affective commitment, continuance commitment and normative commitment of employees were also contrasted with turnover intentions. Correspondingly, news of an impending restructure may serve to increase employees’ intentions to terminate employment with the organisation. The sample included 144 respondents (n = 144) from an organisation within the hospitality industry. A method of non-probability, convenience sampling was utilised due to the nature of the study. A Biographical Questionnaire, Organisational Commitment Questionnaire and Turnover Intention Questionnaire were utilised for data collection purposes. The biographical questionnaire aimed to elicit among others important details such as gender, race, age, marital status, qualifications, language preferences and years of service were used for statistical purposes. Once the information was collected, the Pearson data analysis technique and Analysis of Variance technique were used to establish the relationships and differences between the respective variables under investigation. The results in the study indicate that significant inverse relationships exist between organisational commitment and turnover intentions. Significant differences were found in organisational commitment based on age and tenure. Similar statistically significant differences were discovered in turnover intentions according to employees’ age and tenure. Affective, continuance and normative commitment exhibited significant relationships with turnover intentions. The study in closing makes reference to the limitations experienced in the study as well as recommendations for future research especially on organisational commitment and turnover intentions of employees within a restructured or restructuring environment.
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7

Rahman, Abu Saleh Md Mahfujur. "Suitability of searching and representing multimedia learning resources in a three-dimensional virtual gaming environment." Thesis, University of Ottawa (Canada), 2007. http://hdl.handle.net/10393/27909.

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Анотація:
Search engines usually publish search results in web pages that are filled with a certain number of matched records that can be navigated further through successive back and forth operations. While this approach proves to be useful, it fails to show the context and relationship among displayed results. We argue that new and intuitive user interfaces, such as a 3D virtual environment, may provide an alternative to the traditional presentation techniques, especially in a learning environment where learners are looking for multimedia learning resources that match their interests. We propose a 3D car gaming environment as a search metaphor and analyze the suitability of such an approach in terms of user perception, interaction, visual quality, graphics rendering performance and other parameters. Our experiment suggests that the proposed approach not only shows an intuitive way of information visualization but also integrates education and entertainment to serve the vision of Edutainment.
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8

Linde, Carolyn. "The perceived economic environment of rural tavern enterprises that neighbor a Native American gaming facility." Online version, 1998. http://www.uwstout.edu/lib/thesis/1998/1998lindec.pdf.

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9

King, Suzanne. "A MODEL OF TREATING HYPERFUNCTIONAL VOICE DISORDERS FOR SCHOOL AGE CHILDREN WITHIN A SERIOUS GAMING ENVIRONMENT." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2373.

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Анотація:
The purpose of the present study is to test the feasibility of implementing a video-game based intervention protocol as a means to improve therapy compliance in school age children with hyperfunctional voice disorders. Three levels of modification were made to an existing entertainment software program in order to implement the therapeutic protocol and test compatibility. The third level of modification included a two-phase quasi-experimental single subject design with a school age participant receiving the video game therapy protocol and traditional therapy for equal time. The independent variables for this study included the mode of voice therapy delivery (traditional vs. video game). The dependent variables included therapy compliance, perceptual evaluations and acoustic measures. This study found that a purely entertainment video game can be implemented as a therapeutic protocol for a school age child diagnosed with a vocal pathology. Results illustrated no change in compliance with non-traditional therapy versus traditional therapy. However, perceptual measures improved post treatment for breathiness, strain and overall severity, as well as significant differences for mean amplitude. Discussion will focus on implications of employing video game based therapy and design of future studies.
M.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
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10

Oviawe, Elizabeth. "Design and Development of Simulation-based Instruction on Meaningful Use and Interprofessionalism Core Competencies in a Healthcare Team-based Learning Environment." Diss., NSUWorks, 2018. https://nsuworks.nova.edu/gscis_etd/1043.

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Анотація:
Policymakers and electronic health records (EHR) experts agree that healthcare professionals lack proficiency in meaningful use of EHRs. This competency gap can result in increased medical errors. It is essential for health professions graduates to acquire skill sets that are adaptable to any electronic health information technologies including the EHRs to facilitate work process and information access. Simulation as an instructional method to create transformative learning experiences has shown promise in the medical profession. In simulations, learners are able to engage in real-life scenarios and practice their cognitive, affective, and psychomotor skills in a safe environment. The goal was to design and develop a simulation-based instructional module on meaningful use of EHR and interprofessional collaborative practice core competencies and evaluate students’ performance and satisfaction under an inter professional teambased setting. Using a design and development research approach, a simulation-based instructional module on meaningful use of EHR and interprofessional core competencies was designed. An internal validation of the module was conducted with an expert panel of medical professionals and instructional designers. Following validation, the instructional module was developed and pilot tested with a group of 21 second- and third year health professions students in medicine, pharmacy, and nursing in an interprofessional team-based learning environment. Students’ performance on meaningful use and interprofessionalism core competencies and their satisfaction during the simulation-based training were evaluated. The results confirmed that the students properly implemented the core competencies based on their performances during the immersive virtual patient encounter in the 3D virtual world. The analysis also showed how the students’ satisfaction was met as a reaction to the guided experiential learning’s (GEL) simulation-based instructional intervention, and in some instances were not sufficiently met. The analysis of the students’ testimonials further confirmed their overall satisfaction with the immersive simulation experience.The findings, based on the feedback from the students and faculty in this pilot implementation, highlighted simulation-based interactive gaming instruction and the hands-on experience in a 3D virtual world guided by GEL as an effective and engaging way to train healthcare professionals in the preparation to deliver care in a safe and effective manner under interprofessional team-based settings for better patient safety and outcome.
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11

Richardson, Thomas J. "First responder weapons of mass destruction training using massively multiplayer on-line gaming." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://handle.dtic.mil/100.2/ADA425028.

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12

Garrett, Michael. "Developing knowledge for real world problem scenarios : using 3D gaming technology within a problem-based learning framework." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/527.

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Анотація:
Problem-based learning is an instructional strategy that emphasises active and experiential learning through problem-solving activity. Using gaming technologies to embed this approach in a three-dimensional (3D) simulation environment provides users with a dynamic, responsive, visually engaging, and cost effective learning experience. Representing real world problems in 3D simulation environments develops knowledge and skills that are applicable to their resolution. The Simulation, User, and Problem-based Learning (SUPL) Design Framework was developed to inform the design of learning environments which develop problem-solving knowledge for real world application. This framework identifies design factors relative to the user, the problem-solving task, and the 3D simulation environment which facilitate the transfer, development, and application of problem-solving knowledge. To assess the validity of the SUPL Design Framework, the Fires in Underground Mines Evacuation Simulator (FUMES) was developed to train mining personnel in emergency evacuation procedures at the Challenger gold mine in South Australia. Two groups of participants representing experienced and novice personnel were utilised to ascertain the effectiveness of FUMES as a training platform in this regard. Findings demonstrated that FUMES accurately represented emergency evacuation scenarios in the Challenger mine. Participants were able to utilise existing real world knowledge in FUMES to resolve emergency evacuation problem-solving tasks and develop new knowledge. The effectiveness of the SUPL Design Framework was also demonstrated, as was the need to design learning environments to meet the learning needs of users rather than merely as static simulations of real world problems. A series of generalisable design guidelines were also established from these findings which could be applied to design problem-based learning simulations in other training contexts.
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13

Philamon, Jan Elizabeth, and n/a. "Influences on Employee Empowerment, Commitment and Well-Being in a Gambling Industry." Griffith University. School of Applied Psychology, 2004. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20041013.114742.

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Анотація:
To maintain a competitive edge in the tourism and hospitality industries, considerable emphasis has been placed on providing quality services for customers. While the work attitudes and behaviours of staff who deliver these services can influence the experiences of service by customers, little is known how internal and external aspects of the environment of an organisation with a controversial service affect the empowerment, work attitudes and well-being of its employees. The aim of the present program of research was to identify employees' perceptions of the salient aspects of the internal and external environment of an organisation delivering a controversial service, gambling, and to examine the impact of these environmental aspects on the empowerment, commitment and well-being of its employees. Working in any service organisation can be demanding for employees, exacerbated when employees deliver a controversial service such as gambling, and work in close proximity to people who gamble. Research indicates that delivery of a gambling service differs from the delivery of other recreational pursuits due to the negative personal, social, and financial impacts of gambling on problem gamblers and others. These negative costs of gambling have generated long standing ethical or moral objections within the community, and, because of the range of community views about gambling, employees who deliver gambling services are likely to be confronted with opposing community views. By interacting with patrons, employees may also question their values and attitudes to gambling, and feel concerned about those patrons who they consider may have a problem with gambling. Organisational resources that facilitate the empowerment, work attitudes and well-being of employees may exist, however, and reduce the negative effects of any gambling-related influences on employees. A mixed methods research design, consisting of two sequential phases, was used. The methods complemented each other, and minimised the disadvantages of using only one approach. A qualitative method was used in the first phase of the program to collect rich descriptions of the experiences of twenty staff working in seven Queensland clubs with gambling services in South East Queensland. The in-depth interviews helped to identify gambling-related challenges and climate-based resources of the internal and external work environments of the service organisation. The gambling-related challenges included community and media attitudes to gambling, peoples' demands on clubs, and staff beliefs about patrons who gamble. The climate-based resources included the organisational welfare of employees, expressed as meeting employees' needs for respect, developing supportive relationships with staff, encouraging open and clear communication, and the provision of social support. Organisational emphasis on quality service and meeting the needs of patrons also served as a climate-based resource for employees. The qualitative process additionally examined the impact of these factors on the empowerment, commitment and well-being of the employees, allowing the development of a conceptual model of the environmental factors of a gambling industry predicting employees' empowerment, commitment, and well-being. In the second phase of the research program, the conceptual model was tested using a cross-sectional survey. A complex, stratified, random sampling technique allowed access to a sample of clubs and participants that best represented registered and licensed clubs in Queensland. A self-administered mail questionnaire was sent to 468 employees over 41 Queensland clubs with 25 to 280 poker machines. After firstly establishing the soundness of the measurement properties of the model using confirmatory factor analysis, structural equation modelling was used to test the utility of the conceptual model developed in Study 1. Overall, Study 2 supported several of the proposed links, suggesting that the conceptual model developed in Study 1 was useful for examining the salient aspects of the external and internal environments of a club that influence staff empowerment, commitment, and well-being. The study showed the role of climate-based resources in a gambling industry by indicating that those employees who had positive perceptions about employee relations, positive beliefs about patron welfare, and felt supported by their supervisors, felt more empowered, and reported higher commitment and reduced emotional exhaustion. Employee relations was the most influential construct in predicting empowerment, and indirectly affected commitment and well-being (mediated by the empowerment dimensions). Study 2 also confirmed that gambling-based challenges of the external and internal environments impacted on the empowerment and well-being of employees. Those employees who believed that the community supported gambling reported an increased sense of influence over their work environment. The employees who held positive beliefs about patrons who gamble, reinforced gambling in clubs, and attributed the causes of problems in gambling onto sources outside themselves (mostly to the patrons), reported more positive well-being. Employees who perceived that people were demanding, and were not appreciative of what clubs did for the community reported reduced meaningfulness, a reduced sense of influence over their duties and work environment, and reduced well-being. Findings also illustrated the key role of influence, and, in particular, the meaningfulness dimension, in the empowerment, commitment, and well-being of employees in an industry delivering a gambling service. The findings of this research have implications for managerial interventions designed to promote the empowerment, commitment and well-being of employees who deliver a gambling service. By developing and strengthening the organisational resources that facilitate the empowerment, work attitudes and well-being of employees, managers are also likely to reduce the negative effects of the demands and conflicting influences of the external and internal gambling-related challenges on employees. This research program is distinctive in that research has not previously examined the impact of internal and external challenges and resources of a gambling industry on the empowerment, work attitudes, and well-being of its employees. There has, also, been no prior research focused on the work attitudes of employees in the Queensland club industry. Future research needs to replicate the findings of the present research program. The challenges and resources that were found to affect employees in the club industry, however, may be organisation specific. There is, therefore, a need for further research that compares the impact of factors related to the delivery of a gambling service in the club industry with different gambling industries, such as the hotel and casino industries. To provide further insight into the effects of empowerment on employees' work outcomes, a performance measure, such as patron satisfaction could be included. Future studies could also examine group differences in perceptions of climate-based and gambling-related influences on the empowerment, work attitudes and well-being of employees, as a function of their occupational level. The interviews of the present research program implied that employees in different organisational positions might respond differently to both the external and internal environmental factors of the organisation.
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14

Modig, Kristoffer, and Erik Källgren. "Exploring dual career experiences of Swedish student-eSport players." Thesis, Högskolan i Halmstad, Akademin för hälsa och välfärd, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44316.

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Анотація:
The study aimed to explore the experiences of dual career (DC) among Swedish student-eSport players from a holistic perspective, and focused on the challenges faced in DC, the coping strategies used, and how DC influenced the student-eSport players. Interviews were conducted with 7 student-eSport players enrolled in an upper secondary school or university providing DC supportive resources. The participants were all males between 16 and 22 years of age (M= 18, SD= 2.16). The works of Stambulova et al. (2015) and Henriksen (2010) served as foundations in creating the two semi-structured interview guides used by the authors. The authors performed a thematic analysis of the data to identify experiences relevant to the concepts of dual career and athlete talent development. The results showed that the participants’ experienced challenges related to eSports, school, and their private lives. Their private lives were perceived to be the most challenging due to the need of balancing their time between their meaningful relationships and DC demands. Coping strategies claimed to be used were time management, physical activity, and relying on their supportive network. The supportive network encompassing the coach, school environment, friends, partner, and family were identified as a coping resource in congruence with the participants’ individual skills. Positive influence of DC on the student-eSport players was found in both academical and eSport, but negative in private life due to experiencing a lack of time to dedicate to family and friends. The results of the study reveal that Swedish student-eSport players’ DC experiences share similarities with those experienced by student-athletes in traditional sports, and highlights challenges and positive benefits associated with combining eSports with studies.
Studiens syfte var att utforska erfarenheterna av dubbla karriär (DC) bland svenska eSport-spelare ur ett holistiskt perspektiv, och fokuserade på att undersöka utmaningar som uppstod, coping-strategier som användes, och hur DC påverkade student-eSport spelarna. Intervjuer utfördes med 7 student-eSport spelare antagna på gymnasier eller universitet som erbjuder DC stöttande program. Deltagarna var män och var mellan 16 och 22 år gamla (M = 18, SD = 2,16). Arbetena av Stambulova et al. (2015) och Henriksen (2010) agerade grunder i skapandet av de två semi-strukturerade intervjuguiderna som användes av författarna. Författarna genomförde en tematisk analys av materialet för att identifiera erfarenheter relaterade till koncepten av dubbla karriärer och talangutveckling. Resultatet visade att student-eSport spelarna upplevde utmaningar relaterade till eSport, akademiskt och i sitt privatliv. Privatlivet upplevdes som det mest krävande på grund av att svårigheter med att balansera sin tid mellan sina meningsfulla relationer och kravställningar i DC. Copingstrategier som användes av deltagarna var tidshantering, fysisk aktivitet, samt att använda sig av sitt stödjande nätverk. Det stödjande nätverket innehållandes tränare, skolmiljö, vänner och familj fungerade även som en coping-resurs i samverkan med deltagarnas individuella kunskaper. Det inflytande DC hade på student-eSport spelarna var både positivt och negativt på olika områden. Positivt inflytande identifierades i både akademisk och eSport men negativt i privatlivet på grund av brist på tid att ägna till familj och vänner. Studiens resultat visar att svenska student-eSport spelares upplevelser av DC delar likheter med de upplevda av student-atleter i traditionella idrotter, och framhäver de utmaningar och positiva fördelar relaterade till att kombinera eSport med studier.
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15

Радько, А. Д., Іван Володимирович Павленко, Иван Владимирович Павленко та Ivan Volodymyrovych Pavlenko. "Вивчення законів механіки із застосуванням віртуального ігрового середовища". Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/65094.

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Анотація:
Переважна більшість сучасних комп’ютерних ігрових середовищ застосовують потужні комп’ютерні засоби, засновані на застосуванні тривимірного моделювання, а також технологій віртуальної та доповненої реальності. Це дозволяє із певною мірою наближення здійснювати моделювання фізичних процесів реального світу.
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16

Mizuguchi, Mark. "Customizing human animation transitions for gaming environments." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0009/MQ61472.pdf.

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17

Sanders, Benjamin George. "Opportunities and risks in online gaming environments." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/8083.

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Анотація:
Massively Multiplayer Online Role Playing Games (MMORPGs) have evolved from traditional video games in that they embrace both the technology of the Internet and video games. The massive “exodus” from the physical offline world to online gaming communities brings with it not only a number of unique and exciting opportunities, but also a number of emerging and serious risks. This research set out to examine the unique opportunities and risks to vulnerable individuals, namely, young adults, teenagers and young children; all of whom are considered by many to be priority groups in the protection from harm. The purpose was to examine the reality of vulnerable individuals encountering these opportunities and risks. This research combined a number of methodologies supported by underpinning qualitative and quantitative theories. Questionnaires, semi-structured interviews and focus groups gathered information from teenagers, adults and children in order to critically examine the unique opportunities and risks encountered in Massively Multiplayer Online Role Playing Games. The findings from these interactions identified specific examples of opportunities and risk posed to vulnerable individuals. The findings demonstrated that there was a need for a support and protection mechanism that promoted the identification and awareness of the potential risk among vulnerable individuals. Emerging from these findings was a set of concepts that provided the evidence base for a Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Game environments that was designed to assist in the assessment of risk. Validation of the proposed taxonomy was achieved by means of an ethnographic study of (World of Warcraft) online gamers’ behaviour and social interactions through unobtrusive video capture of gaming sessions. The Novel Taxonomy of Opportunities and Risks provided a basis for the development of a proof-of-concept Decision Support System; the purpose of which was to assist both social work practitioners and individuals to identify and reduce risks. Representatives from both user groups were consulted for evaluation of the acceptability of such an approach. Favourable responses from participants demonstrated acceptability of the aforementioned approach. The evaluation process also demonstrated how the prototype would serve as a useful tool to make individual users aware of potential dangers. This research presents three novel facets: (1) it advances understanding of the unique opportunities and risks within MMORPG environments; (2) provides a framework for the assessment of risks in MMORPGs through the Novel Taxonomy and (3) demonstrates a novel Decision Support System to assist in the identification and reduction of risk through a proof-of-concept prototype.
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18

Shah, Kunal Deepak. "Image Processing for Cognitive Models in Dynamic Gaming Environments." NCSU, 2003. http://www.lib.ncsu.edu/theses/available/etd-07072003-105757/.

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Cognitive models have typically dealt with environments that are either artificial or real but too simplistic. This stems from the fact that the process of describing the environment to the cognitive model is a complex vision problem. In order to realize the full potential of cognitive models, it is imperative that they be able to operate in natural domains. We attempt to overcome this limitation by providing a perceptual component to a cognitive model that interacts with more realistic environments. This perceptual component is an image processing substrate that has been customized for two different gaming environments. The substrate formerly worked only for the static environments we associate with conventional graphical user interfaces; the work we describe here extends its functionality to a more general class of interfaces, as represented by the driving game and Mars rover game. A cognitive model built on the ACT-R cognitive architecture has been developed that demonstrates the use of the image processing substrate in performing the driving task.
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19

Hess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.

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The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p < .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p < .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
Ph.D.
Other
Education
Education PhD
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20

Mack, Hugh Jonathan Devereux. "How has gambling become normalised in New Zealand?" Thesis, University of Canterbury. School of Business and Economics, 2015. http://hdl.handle.net/10092/11033.

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This study investigated the normalisation of gambling within the New Zealand context to explore whether an ausugenic environment exists, using qualitative interviews in combination with a self-ethnography. An ausugenic environment is one where gambling has become embedded in the cultural attitudes and behaviour of a society to the extent that it is no longer considered to be an abnormal or noteworthy activity. In order to investigate this two phases of qualitative interviews were conducted with the first being with members of the public who were also asked to record a diary of gambling related things they noticed over the course of a weekend. To better understand the results for diary participant responses, the researcher underwent the same diary keeping process during the same weekend while also revisiting locations described by the participants to validate their reports. The second phase involved interviews with counsellors from the Problem Gambling Foundation of New Zealand to explore their attitudes towards gambling and experiences that their clients who were most affected by gambling in New Zealand. The outcomes of this research were two conceptual models that propose how individuals normalise gambling behaviour personally as well as how society both creates and perpetuates an ausugenic environment. This study also discusses the concept of environmental normalisation as a development upon advertising wearout theory. It suggests that individuals may become blind to attitudes and stimuli within their environment after prolonged periods of exposure through many different sources. The idea that this may be not simply something that advertisers seek to avoid as is classically thought, but implemented as a deliberate strategy for organisations seeking to gain wide acceptance of their product or service is also proposed. The study ten seeks to make significant contributions towards the betterment of society through use of the findings to recommend policy alterations the New Zealand Government should implement and suggest alternative ways that the treatment of problem gambling is addressed in future.
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21

Bergqvist, Joakim, and Sebastian Breuer. "HIGH SCORE : A qualitative study on how gaming can further awareness in office environments." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160972.

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Gamification as an educational tool has been explored extensively in traditional academic contexts such as universities and schools. There is however a lack of research on the usage of games for educational purposes in organizations, and even less research has evaluated games’ potential in creating organizational awareness. To understand if companies could benefit from gamification, this study looked at how employees’ professional backgrounds, social interaction and context during a game experience can influence employees’ awareness of the organization. In order to do that, a digital game that portrayed the supply chain process of an industrial company and focused on specific key aspects was built and tested with 17 employees in a large international organization. The results show that digital games can further both awareness of the organization by letting employees play and experience key aspects of the delivery process. The most noticeable increase in awareness were with the participants whose work is not directly involved in the supply chain.
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22

Ste-Marie, Chantal. "Parenting styles and family environment influences on youth problem gambling /." Thesis, access full-text online access from Digital Dissertation Consortium, 2005. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?NR25260.

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23

Vickers, Stephen. "Eye-gaze interaction techniques for use in online games and environments for users with severe physical disabilities." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5006.

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Multi-User Virtual Environments (MUVEs) and Massively Multi-player On- line Games (MMOGs) are a popular, immersive genre of computer game. For some disabled users, eye-gaze offers the only input modality with the potential for sufficiently high bandwidth to support the range of time-critical interaction tasks required to play. Although, there has been much research into gaze interaction techniques for computer interaction over the past twenty years, much of this has focused on 2D desktop application control. There has been some work that investigates the use of gaze interaction as an additional input device for gaming but very little on using gaze on its own. Further, configuration of these techniques usually requires expert knowledge often beyond the capabilities of a parent, carer or support worker. The work presented in this thesis addresses these issues by the investigation of novel gaze-only interaction techniques. These are to enable at least a beginner level of game play to take place together with a means of adapting the techniques to suit an individual. To achieve this, a collection of novel gaze based interaction techniques have been evaluated through empirical studies. These have been encompassed within an extensible software architecture that has been made available for free download. Further, a metric of reliability is developed that when used as a measure within a specially designed diagnostic test, allows the interaction technique to be adapted to suit an individual. Methods of selecting interaction techniques based upon game task are also explored and a novel methodology based on expert task analysis is developed to aid selection.
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24

Johnson, Johnnie. "Decision-making in a risky environment : insights from the UK horserace betting market." Thesis, University of Southampton, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241871.

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25

Butler, Jade. "As you cannot hear the sound of losing: researching the gambling environment through performance." Thesis, Full-text, 2008. https://vuir.vu.edu.au/1970/.

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Анотація:
This project is an investigation of various gambling environments. I wish to consider how these strategically designed, immersive and seductive sites seem to have an effect on the visitor. Typically the gaming environment offers an adult utopia and an other-worldly experience that is far removed from the everyday. I was attracted to researching the extreme, hyperreal gambling environments analysed by Jean Baudrillard as well as the common, suburban sites examined by Charles Livingstone. Although at first glance the styles of these two environments seem vastly different, what they have in common is they provide a simulacrum of reality where people can engage in the act of gambling. Whether the site is extraordinary or less extreme in style, the misery caused by gambling is a common experience. The performance As you cannot hear the sound of losing grew from this research, into an exploration of the melancholy that can be felt by the individual as a result of engaging with gambling environments. You cannot hear the sound of losing in these places; the reality of losing does not exist there. Within these sites we are likely to hear the cheers of a winner celebrating but, never the misery that can be caused by gambling. By exploring the gambling environment through performance, I intend to present how it works to affect those who visit it.
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26

Butler, Jade. "As you cannot hear the sound of losing researching the gambling environment through performance /." Full-text, 2008. http://eprints.vu.edu.au/1970/1/JadeButler_MastersThesis.pdf.

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Анотація:
This project is an investigation of various gambling environments. I wish to consider how these strategically designed, immersive and seductive sites seem to have an effect on the visitor. Typically the gaming environment offers an adult utopia and an other-worldly experience that is far removed from the everyday. I was attracted to researching the extreme, hyperreal gambling environments analysed by Jean Baudrillard as well as the common, suburban sites examined by Charles Livingstone. Although at first glance the styles of these two environments seem vastly different, what they have in common is they provide a simulacrum of reality where people can engage in the act of gambling. Whether the site is extraordinary or less extreme in style, the misery caused by gambling is a common experience. The performance As you cannot hear the sound of losing grew from this research, into an exploration of the melancholy that can be felt by the individual as a result of engaging with gambling environments. You cannot hear the sound of losing in these places; the reality of losing does not exist there. Within these sites we are likely to hear the cheers of a winner celebrating but, never the misery that can be caused by gambling. By exploring the gambling environment through performance, I intend to present how it works to affect those who visit it.
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27

Palionienė, Alina. "Ikimokyklinės ugdymo įstaigos gamtinės aplinkos svarba vaikų pažinimo kompetencijos plėtotei." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060612_202208-22652.

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The Relevance of the Research. In the general programmes/curricula and the Standards of Education of the School of General Education of Lithuania (2003) it is stated that “preschool, primary and basic child education is considered as one of the most important priorities of contemporary education policy, as the basis for lifelong learning”. Contemporary preschool education regulations are an aspiration to help a child to acquire competencies necessary for everyday life and successful education/self-education at school, the basis of which is the sum total of already possessed value attitudes, gained abilities and skills, and experience. It is not enough to call child’s competencies an aspiration – it is important to attempt to “measure” them, and it is what has been emphasized in the present work. The importance of one of the competencies – the cognitive competency – is emphasized in Preschool Education Standards (2003). The straightest way to the development of child’s cognitive competency is the formation of natural environment in a preschool institution. Cognitive psychology considers permanent investigation of environment as one of the most important factors of the development of child personality. In contemporary reformed nursery school the investigation activity, its importance, significance, functionality, relations between natural environment and the cognitive competency is little or almost not investigated area. The Object. The importance of natural environment for the... [to full text]
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28

Sabaitė, Eglė. "Krovos rankomis darbų tyrimas metalo gaminių įmonėje." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120528_134210-61806.

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Tirta metalo gaminių įmonės moterų – pakuotojų krovos rankomis darbai atsižvelgiant į darbo aplinkos sąlygas: darbo sunkumą, mikroklimatą bei triukšmą. Įvairių darbų (vinių pakavimo, supakuotų dėžučių nešimo ir krovimo) sunkumas buvo tiriamas teoriniais skaičiavimais ir eksperimentiniais tyrimais, naudojant žmogaus organizmo fiziologinių pokyčių tyrimo metodą – širdies pulso matavimą. Šiluminė aplinka vertinta rudens ir žiemos periodais. Atlikus matavimus pakuotojų darbo vietoje buvo nustatyta, kad sunkiausias darbas yra dėžučių krovimas – širdies ritmas pakilo iki 135 dūžių per minutę, kuriuos pagal Tarptautinės darbo organizacijos klasifikaciją galima priskirti sunkiems (pulsas 125–150 min-1) darbams. Šiluminė aplinka darbo vietoje labai nepalanki žmogaus organizmui, nes rudens periodu temperatūra yra 9 – 12 °C, o žiemos periodu temperatūra dar žemesnė – nuo 6 iki 9 °C. Santykinis drėgnis daugiau kaip 75 %, Ištyrus triukšmą nustatyta, kad darbuotoją veikiantis triukšmas neviršija žemutinės 80 dBA ribinės vertės veiksmams pradėti.
In this work was studied of metal products company of women - works hand-loading packer according to working environment conditions: work heaviness, microclimate and noise. A strain of various works (pegs packing, packaged in boxes carrying solutions, and loading) was studied with theoretical calculations and with experiments. For this experiment was used a research method of human’s organism physiological changes – a measurement of heart beats. A thermal environment was evaluated in autumn and winter periods. When the measurement in a packaging in the workplace was finished, was established the fact, that the most hard work on boxes loading, according to International Labor organization (ILO), this work can be ascribed to hard works group (pulse 125-150 min-1). Thermal environment in the workplace is very unfavourable to human’s organism, because in autumn period temperature is 9-12°C, in winter period from 6 to 9 °C. Relative moisture top 75 %. When a noise in the workplace was studied, was established the fact, that a noise, which have an effect on worker, do not overdraw ground 80 dBA limit.
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29

Caye, Michea. "Formative Research and Community Resilience: A Case of Under Addressed Youth Problem Gambling." Antioch University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1323893906.

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30

Mansevičiūtė, Renata. "5-6 klasių mokinių estetinio santykio su gamtine aplinka individualizavimo veiksniai." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060823_174809-37004.

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In the centre of today’s education there is the individuality of a pupil, the completeness of the education of a personality and the formation of the value-system. It is essential to look for the ways of the individual realization of these new requirements. The application and efficiency of artistical methods as the elements of individualization on purpose to plant aesthetical feelings and the delight in nature in the lessons of natural sciences are researched. The object of the research is the elements of the individualization of the aesthetical relation of the pupils with the natural environment. The aim of the research is to determine the elements of the individualization of the aesthetical relation of the pupils of the 5th and the 6th forms with the natural environment in the lessons of “The nature and the human”. The goals of the research: to reason theoretically the assumptions of the formation of the aesthetical relation with the natural environment in the educational aspect. To reveal the peculiarities of the aesthetical relation of the pupils with the natural environment. To characterize the elements of the individualization of the aesthetical relation of the pupils with the natural environment. The hypothesis of the research. The aesthetical relation of the pupils with the natural environment is being brought up-to-date if it is allowed in the educational process to observe individually and to experience aesthetically the natural environment. The methodology of the... [to full text]
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31

Li, Bochen. "Three Essays on the Effect of External Business Environment on Corporate Investment." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1510917711796412.

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32

Paschal, Katherine Shawn. "Issues, actors, and policy environments: a comparative case study on arts, sports, and gambling strategies for urban economic development." The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1407486520.

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33

Pečiulienė, Milda. "Gamtinės jonizuojančiosios spinduliuotės antropogeninių pokyčių tyrimas ir įvertinimas." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20061020_114116-32265.

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By dosimetric, radiometric research and by modelling the formation of exposure dose in the air layer close to the ground surface, by a set of experiments in the urbanised and non-urbanised environment it was identified that man while building houses, digging quarries, building roads etc., changes the intensity of natural ionising radiation at the same time changing the distribution of natural radionuclides. While identifying that: ·the ionising radiation changes due to anthropogenic activities, caused by natural radionuclides, were evaluated. ·the methodology of dosimetric research using global positioning system (GPS) was improved. ·a computer model was created with the help of which it is possible to evaluate the change of ionising radiation, moving away from or approaching different buildings.
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34

Wall, Tracy E. "Effects of the Nintendo Wii Fit on Functional Gait, Balance and Quality of Life in Ambulatory Individuals with Incomplete Spinal Cord Injury." Thesis, NSUWorks, 2013. https://nsuworks.nova.edu/hpd_pt_stuetd/16.

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Purpose: To assess if a balance retraining program using the NintendoTM Wii Fit: 1) can improve balance, gait, and quality of life in ambulatory individuals with incomplete spinal cord injury (iSCI), 2) can improve standing tolerance in individuals with iSCI, 3) requires individuals to work outside of their limits of stability, 4) can determine if there is a relationship between changes in standing balance measures and the RAND Short Form 36 (RAND SF-36) health measure, 5) can determine if there is a change in postural stability, control, and adaptation to the virtual reality (VR) environment. Problem Statement: There are no studies to date on the effects of an intensive virtual reality balance training program on gait, balance, or quality of life in the iSCI population. Relevance: There is a need for continued research to support effective treatment techniques in individuals with iSCI to maximize each individual's potential. Subjects: Five males with a mean age of 58.6 years who had an iSCI greater than one year post injury. Inclusion: 1) iSCI, 2) ambulate with or without assistive devices, AFOs, and no greater than minimal assistance for a minimum of 10 meters, 3) tolerate static standing for at least 5 minutes at a time with no greater than minimal assistance. Exclusion: 4 Significant orthopedic impairments, pain or a spinal stabilization device that may limit standing or ambulation. Methods: A repeated measures design with three pretests over three weeks, a post-test within one week of the intervention, and a four week follow up. Outcome measures: 10 meter walk test (10MWT), Timed Up and Go (TUG), Forward Functional Reach Test (FFRT) and Lateral Functional Reach Test (LFRT), RAND SF-36. Intervention consisted of one hour sessions with varied games using the Nintendo Wii Fit twice per week for seven weeks. Subjects' subjective reports were collected during the intervention phase. Survey data was also collected at post-test. Results: There were statistically significant changes found in FFRT that were clinically meaningful (Z = -1.84, p = 0.07; average change scores 8.00 centimeters). The changes were also maintained at the four week follow up post-test. Subject reports suggested improvements in balance, endurance, and mobility with daily tasks at home. There was a high correlation between the change scores of the TUG and the RAND SF-36 (r=0.90). Discussion: The training using the NintendoTM Wii Fit improved balance in all five individuals with iSCI. There was an increase in standing during the intervention with decrease in rests. VR training practices task specific training of standing balance. Further research is needed to assess different gaming options to focus on task specific training of gait and mobility.
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35

Tomaševič, Julija. "Ikimokyklinio amžiaus vaikų aplinkos pažinimo technologijos ikimokyklinės ugdymo įstaigos lauko aikštelėje." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120813_105640-46890.

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Анотація:
Baigiamajame magistro darbe „Ikimokyklinio amžiaus vaikų aplinkos pažinimo technologijos lauko aikštelėje“ nagrinejamos vaikų aplinkos pažinimo technologijos, lauko žaidimų erdvės ir vaikų veikla lauke. Tyrimo objektas: Aplinkos pažinimo technologijos. Tyrimo subjektas: 4- 5 metų amžiaus vaikai. Tyrimo tikslas: išsiaiškinti 4-5 metų vaikų aplinkos pažinimo technologijas ikimokyklinės ugdymo įstaigos lauko aikštelėje. Tyrimo uždaviniai: 1. Išanalizuoti mokslinės pedagoginės, psichologinės literatūros šaltinius, siekiant išsiaiškinti gamtinės aplinkos svarbą vaikų pažinimo procese. 2. Išsiaiškinti vaikų pažintinę veiklą ikimokyklinės ugdymo įstaigos lauko aikštelėje. 3. Išsiaiškinti kokios aplinkos pažinimo technologijos taikomos ikimokyklinės ugdymo įstaigos lauko aikštelėje. 4. Išsiaiškinti pedagogų nuomonę apie aplinkos pažinimo technologijas ir jų taikymą ikimokyklinės ugdymo įstaigos lauko aikštelėje. 5. Atlikti statistinę duomenų analizę, pateikiant tyrimo rezultatus, bei juos apibendrinant ir interpretuojant, patikrinti keliamos hipotezės teisingumą. Tyrimo hipotezė: ikimokyklinių ugdymo įstaigų lauko aikštelėse taikomos technologijos skatina vaiko pažintinę veiklą bei turtina jos procesą. Darbas pristato tris tyrimus: Tikslinio pokalbio metu buvo siekiama išsiaiškinti kokią pažinimo veiklą dažniausiai vaikai renkasi ikimokyklinės ugdymo įstaigos lauko aikštelėje. Siekiant išsiaiškinti 4-5 metų amžiaus vaikų pažintinę veiklą ikimokyklinės... [toliau žr. visą tekstą]
In the Final Master‘s Thesis „ Environmental Cognition Technologies for Preschool Age Children on the Outdoor Site of a Preschool Education Institution“ , the environmental cognition technologies, the areas for outdoor games and the outdoor activities of chilkdren are discussed upon. The subjects of the research are children in the age of 4-5 years. The goal of the research: to clear up the environmental cognition technologies for 4-5 year children on the outdoor site of a preschool education institution. The tasks of the research include: 1. To analyze scentific literature in pedagogy and psychology for elucidation of the importance of the natural environment in the cognitive process of children. 2. To clear up the cognitive activities of children on the outdoor site of a preschool education institution. 3. To clear up the environmental cognition technologies applicable on the outdoor site of a preschool education institution. 4. To clear up the opinion of pedagogues on the environmental cognition technologies and their application on the outdoor site of a preschool education institution. 5. To carry out statistical data analysis upon provision of the results of the research and their generalization and interpretation; to check the correctness of the hypothesis. The hypothesis of the research: the technologies applied on the outdoor site of a preschool education institution stimulate cognitive activities of the children and enrich its process. The Thesis presents three... [to full text]
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36

Axelsson, Martin. "HR-medarbetares upplevelser kring spelprevention och policyimplementering på arbetsplatsen." Thesis, Stockholms universitet, Psykologiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-154516.

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Анотація:
Skadligt bruk är ett brett begrepp som omfattar många olika former av bruk, till exempel av alkohol, droger eller spel om pengar vilket kan påverka arbetsprestationen negativt hos en arbetstagare. På uppdrag av Folkhälsomyndigheten ville man värdera verkningsgraden av genomförda utbildningsinsatser kopplat till problematiskt spelande. Syftet med den här studien är att kvalitativt utvärdera upplevelser av genomförda utbildningsinsatser som organisationen Alna genomfört kring skadligt bruk med fokus på spelproblem. Tematisk analys användes och datainsamling skedde genom semistrukturerade intervjuer med tio HR-medarbetare, vars fem organisationer ingick i utbildningsprojektet Spel och spelförebyggande insatser för arbetslivet. Resultatet visar att Alnas metoder och verktyg upplevs som effektiva och värdefulla av undersökningsdeltagarna. Vissa hinder för effektiv implementering av uppdaterade policys och riktlinjer identifierades och dessa kunde bestå av tidsbrist, underbemanning eller eftersatt prioritering av spelfrågan. Vidare framgår det att Alnas utbildningsinsatser främjat utformandet av policys och riktlinjer kring skadligt bruk med fokus på spel och spelproblem i organisationerna.
The complex concept regarding harmful use of different nature, could be related to the use of alcohol, drugs or gambling. Such activities could affect the efficiency and productivity of an employee in a workplace environment in a negative way. At the request of the Public Health Agency of Sweden, a group of scientist was given the task to evaluate a project regarding education concerning problematic gambling. The purpose of the current study is to evaluate a project regarding education concerning gambling and gambling prevention, and was carried out by the organization Alna. Thematic analysis was used and collection of data was done with semi structured interviews, with ten HR-employees whose five organisations was included in the project Gambling and gambling preventive efforts directed towards the labour market. The results show that the methods and tools used by Alna is perceived as efficient and valuable by the participants. Some obstacles which works against efficient implementation of updated policies and guidelines were identified and these could consist of time constraints, under staffing or subordinated priority of the gambling issue per se. Furthermore it seems that the education project regarding gambling prevention performed by Alna has contributed to the development of policies and guidelines regarding harmful use of different kinds with focus on the gambling issue.
Utvärdering av projektet Spelförebyggande Insatser för Arbetslivet – Praktisk Tillämpning och utvärdering.
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37

Krupa, Kimberly A. "Coastal Fortresses: A Cross-Case Analysis of Water, Policy, and Tourism Development in Three Gulf Coast Communities." ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2617.

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Анотація:
As a result of development pressures and water resource struggles, once rural, spatially segregated coastal commercial fishing villages along the U.S. portion of the Gulf of Mexico are increasingly tourist frontiers for elites and the emergent businesses that cater to them. Over the course of the twentieth century, water events, from coastal land loss to hurricane destruction to natural disaster, have fast-tracked development projects that have allowed for the expansion of the tourism sector, and relaxed policies to encourage bold new economic development initiatives that often put poor coastal communities and their environment in jeopardy. This outcome is not universal across the northern Gulf Coast, but contingent on a number of local factors overlooked in the literature on coastal tourism and water policy development. This paper investigates the local nuances that have emerged as responses to global and regional development pressures by focusing on the ways in which local values and policy decisions have influenced the spread of coastal urbanization. An intensive analysis will examine the layered effects of changing land-use patterns and tourism growth pressures on three at-risk coastal communities in Louisiana, Mississippi and Florida, in the United States. This paper will test the hypothesis that coastal communities affected by a similar set of development pressures respond to these forces in different ways, depending on complex local and regional variabilities. The paper’s focus is centered on Northern Gulf Coast tourism growth patterns from post-World War II through 2018, and employs a mixed method, multiple-sited case-study design.
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38

Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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39

Hung, Ying-Shen, and 洪英伸. "A Web-based Gaming Environment That Supports CAL In Addition And Subtraction." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/76078292564747229975.

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Анотація:
碩士
中原大學
資訊工程研究所
89
Today, the computer and Internet technologies become more mature. Because Internet is a superior learning environment, many educational applications are now available on the Internet. This thesis discusses how to design and implement a web-based, computer assisted learning environment for elementary arithmetic. The system analyzes the level of competence of the student and assists him/her in learning. It also increases the student’s interest of learning by playing games with multimedia characteristic. Three are three main objectives: 1.Building a web gaming platform: We must build a platform for playing games on the web, and this platform must win the general acceptance of the end-users. 2.Adaptive learning: The system should assist students in problem solving. During the gaming process, the system analyzes the level of competence of the student. The analyzed result is then passed on to the instructor of the student as a reference for teaching. 3.Collecting student knowledge: The system dynamically collects the knowledge of each student. This includes questions, answers, time-to-answer, et al. In the future, the system can use this information to analyze the source of bugs in the student’s answers. The system is based on the current Internet technology, and uses Web-Based Client-Server framework. The knowledge base of the teaching materials includes the following (1) the concepts of the first and second grade primary school arithmetic, (2) the learning hierarchies related to addition and subtraction, and (3) learning components. We use the knowledge base and the knowledge of students to guide the students in their problem solving activities. According to these guiding rules, the students will be led to solve easier problems whenever they can not solve a problem that is comparatively more difficult.
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40

Manuaba, Ida Bagus Kerthyayana. "Evaluation of gaming environments for mixed reality interfaces and human supervisory control in telerobotics." Phd thesis, 2014. http://hdl.handle.net/1885/11790.

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Telerobotics refers to a branch of technology that deals with controlling a robot from a distance. It is commonly used to access difficult environments, reduce operating costs, and to improve comfort and safety. However, difficulties have emerged in telerobotics development. Effective telerobotics requires maximising operator performance and previous research has identified issues which reduce operator performance, such as operator attention being divided across the numerous custom built interfaces and continuous operator involvement in a high workload situation potentially causing exhaustion and subsequent operator error. This thesis evaluates mixed reality and human supervisory control concepts in a gaming engine environment for telerobotics. This concept is proposed in order to improve the effectiveness of current technology in telerobotic interfaces. Four experiments are reported in this thesis which covers virtual gaming environments, mixed reality interfaces, and human supervisory control and aims to advance telerobotics technology. This thesis argues that gaming environments are useful for building telerobotic interfaces and examines the properties required for telerobotics. A useful feature provided by gaming environments is that of overlying video on virtual objects to support mixed reality interfaces. Experiments in this thesis show that mixed reality interfaces provide useful information without distracting the operator from the task. This thesis introduces two response models based on the planning process of human supervisory control: Adaptation and Queue response models. The experimental results show superior user performance under these two response models compared to direct/manual control. In the final experiment a large number of novice users, with a diversity of backgrounds, used a robot arm to push blocks into a hole by using these two response models. Further analyses on evaluating the user performance on the interfaces with two response models were found to be well fitted by a Weibull distribution. Operators preferred the interface with the Queue response model over the interface with the Adaptation response model, and human supervisory control over direct/manual control. It is expected that the increased sophistication of control commands in a production system will usually be greater than those that were tested in this thesis, where limited time was available for automation development. Where that is the case the increases in human productivity using human supervisory control found in this experiment can be expected to be greater. The research conducted here has shown that mixed reality in gaming environments, when combined with human supervisory control, offers a good route for overcoming limitations in current telerobotics technology. Practical applications would benefit by the application of these methods, making it possible for the operator to have the necessary information available in a convenient and non-distracting form, considerably improving productivity.
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41

Yu, Pei-Fen, and 余佩芬. "The impact of product placement type of advergaming and gaming environment on advertising effectiveness." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/28315996948872183614.

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Анотація:
碩士
國立東華大學
企業管理學系
93
ABSTRACT The game industry was the fast growing entertainment industry for the past years. In recent years, the advertisers use game to attract the technical young people being fickle in affection. Advergaming is an integration of advertising messages and online games(Fangh and Qlaos, 2002). The most attractive characteristic of “advergaming” is not only letting the consumers stay on the website for a long time, but giving the enterprises the opportunity further to transmit new product information to their customers. However, the studies about product placement in games are few. Therefore, this study investigates how product placement type and the gaming environment impact on the brand recall, the brand attitude and the purchase intention. The study uses the experimental design separated into four scenarios(2*2). One of the independent variables which have two degrees is product placement type, and the other is gaming environment. We use the game attitude as the moderating variable. The experimental product is the OREO chocolate cookies and the sampling way is convenience sampling from the students of NDHU. We send out 200 questionnaires and the number of valid response is 171. The result indicates that(1)the 3D gaming environment has higher advertisement effect than the 2D gaming environment;(2)there is no difference in the communication effect of product placement type;(3)there is no difference between the communication effect of product placement type, the gaming environment and game attitude.
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42

Chih-Yi, Chao, and 趙芝儀. "The Effects of Quest Types and Gaming Motivations on Players’ Knowledge Acquisitions in the Online Role-Playing Game Environment." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/87195972068158741487.

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Анотація:
碩士
國立交通大學
傳播研究所
96
The study explores the design of quests and different players’ gaming motivations to affect knowledge acquisitions in the online role-playing game environment. Between-subject factorial analyses were used to analyze the study results. An experiment was conducted to collect data. 64 subjects were recruited according to their experiences of online role-playing games. The results showed that “immersion motivation” had the most significant influence on knowledge acquisitions. With higher “immersion motivation”, players appeared to acquire higher declarative knowledge and higher procedural knowledge. Meanwhile, interactions between “immersion motivation” and “social motivation” decisively affected players’ declarative knowledge. Interestingly, players with low “social motivation” and high “immersion motivation” hold better declarative knowledge than players with high “social motivation” and high “immersion motivation”. In addition, the study results indicated when a quest required players to explore new game spaces and game resources, players could easily form the procedural knowledge through the process of problem solving. In turn, their procedural knowledge became the base to continually strengthen and reinforce their declarative knowledge.
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43

Chen, Po-shu, and 陳泊澍. "A Three-level Mechanism for Profile Utilization: Helping Teachers Understand Students’ Learning Status duringin Mathematics Practice Gaming in Digital Classroom Environment." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/85393378616362531937.

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Анотація:
碩士
國立中央大學
網路學習科技研究所
97
Over these recent years, more and more researchers have been introducing informational technologies into education to enhance learners’ learning performance. However, this also brought in some challenges. For instance, hardware support for related systems, pressures from managing classroom facilities and etc. DCE (Digital Classroom Environment) was found under these circumstances, using one on one educational computing to solve these problems out and overcome the challenges. Especially when nowadays the context of teaching has turned from teacher-led into student-centered, we might have to rethink the role teachers play in the classroom, and brainstorm how we could effectively aid them in teaching. Therefore, continuing from previous DCE research, we further introduced the three-leveled profile-utilization mechanism, the three-leveled profile-utilization mechanism is a program design that penetrates through three different areas, which includes: an auto notifier function that triggers message as profile being updated, a mechanism that allows students to view profiles/seek help from teacher and last a basis error-analysis provide to the course. Though this three-leveled profile-utilization mechanism, we let teachers know how each student is doing on their work to achieve a student-centered learning environment; a teacher same could use this system to turn him/her from a monitor into a real mentor. In other words, through this three-leveled profile utilization mechanism, DCE is transformed from previous Monitoring System into a new Mentoring System. The research was taken place in one specific elementary school in Taoyuan, featuring two third grade classes in the experiment for adjustments of the system’s stability and integrity. Through the interactions between researchers and teachers, observations and opinions written down helped us understand the problems that might occur while teachers using this system. Teachers gave positive feedbacks to the system; they think that the first level of the mechanism, the auto notifier function constantly encourages students to work towards their target goals. They also highly valued the third level, the basis error-analysis mechanism because it successfully point out areas that need further improvements or taken care of. Although the second-level student-recourse mechanism didn’t pull out a strong manifestation during research, this is due to the type of the subjects chosen, therefore teachers still gave it good feedbacks and anticipate its results on other more suitable subjects.
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44

Nijenhuis, S. M., G. B. Prange, F. Amirabdollahian, P. Sale, F. Infarinato, N. Nasr, Gail Mountain, et al. "Feasibility study into self-administered training at home using an arm and hand device with motivational gaming environment in chronic stroke." 2015. http://hdl.handle.net/10454/11020.

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Анотація:
Yes
Background: Assistive and robotic training devices are increasingly used for rehabilitation of the hemiparetic arm after stroke, although applications for the wrist and hand are trailing behind. Furthermore, applying a training device in domestic settings may enable an increased training dose of functional arm and hand training. The objective of this study was to assess the feasibility and potential clinical changes associated with a technology-supported arm and hand training system at home for patients with chronic stroke. Methods: A dynamic wrist and hand orthosis was combined with a remotely monitored user interface with motivational gaming environment for self-administered training at home. Twenty-four chronic stroke patients with impaired arm/hand function were recruited to use the training system at home for six weeks. Evaluation of feasibility involved training duration, usability and motivation. Clinical outcomes on arm/hand function, activity and participation were assessed before and after six weeks of training and at two-month follow-up. Results: Mean System Usability Scale score was 69 % (SD 17 %), mean Intrinsic Motivation Inventory score was 5.2 (SD 0.9) points, and mean training duration per week was 105 (SD 66) minutes. Median Fugl-Meyer score improved from 37 (IQR 30) pre-training to 41 (IQR 32) post-training and was sustained at two-month follow-up (40 (IQR 32)). The Stroke Impact Scale improved from 56.3 (SD 13.2) pre-training to 60.0 (SD 13.9) post-training, with a trend at follow-up (59.8 (SD 15.2)). No significant improvements were found on the Action Research Arm Test and Motor Activity Log. Conclusions: Remotely monitored post-stroke training at home applying gaming exercises while physically supporting the wrist and hand showed to be feasible: participants were able and motivated to use the training system independently at home. Usability shows potential, although several usability issues need further attention. Upper extremity function and quality of life improved after training, although dexterity did not. These findings indicate that home-based arm and hand training with physical support from a dynamic orthosis is a feasible tool to enable self-administered practice at home. Such an approach enables practice without dependence on therapist availability, allowing an increase in training dose with respect to treatment in supervised settings.
The SCRIPT (Supervised Care & Rehabilitation Involving Personal Telerobotics) project was partly funded by the European Commission Seventh Framework Program under grant agreement no. FP7-ICT-288698.
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45

(8782253), Dixuan Cui. "The Effects of 3D Characters’ Facial Expressions on Student Motivation to Learn Japanese in a game-based environment." Thesis, 2020.

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Анотація:

Previous research has shown that student-teacher interaction is very important in motivating students to learn a second language. However, it is unclear whether facial expression, which is one of the most important portions of interaction, affects in-game language learning motivation or not. The purpose of this study is to find out the evidence demonstrating the facial expressions of the other party, in this case, virtual characters in game, will or will not influence the learning motivation of Japanese L2 students. The researchers of this study developed four versions of a 3D animated Japanese role-playing game. Each version of the game represents one facial expression that is neutral, happy, sad or angry. The entire research consists of two experiments: a validation study and a motivation study. After validating all the facial expressions of five main characters in the game, eighty-four college students from 200/300 level Japanese courses joined in the motivation study voluntarily. They played a version of the game assigned randomly to them and then did a post-questionnaire. Conclusions were drawn based on the survey results. The findings of this research suggested that virtual characters’ facial expressions in game had no significant effect on participants’ learning motivation. However, significance was found in years of learning Japanese and gender. Meanwhile, it was found facial expression and years of learning Japanese had an interactive effect on the variable immersion into game.

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46

Smolová, Petra. "Využití virtuální reality v terapii dětí s dětskou mozkovou obrnou: review a syntéza." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-337105.

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Анотація:
Title: Using Virtual Reality as a Therapeutic Modality for Children with Cerebral Palsy: a Review and Synthesis Author: Bc. Petra Smolová Grammar correction: Jan Valeška Background: Cerebral palsy is often referred to as an" umbrella term" denoting a group of non-progressive conditions involving primarily a disorder of voluntary movement and/or co-ordination. A functional impairment is more important than diagnosis itself, due to the lifelong type of the disease. Therapy in children suffering from CP is nowadays based on individual movement therapy within a whole complex of rehabilitation programmes. The first line of treatment is building up an interdisciplinary team of professionals, led by paediatrics neurologist or neurologist who is pursuing rehabilitation. Physical therapist should always choose an eclectic approach, knowing only too well the reasons why. Virtual reality as a therapeutic modality is standing besides classic methods according to various authors, as we know from schools and different courses. However, this kind of treatment is novel, its results are greatly promising based on current research. Aim: The purpose of this thesis is to outline the use of virtual reality as a method of therapy in children with cerebral palsy in the main functional conditions - motor control, upper...
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47

Satici, Ahmet Feyzi. "Accommodating the needs of field dependent learners in simulation gaming environments." 2006. http://etd.utk.edu/2006/SaticiAhmet.pdf.

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Анотація:
Thesis (Ph. D.) -- University of Tennessee, Knoxville, 2006.
Title from title page screen (viewed on Sept. 15, 2006). Thesis advisor: Edward L. Counts, Jr. Vita. Includes bibliographical references.
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48

Doucet, Lars Andreas. "Designing a Real-time Strategy Game about Sustainable Energy Use." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7707.

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Анотація:
This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules, rewards, and feedback. This approach differs by using game mechanics in new ways to express lessons about energy sustainability. This design is based on the real time strategy (RTS) genre. Players of these types of games must manage economic problems such as extracting, refining, and allocating resources, as well as industrial problems such as producing buildings and military units. These games often use imaginative fantasy elements to connect with their audience, but also made-up economic numbers and fictional resources such as magic crystals which have little to do with the real world. This thesis' approach retains the fantasy elements and gameplay conventions of this popular genre, but uses numbers, resources, and situations based on research about real-world energy production. The intended result is a game in which the player learns about energy use simply by trying to overcome the game's challenges. In addition, a combined quantitative/qualitative study was performed, which shows that players of the game learned new things, enjoyed the game, and became more interested in the topic of energy use.
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49

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, point-to-point, baroque multi-viewer, habitable non-scripted cinema: "trans-terrafirma". It is fluid & shifting; at times cool & slow, others disorienting & dangerous. Supaspace gaming represents one possible model event within hyperreality; it places the architect into the milieu of a quantum lightspeed amorphous middleground found on-location wherever you look for it. The author becomes the interface at the very moment of execution; multiplied & recursively scattered.
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50

Liang, Peng Te, and 彭德亮. "The Research of Gambling Industry Building Attitude on Consumer's Gambling Konwledge,Environmental Protection Consciousness,Hedonic and Sensation Seeking." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/82439388338408041487.

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Анотація:
碩士
輔仁大學
餐旅管理學系碩士班
98
ABSTRACT: This research is aim to discuss the relationships between the attitude of Taiwanese residents toward the construction of gaming industry based on their knowledge of gaming, environmental protection consciousness and enjoyment and excitement in this field. The research uses "game knowledge measurement scale", " environmental protection consciousness measurement scale" and" pleasant measurement scale", "excitement measurement scale" and "the measurement scale on attitude of building up the gaming industry " which carry on a survey and altogether send out about 450 questionnaires to the northern Taiwanese residents. The actual number of effective questionnaire returned is 430 copies. The research shows that the gaming knowledge and environmental protection consciousness to the attitude of the building of gaming industry is related in a negative way. For the one who seeks enjoyment and excitement in gaming industry has positive affections. Among this research we know that the pleasant seeker in gaming industry has showed the best predict ability in this industry. Following are the results among discussions mentioned above which can be provided to government and business related institution, and future researchers for reference. iii Keyword: gaming knowledge, environmental protection, conciousness, enjoyment, excitement, seeking,attitude of establishment
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