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1

Carlin, Johan D. "Pattern codes for perceived gaze direction revealed by functional MRI." Thesis, University of Cambridge, 2012. https://www.repository.cam.ac.uk/handle/1810/243495.

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Анотація:
Perceiving the direction of another's attention is a critical component of normal social behaviour. Seminal electrophysiology studies demonstrated that single cells in macaque superior temporal sulcus (STS) are tuned to specific directions of social cues, including gaze direction, head view, and body posture. Furthermore, a subset of such neurons respond to a single direction across multiple cues, suggesting that the code is driven by the direction of another's social attention regardless of how this is conveyed. Attempts to reveal similar gaze representations in humans using fMRI have provided mixed results. This thesis describes research where multivariate pattern analysis (MVPA) methods are applied to fMRI data in order to better explain how the human brain and particularly STS codes perceived gaze direction. After describing the MVPA methods applied in this thesis, I first demonstrate that fMRI response patterns in anterior STS distinguish between the direction of dynamic head turns, but not between the direction of rotation in non-social ellipsoids. In subsequent work, anterior STS is found to code the direction of another's gaze in a head view-invariant manner, thus demonstrating a potential parallel to previous macaque evidence for single cells that code the direction of another's attention. However, comparisons that run both across species (macaque, human) and methods (electrophysiology, fMRI) are problematic. To overcome this limitation I next tested whether macaque STS distinguishes gaze direction and head view when responses are measured with fMRI. In conclusion, this thesis demonstrates the utility of applying MVPA to fMRI data to reveal socially-relevant representations of the direction of another's attention. The thesis particularly highlights anterior STS as a key region in supporting direction-specific representations of social cues. These results advance our understanding of how the brain codes socially-relevant information, and highlight possible similarities and dissimilarities between humans and macaques.
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2

Tao, Man-wai Angelina, and 堵敏慧. "Clinical and cognitive correlate of gaze pattern in early psychosis." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/192974.

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Анотація:
Lack of eye contact is one of the key clinical observations in schizophrenia. Sixteen schizophrenic patients and sixteen control subjects participated in our study of eye gazing. Frequencies of eye contact of both groups were measured in a role-play test which is closer to a natural environment. Autistic traits of both groups were measured using the Autism Quotient Questionnaire. We hypothesized that patients’ frequencies of eye contact were fewer than control subjects. We anticipated that patient group would score high in AQ. Furthermore, we examined the relationship between frequency of eye contact and cognitive functioning and symptomatology. Lastly, the study also examined the relationship between frequency of eye contact and autistic traits. Result showed that patients’ eye contact were significantly fewer than control group. Patients’ overall cognitive functioning was not as good as control group. In addition, schizophrenic patients scored significantly higher than control group in the Autism Quotient Questionnaire; autistic traits were found in schizophrenia patients. There was no relationship between frequency of eye contact and cognitive functioning. Nonetheless, negative correlation was found between frequency of eye contact and Digital symbol. More eye contact was associated with lower Digital symbol score. No relationship was found between frequency of eye contact and Autism quotient. Lastly, a trend correlation was found between frequency of eye contact and PANSS negative score; more eye contact was associated with higher PANSS negative score.
published_or_final_version
Psychological Medicine
Master
Master of Psychological Medicine
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3

Lustig, Joakim. "Identifying dyslectic gaze pattern : Comparison of methods for identifying dyslectic readers based on eye movement patterns." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-191233.

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Анотація:
Dyslexia affects between 5-17% of all school children, mak-ing it the most common learning disability. It has beenfound to severely affect learning ability in school subjectsas well as limit the choice of further education and occupa-tion. Since research has shown that early intervention andsupport can mitigate the negative effects of dyslexia, it iscrucial that the diagnosis of dyslexia is easily available andaimed at the right children. To make sure children whoare experiencing problems reading and potentially could bedyslectic are investigated for dyslexia an easy access, sys-tematic, and unbiased screening method would be helpful.This thesis therefore investigates the use of machine learn-ing methods to analyze eye movement patterns for dyslexiaclassification.The results showed that it was possible to separatedyslectic from non-dyslectic readers to 83% accuracy, us-ing non-sequential feature based machine learning methods.Equally good results for lower sample frequencies indicatedthat consumer grade eye trackers can be used for the pur-pose. Furthermore a sequential approach using RecurrentNeural Networks was also investigated, reaching an accu-racy of 78%. The thesis is intended to be an introduction to whatmethods could be viable for identifying dyslexia and as aninspiration for researchers aiming to do larger studies in thearea.
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4

Maddox, Brenna Burns. "Eye-Gaze Pattern Analysis as a Key to Understanding Co-occurring Social Anxiety within Autism Spectrum Disorder." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/65150.

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Анотація:
Emerging research suggests that many adults with Autism Spectrum Disorder (ASD) experience impairing Social Anxiety Disorder (SAD) or social anxiety symptoms (e.g., Joshi et al., 2013; Kleinhans et al., 2010), yet there is little guidance or agreement about how to best assess social anxiety in this population. Direct examination of overt eye gaze patterns may help determine if the attentional biases often reported in people with SAD also operate in those with ASD and co-occurring social anxiety. This study sought to assess the influence of social anxiety on gaze patterns in adults with ASD. An exploratory aim was to better understand the phenomenology of SAD within ASD. Three groups of participants were included: adults with ASD (n = 25), adults with SAD (n = 25), and adults without ASD or SAD (n = 25). As hypothesized, a large subset (n = 11; 44%) of the participants with ASD met diagnostic criteria for SAD. Contrary to study hypotheses related to gaze patterns, however, there was no evidence for gaze vigilance followed by avoidance for socially threatening stimuli in either the ASD or SAD groups, and there was no relationship between fear of negative evaluation and gaze duration toward socially threatening stimuli within the ASD group. Possible reasons for these null findings are considered. Clinical implications and suggestions for future research are also discussed.
Ph. D.
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5

Choi, Woo Young. "Activity pattern on the map of the monkey superior colliculus during head-unrestrained and head-perturbed gaze shifts." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=111919.

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Анотація:
It has been hypothesized that head-unrestrained gaze shifts are controlled by an error signal produced by a feedback loop. It has also been hypothesized that the superior colliculus (SC) is within this feedback loop. If the feedback-to-SC hypothesis is valid, an unexpected mid-flight perturbation in gaze trajectory should be quickly followed by a concurrent change in the discharges of collicular saccade-related neurons. To verify this prediction experimentally, primate head movements were unexpectedly and briefly halted during head-unrestrained gaze shifts in the dark. Perturbed gaze shifts were composed of first a gaze saccade made when the head was immobilized by the head-brake, followed by a period where gaze was immobile, called a gaze plateau. The latter was composed of an initial period when the eyes and head were immobile, followed by a period wherein the head was released and the eyes counter-rotated to stabilize gaze. The plateau ended with a corrective gaze saccade to the goal location. In perturbed gaze shifts, there was widely distributed activity on the SC map during gaze plateaus, and there was no evidence that the initial motor program was aborted; the corrective gaze saccades were not "fresh" small stand-alone movements. Cells on the SC map responded at short latencies to head accelerations and associated gaze shift perturbations and carried a gaze position error (GPE = final - instantaneous gaze position) signal. As a large gaze shift progressed there was a caudo-rostral moving hill of activity on the SC map that encoded, not instantaneous veridical GPE, but a filtered version of it (time constant 100ms). Recordings from both the motor map and the so-called "fixation zone" in the rostral SC during perturbed head-unrestrained gaze shifts reveal gaze feedback control and a gaze feedback signal to the SC. However, these results do not prove that the SC is within the online gaze feedback loop, only that such a loop exists and that the collicular map is informed about its calculations.
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6

Erhard, Matthew John. "Visual intent recognition in a multiple camera environment /." Online version of thesis, 2006. http://hdl.handle.net/1850/3365.

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7

Di, Francesco Fabio. "Wind pattern analysis applied Tokyo 2020 Olympic Game." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18715/.

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Анотація:
The following master thesis is the product of the work carried out during the Erasmus exchange of the year 2017-2018 that involved the author, exchange student from the University of Bologna, the Universitat Politècnica de Catalunya , TriM, an italian company with a strong knowledge of weather data and forecasting, and Meteocat, the public meteorological company of Catalonia in a collaboration aimed to find new methodologies for the processing of meteorological data. The reason that motivated this work is dictated by the increasing amount of weather data available today, that necessarily drives the weather forecasting in a more automated procedure that reduces the time needed to generate a forecast and the intervention of a human, in the figure of a meteorologist, in the analysis of the data. This allows to process more data and thus having predictions that take advantages of the usage of many information that could result in improved forecasting. The development in the field of machine learning allows today to treat a vast amount of information in an automatic way, leaving the analysis process to the machines, freeing the user of this time-consuming task. And unsupervised learning is the branch that can process data that are not labelled nor preprocessed, speeding up the data mining. The goal of this thesis is to apply unsupervised learning techniques to this scope, taking inspiration from the available literature that experimented in this field and combining different solutions into a new technique that aims to reduce the human decision in the process of the recognition of wind patterns and improve the automationof the whole process.
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8

Sareen, Aman. "Reconfigurable design for pattern recognition using field programmable gate arrays." Ohio : Ohio University, 1999. http://www.ohiolink.edu/etd/view.cgi?ohiou1175625525.

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9

Kelle, Sebastian [Verfasser]. "Game Design Patterns for Learning / Sebastian Kelle." Aachen : Shaker, 2012. http://d-nb.info/1066197598/34.

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10

Cao, David. "Game Design Patterns in Endless Mobile Minigames." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20038.

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Анотація:
Mobile apps have emerged ever since the smartphone has been establishedinto most peoples everyday life. Almost half of those available apps in the appstores are mobile games. We study game design patterns speci cally for endlessmobile minigames, as they are one of the emerging categories. This genre hasbecome popular in the app stores with its unique characteristics which include veryshort play session iterations and its minimalist design. Game design patterns arefocused on the interaction with the player and provide knowledge and experiencewith regards to games in general. Not only are they bene cial for game designers,but also for developers, practitioners and possibly researchers, as patterns providea common terminology to share information between di erent professions.We conduct a case study including ve example games and analyze endlessmobile games to identify and create genre speci c game design patterns. We searchfor commonalities and major aspects of endless mobile minigames to facilitate theproduction of such games for developers. To con rm our results, we implementa prototype of an endless mobile minigame, which is then evaluated through asurvey.The result is a collection of game design patterns based on our cases. Thequestionnaire reveals which of those patterns are relevant and should be consideredwhen developing an endless mobile game. The result outlines that game designpatterns are considered supportive when designing a game, however requires ad-justments and revisions.
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11

Hedenskog, Jens. "Exploring Game Design Pitfalls through patterns : Experiences when making our first game." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1618.

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Анотація:
The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes. The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game Awards 2007, Leipzig Game Developers Conference 2007, Tekniska Museet 2007, Almedalsveckan 2008 and Gotland Game Awards 2008. The results of the report show that redesigning already finished game features means a lot of troubles in relation to its dependency on other game elements. The key abilities of the main character were vaguely defined since the beginning of the project which caused problems with earlier designed levels whenever a new item was introduced. The terrain of the prior levels didn’t match the abilities of the new items, which forced changes to be made. The biggest mistake with this project was that finished game elements never were considered final. My role in the project was the solo game programmer and co-designer. I shared the designing tasks together with Annika Fogelgren who also was the producer of our team. Albertina Sparrhult, Emma Johansson and Marie Viberg were our core graphic artists. Together, we created the Fairytale game.
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12

Astahovs, Ilja. "Use of design patterns for mobile game development." Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-58055.

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Анотація:
Design patterns have been a valuable asset to software developers for a long time. All kind of software, including games, benefit from re-using the well known solutions to the common problems. Building a game from scratch requires a carefully made design and this is where design patterns come handy. However, the approach to game development has changed lately. The importance to learn the design patterns has been de-emphasized as frameworks and complete game engines emerge. Many design approaches provided by them are used out the box, often taken as some kind of standard. The purpose of this paper is to show how some of the classical design patterns can be used in game development and how some of the modern technologies adopt them. To research the importance of design patterns in game development, a small mobile game project has been done. As problems arose, a number of potentially useful design patterns were identified and analyzed. Those design patterns were practically applied to the project and their potential use with other related technologies was discussed. The paper emphasizes the important role of design patterns in game development and gives some insights into how design patterns are implemented in some of the modern middleware.
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13

Bontes, Johan. "Searching for patterns in Conway's Game of Life." Master's thesis, Faculty of Science, 2019. http://hdl.handle.net/11427/31573.

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Анотація:
Conway’s Game of Life (Life) is a simple cellular automaton, discovered by John Conway in 1970, that exhibits complex emergent behavior. Life-enthusiasts have been looking for building blocks with specific properties (patterns) to answer unsolved problems in Life for the past five decades. Finding patterns in Life is difficult due to the large search space. Current search algorithms use an explorative approach based on the rules of the game, but this can only sample a small fraction of the search space. More recently, people have used Sat solvers to search for patterns. These solvers are not specifically tuned to this problem and thus waste a lot of time processing Life’s rules in an engine that does not understand them. We propose a novel Sat-based approach that replaces the binary tree used by traditional Sat solvers with a grid-based approach, complemented by an injection of Game of Life specific knowledge. This leads to a significant speedup in searching. As a fortunate side effect, our solver can be generalized to solve general Sat problems. Because it is grid-based, all manipulations are embarrassingly parallel, allowing implementation on massively parallel hardware.
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14

Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Анотація:
Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.
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15

Hamim, Hamza. "MAPPING BETWEEN REHABILITATION REQUIREMENTS AND GAME DESIGN PATTERNS IN A GAME FOR PHYSICAL REHABILITATION." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6092.

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Анотація:
The development of serious games, requires the participation and collaboration of several disciplines; as in the following thesis, showing the collaboration between physiotherapists and developers. Obviously good collaboration and understanding requires a tool that allows passage of information from one discipline to another. One example of such a tool is the concept of patterns. The concept has been adopted in many communities, one of which is game design where they have been called game design patterns, to offer the same advantages with additional benefits. In the following thesis we use game design patterns in order to translate the requirements of physiotherapists into a serious game. Or more precisely, the aim is to satisfy the requirements of physiotherapists as movements, motivation, and other features and map them into patterns and translate them in a serious game. The validation of the mapping was carried out in three different ways: with the physiotherapists, patients, and finally with game designers. The work carried out, shows an example of how game design patterns can be used to satisfy the requirements of physiotherapists in a game for rehabilitation.
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16

Andblom, Robin, and Carl Sjöberg. "A Comparison of Parallel Design Patterns for Game Development." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20691.

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Анотація:
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As processor performance capabilities can only be increased through the useof a multicore architecture, software needs to be developed to utilize the parallelismoffered by the additional cores. Especially game developers need toseize this opportunity to save cycles and decrease the general rendering time.One of the existing advances towards this potential has been the creation ofmultithreaded game engines that take advantage of the additional processingunits. In such engines, different branches of the game loop are parallelized.However, the specifics of the parallel design patterns used are not outlined.Neither are any ideas of how to combine these patterns proposed. Thesemissing factors are addressed in this article, to provide a guideline for whento use which one of two parallel design patterns; fork-join and pipeline parallelism.Through a collection of data and a comparison using the metricsspeedup and efficiency, conclusions were derived that shed light on the waysin which a typical part of a game loop most efficiently can be organized forparallel execution through the use of different parallel design patterns. Thepipeline and fork-join patterns were applied respectively in a variety of testcases for two branches of a game loop: a BOIDS system and an animationsystem.
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17

Clark, Christopher R. "A Unified Model of Pattern-Matching Circuits for Field-Programmable Gate Arrays." Diss., Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/14138.

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Анотація:
The objective of this dissertation is to develop a methodology for describing the functionality, analyzing the complexity, and evaluating the performance of a large class of pattern-matching circuit design approaches for field-programmable gate arrays (FPGAs). The developed methodology consists of three elements. The first is a functional model and associated nomenclature that unifies a significant portion of published circuit design approaches while also illuminating many novel approaches. The second is a set of analytical expressions that model the area and time complexity of each circuit design approach based on attributes of a given pattern set. Third, software tools are developed that facilitate architectural design space exploration and circuit implementation. This methodology is used to conduct an extensive evaluation and comparison of design approaches under a wide range of conditions using pattern sets from multiple application domains as well as synthetic pattern sets. The results indicate strong dependences between pattern set properties and circuit performance and provide new insights on the fundamental nature of various design approaches. A number of techniques have been proposed for designing pattern-matching hardware circuits with reconfigurable FPGA chips. The use of FPGAs enables high performance because the circuits can be customized for a particular application and pattern set. A relatively unstudied consequence of tailoring circuits for specific patterns is that circuit area and performance are affected by various properties of the patterns used. Most previous work in this field only considers a single design approach and a small number of pattern sets. Therefore, it is not clear how each design is affected by pattern set properties. For a given set of patterns, it is difficult to determine which approach would be the most efficient or provide the highest performance. Previous attempts to compare approaches using results from different publications are conflicting and inconclusive due to variations in the FPGA devices, patterns, and circuit optimizations used. There has been no attempt to evaluate a wide range of designs under a common set of conditions. The methodology presented in this dissertation provides a framework for studying multiple aspects of FPGA pattern-matching circuits in a controlled and consistent manner.
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18

McBride, Barbara L. "Joseph Knecht's pattern of awakening in Hermann Hesse's The glass bead game." Scholarly Commons, 1995. https://scholarlycommons.pacific.edu/uop_etds/2284.

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Анотація:
The purpose of this thesis is to establish the pattern of Joseph Knecht's awakening in Hermann Hesse's The Glass Bead Game. Based on the premise that Knecht, unlike Hesse's previous protagonists, is an integrated individual living within a disintegrated and segregated environment, a secondary intent of this paper is to examine the paradox of Knecht's Castalian existence. Each chapter concentrates on a stage of Knecht's development, both formally as a Castalian, and psychologically as an individual who is committed to serving the highest authority. This authority is not the rigid, one-dimensional Castalia but rather the dynamic force which governs all life. Knecht compares himself to music and perceives his life as a process of becoming. As he ascends the ladder of Castalian hierarchy, Knecht's own consciousness develops through the intervention of several antithetical figures who challenge him to reconcile the subjective nature of Truth and the transience of all forms. When he can no longer justify serving an Order which is governed by the pretense of perfection and permanence, Knecht feels obligated to warn Castalia of its own temporality and to resign his position as Magister Ludi. Knecht's leap beyond Castalia and into the deadly lake at Belpunt serves two purposes; not only does he take the first step toward integrating Castalia and the outside world, but he fulfills his own life by sacrificing himself to his pupil Tito.
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19

Holopainen, Jussi. "Foundations of Gameplay." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00484.

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Анотація:
People in all known cultures play games and today digital gaming is an important leisure activity for hundreds of millions of people. At the same time game design has developed into a profession of its own. There are several practical game design guidelines and text books but they rarely manage to connect their findings into relevant areas of research such as psychology and design research. Understanding game design, both as an activity and as an end result of that activity, in a more profound way could alleviate this problem. The main goals of this thesis are to understand in a more profound way how to design games and based on that understanding develop frameworks and methods for aiding game design. By extending knowledge about game design can not only improve the quality of the end-products but also expand the potential design space even in unpredictable ways. Game design contains many sub-areas. Character, story, and environment design are integral parts of the current game development projects. The aim of this thesis, however, is to have a critical and exploratory look at structures of gameplay as design material. Gameplay is the interaction between the game rules, challenges, elements, and players.In one sense gameplay defines the game. The focus of the thesis is mainly analytical, although parts of the results are based on practical research through design activities. The thesis contributes to game research in three interralated ways: (1) An analytical contribution to understanding gameplay was done in the gameplay design patterns work. The patterns are described as an approach to both analyse existing games and aid in designing new games. The patterns describe recurrent gameplay and also analyse these structures from the design material point of view. (2) A theoretical study of basis for gameplay experiences was conducted through review of relevant models and theories in neuroaesthetics, cognitive and social psychology and game research. The framework offered in the thesis explains why certain gameplay structures are more recurrent based on defining gameplay as caricatures of intentional behaviour. (3) The game design patterns approach and research through design projects have contributed to the analysis of game design as an activity and practical guidelines for concrete design work in more specific areas of game design. The goals of this thesis are ambitious and many questions are left unanswered. Using the patterns approach in conjunction with game design and ideation methods is still in its infancy. The concept of gameplay as caricatures of intentional behaviour should be explored further, especially in conjunction with other theories and frameworks relevant for understanding gameplay experience such as user engagement, immersion, and presence. Empirical experiments validating or falsifying this view on gameplay would be valuable as further contributions to game research.
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20

Džigurski, Saša, and Jesper Karbing. "Dark Design Patterns in Coin Master : An In-Depth Game Analysis." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-416662.

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Анотація:
In this study we will investigate the evolution of manipulative and experientially devaluative business practices in the mobile game industry from the perspective of game designers. The focus will be placed on the use of Dark Design Patterns defined in previous research by Zagal et al. (2013), significant changes since their cataloguing in said study, and the emergence of new ones. To do this, we isolate the different Game Modes of Coin Master and use Formal Analysis to break down various systems and interactions. In order to identify Dark Patterns, we use Zagal et al. (2013) study, supplemented by a list of potentially exploitable cognitive biases found in the work of Mathur et al (2019) as our theoretical framework. We discovered that many of the previously defined Dark Patterns can still be found in Coin master, along with hitherto new and undefined ones, chiefly related to company or developer interests as opposed to the players’. Dark Patterns of monetary and temporal nature appeared to have a close connection as they often manifested together, also commonly underpinned by exploitation of cognitive biases. Our findings are indicative of an increased intensity of predation on players, primarily motivated by monetary gain and to the detriment of player experience.
I denna studie undersöker vi utvecklingen av manipulativa och upplevelsemässigt nedvärderande affärsmodeller i mobil-spelsindustrin ur en speldesigners perspektiv. Undersökningens fokus riktas mot användningen och inkluderingen av Mörka Design Mönster, definierade i en tidigare studie av Zagal et al. (2013), förändringar i dessa mönster sedan deras kategorisering i sagd studie, och uppkomsten av tidigare odefinierade mönster. För att genomföra detta isolerar och analyserar vi de olika spellägena funna i spelet Coin Master med hjälp av Formell Analys, och nyttjar i syfte av identifiering Zagal et al. (2013) studie, samt som komplement den lista över kognitiva bias framtagen i en studie utförd av Mathur et al (2019) som teoretisk grundstomme. Vi upptäckte att flera utav de redan definierade mönstren i Zagal et al (2013) forskning består i sin närvaro än idag i Coin Master, beblandade med ett antal nya mönster, i överlag relaterade till företagets eller utvecklarens egna intressen istället för spelarens. Mörka Mönster av monetär och temporal karaktär påträffas ofta i samband med varandra, då i flera fall även med utnyttjande av kognitiva bias. Våra resultat är indikativa av en ökad vikt placerad på målsättningen att föregå värdet av spelupplevelsen i utvecklarens ekonomiska intressen, på spelares bekostnad.
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21

Bridges, Seth. "Low-power visual pattern classification in analog VLSI /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/6984.

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22

He, Qian. "Spatio-Temporal Patterns, Correlations, and Disorder in Evolutionary Game Theory." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/40296.

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Анотація:
Evolutionary game theory originated from the application of mathematical game theory to biological studies. Well-known examples in evolutionary game theory are the prisoner's dilemma, predator-prey models, the rock-paper-scissors game, etc. Recently, such well-known models have attracted increased interest in population dynamics to understand the emergence of biodiversity and species coexistence. Meanwhile, it has been realized that techniques from statistical physics can aid us to gain novel insights into this interdisciplinary field. In our research, we mainly employ individual-based Monte Carlo simulations to study emerging spatio-temporal patterns, spatial correlations, and the influence of quenched spatial disorder in rock-paper-scissors systems either with or without conserved total population number. In balanced rock-paper-scissors systems far away from the ``corner'' of configuration space, it is shown that quenched spatial disorder in the reaction rates has only minor effects on the co-evolutionary dynamics. However, in model variants with strongly asymmetric rates (i.e., ``corner'' rock-paper-scissors systems), we find that spatial rate variability can greatly enhance the fitness of both minor species in``corner'' systems, a phenomenon already observed in two-species Lotka-Volterra predator-prey models. Moreover, we numerically study the influence of either pure hopping processes or exchange processes on the emergence of spiral patterns in spatial rock-paper-scissors systems without conservation law (i.e., May-Leonard model). We also observe distinct extinction features for small spatial May-Leonard systems when the mobility rate crosses the critical threshold which separates the active coexistence state from an inactive absorbing state. In addition, through Monte Carlo simulation on a heterogeneous interacting agents model, we investigate the universal scaling properties in financial markets such as the fat-tail distributions in return and trading volume, the volatility clustering, and the long-range correlation in volatility. It is demonstrated that the long-tail feature in trading volume distribution results in the fat-tail distribution of asset return, and furthermore it is shown that the long tail in trading volume distribution is caused by the heterogeneity in traders' sensitivities to market risk.
Ph. D.
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23

Baldwin, Alexander, and Johan Holmberg. "Mixed-Initiative Procedural Generation of Dungeons Using Game Design Patterns." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20477.

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Procedural content generation (PCG) can be a useful tool for aiding creativityand efficiency in the process of designing game levels. Mixed-initiative level genera-tion tools where a designer and an algorithm collaborate to iteratively generate gamelevels have been used for this purpose – taking advantage of the combination of com-putational efficiency and human intuition and creativity. However, it can be difficultfor designers to work with tools that do not respond to the common language of games:game design patterns.It has been demonstrated that game design patterns can be integrated into PCGalgorithms, but formally-defined and hierarchically-arranged game design patternshave not yet been used as a means of increasing gameplay-based control in mixed-initiative dungeon generators. We present a method for evolving dungeon rooms usingmulti-level game design patterns in the objective function of a genetic algorithm, aswell as an instantiation of this method in a mixed-initiative dungeon design tool. Ourresults show that we are able to control the frequency and type of design patterns ingenerated rooms using pattern-related input parameters, enabling us to create dungeonrooms containing a wide variety of patterns on different levels of abstraction.Results from a small-scale user study of professional game developers suggest thatthe use of game design patterns in mixed-initiative level design tools can be a promisingway of providing a good starting point when designing a level, as well as offeringmeaningful gameplay related feedback throughout the design process. We also identifychallenges that will need to be faced if game design pattern-based mixed-initiative leveldesign tools are to become a part of the game designer’s toolkit.
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24

Ianni, Antonella. "Interaction patterns, learning processes and equilibria in population games." Thesis, University College London (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244508.

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25

Hannah, Jason. "Design pattern usage in designing web services for a video game inventory application /." View PDF document on the Internet, 2005. http://library.athabascau.ca/drr/download.php?filename=scis/JasonHannah.PDF.

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26

Raffan, Ryan Phillip. "Gaze behaviour patterns of under 19 level Rugby union players during one-on-one defensive play." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/8372.

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Анотація:
The aim of this study was to describe and compare the gaze behaviour patterns of expert and near expert under 19 level rugby union players during one-on-one defensive play. Gaze characteristics such as the areas of interest visited, the number of fixations, the duration of each fixation, the starting and last fixations; and the order of fixations adopted were used to achieve the aim of the study. In addition, biographical data, including sporting and vision history, were collected. Data of the two groups were described and compared with statistically and practically significant differences been highlighted. Inferential statistics were used and the following significant levels set: p<.05 for t-tests and Chi-sq'ared - tests while Cohen's d (absolute value) ≥0.20 and Cramér‟s V ≥0.10 were used to determine the practical significance for statistically significant results, respectively. An exploratory and quasi-experimental design was used, in which 81 participants (16 – 19 years of age) were sampled for differences between experts' and near experts' visual-search strategies and gaze behaviour patterns when anticipating the direction of deceptive running skills in rugby union, however, only 68 participants had eye tracker data analyzed due to the strict calibration criteria. The expert players correctly anticipated significantly (t-stat = -3.16, p = .002, d = 0.71) more than the near expert players on average (75.76% compared to 66.46%), and therefore, were less susceptible to deceptive running skills. The near expert players were, however, more aware of their fixation location than expert players. Both expert and near expert players fixated considerably more on the knees and hips than any other area of interest, however expert players had fewer, but longer fixations than near expert players per run with 4.29 ± 1.89 fixations (χ2 = 3.90, p = .048, V = 0.24) of 0.420 ± 0.140 seconds (χ2 = 3.97, p = .046, V = 0.24) compared to 5.34 ± 2.39 fixations of 0.350 ± 0.150 seconds. Both the expert and near expert groups fixated more on the lower body than the upper body on average, however, the near expert players fixated significantly more off the body for all correct runs than the expert players (t-stat = 2.17, p = .034, d = 0.53). The expert players start fixating more on the knees at the start of each trial, whereas the near expert players start fixating more on the knees and hips, and considerably off-target. The expert players fixate significantly more on the knees (t-stat = -2.56, p = .013, d = 0.63) at the end of each trial than the near expert players on average, whereas the near expert players fixate more on the hips. The orders of fixation did not yield any discernable patterns between expert and near expert players for correctly anticipated runs. Experts exhibit superior visual-search strategies and gaze behaviour control, presumably using the top-down approach, to successfully anticipate an opponent's intended direction. This information could help coaches teach perceptual tackling skills to enhance motor learning and performance.
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27

Mahdi, Ali Majeed. "VISUAL SALIENCY ANALYSIS, PREDICTION, AND VISUALIZATION: A DEEP LEARNING PERSPECTIVE." OpenSIUC, 2019. https://opensiuc.lib.siu.edu/dissertations/1715.

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Анотація:
In the recent years, a huge success has been accomplished in prediction of human eye fixations. Several studies employed deep learning to achieve high accuracy of prediction of human eye fixations. These studies rely on pre-trained deep learning for object classification. They exploit deep learning either as a transfer-learning problem, or the weights of the pre-trained network as the initialization to learn a saliency model. The utilization of such pre-trained neural networks is due to the relatively small datasets of human fixations available to train a deep learning model. Another relatively less prioritized problem is amount of computation of such deep learning models requires expensive hardware. In this dissertation, two approaches are proposed to tackle abovementioned problems. The first approach, codenamed DeepFeat, incorporates the deep features of convolutional neural networks pre-trained for object and scene classifications. This approach is the first approach that uses deep features without further learning. Performance of the DeepFeat model is extensively evaluated over a variety of datasets using a variety of implementations. The second approach is a deep learning saliency model, codenamed ClassNet. Two main differences separate the ClassNet from other deep learning saliency models. The ClassNet model is the only deep learning saliency model that learns its weights from scratch. In addition, the ClassNet saliency model treats prediction of human fixation as a classification problem, while other deep learning saliency models treat the human fixation prediction as a regression problem or as a classification of a regression problem.
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28

Öhrn, Meit. "Geographic Profiling: A scientific tool or merely a guessing game?" Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-25431.

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Анотація:
Geografisk profilering har blivit en av de mest kontroversiella och modernametoderna som används under brottsutredningar i nuläget. Framgången ochtillförlitligheten av metoden är ett debatterat ämne inom forskningsvärlden. Denhär studien ämnar att undersöka huruvida geografisk profilering är ett användbartverktyg för Polisen. Syftet med studien är att analysera hur väl metoden fungerarsom ett verktyg och komplement till en brottsutredning samt om geografiskprofilering är användbart inom bostadsinbrottutredningar. Genom att skapa ensystematisk litteraturöversikt och utföra nyckelpersonsintervjuer fann författarenatt geografisk profilering fungerar som ett utmärkt komplement till utredningar.Resultatet visade att de geografiska profileringsprogrammen inte alltid är merframgångsrika än andra metoder inom området men att de oftast är konsistenta itillförlitligheten. Resultatet visade även att metoden är användbar inombostadsinbrottutredningar så länge profilen är gjord ordentligt och utav enutbildad analytiker. Studiens slutsats är att geografisk profilering är mycket merän bara en gissningslek och kan identifiera gärningsmän om analysen är gjord aven erfaren utredare. Detta resultat diskuteras senare i studien, samt valet av metodoch möjligheter för framtida forskning.
Geographic profiling is considered as one of the most controversial andinnovative technologies used in criminal investigations today. The accuracy of themethodology has become a popular topic amongst scholars and has caused aheated debate regarding the success of geographic profiling. This study seeks toevaluate if geographic profiling is a useful tool for the police. Thus the aims ofthis study are to examine if the methodology is a viable tool during investigationsand further to establish to what extent geographic profiling has been successfullyapplied within the area of property crime, in particular burglary investigations. Byconducting a systematic literature review and key informant interviews this studyfound that geographic profiling can be a very useful tool for analysts. Further theresults showed that geographic profiling systems are not always more accuratethan simpler methods, however simpler strategies are not necessarily as consistentas a computerised system. Moreover the results indicate that geographic profilingcan be applied during burglary investigations, if done correctly and by a trainedinvestigator. The study concludes that geographic profiling is more than just aguessing game and if applied appropriately it will most likely identify theoffender. Lastly the results and shortcomings of this study, including the need forfuture research is discussed.
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29

Al-aqeeli, Abdulqadir. "Reconfigurable wavelet-based architecture for pattern recognition applications using a field programmable gate array." Ohio : Ohio University, 1998. http://www.ohiolink.edu/etd/view.cgi?ohiou1177008904.

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30

Al-aqeeli, Abulqadir. "Reconfigurable wavelet-based architecture for pattern recognition applications using a field programmable gate array." Ohio University / OhioLINK, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1177008904.

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31

Khomich, Andrei. "Using FPGA Co-processors for Improving the execution Speed of Pattern Recognition Algorithms in ATLAS LVL2 Trigger." [S.l. : s.n.], 2006. http://nbn-resolving.de/urn:nbn:de:bsz:180-madoc-13332.

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32

Wang, Ping. "Social game retrieval from unstructured videos." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34673.

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Анотація:
Parent-child social games, such as peek-a-boo and patty-cake, are a key element of an infant's earliest social interactions. The analysis of children's behaviors in social games based on video recordings provides a means for psychologists to study their social and cognitive development. However, the current practice in the use of video for behavioral research is extremely labor-intensive, involving many hours spent extracting and coding relevant video clips from a large corpus. From the standpoint of computer vision, such real-world video collections pose significant challenges in the automatic analysis of behavior, such as cluttered backgrounds, the effect of varying camera angles, clothing, subject appearance and lighting. These observations motivate my thesis work - automatic retrieval of social games from unstructured videos. The goal of this work is both to help accelerate the research progress in behavioral science and to take the initial steps towards the analysis of natural human interactions in natural settings. Social games are characterized by repetitions of turn-taking interactions between the parent and the child, with variations that are recognizable by both of them. I developed a computational model for social games that exploits the temporal structure over a long time-scale window as quasi-periodic patterns in a time series. I presented an unsupervised algorithm that mines the quasi-periodic patterns from videos. The algorithm consists of two functional modules: converting image sequences into discrete symbolic sequences and mining quasi-periodic patterns from the symbolic sequences. When this technique is applied to video of social games, the extracted quasi-periodic patterns often correspond to meaningful stages of the games. The retrieval performance on unstructured, lab-recorded videos and real-world family movies is promising. Building on this work, I developed a new feature extraction algorithm for social game categorization. Given a quasi-periodic pattern representation, my method automatically selects the most relevant space-time interest points to construct the feature representation. Our experiments demonstrate very promising classification performance on social games collected from YouTube. In addition, the method can also be used to categorize TV videos of sports rallies, demonstrating the generality of this approach. In order to support and encourage more research on human behavior analysis in realistic contexts, a video database of realistic child play in natural settings has been collected and is published on our project website (http://www.cc.gatech.edu/cpl/projects/socialgames), along with annotations. The unsupervised quasi-periodic pattern mining method represents a substantial generalization of conventional periodic motion analysis. Its generality is evaluated by retrieving motions of a range of quasi-periodicity from unstructured videos. The performance was compared with that of a periodic motion detection method based on motion self-similarity. Our method demonstrates superior retrieval performance with a 100% precision when the recall is up to 92.04%, with much fewer parameters than that of the other method.
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33

Davies, Sam J. C. "Prediction of human gaze patterns for variable quality video coding and its application to open sign language." Thesis, University of Bristol, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.503925.

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Technological advances in telecommunications and computing power have driven a massive increase in the availability of digital video, both in the traditional broadcast environment and in on-demand scenarios such as the internet and IPTV. In order to support this increase video compression technologies have developed both to reduce bitrates but also to utilise the additional computing power available. The next step for video compression is commonly thought to be in exploitation of the Human Visual System (HVS) in perceptual coding, although this continues to suffer from the difficulty of evaluating the quality of compressed video. This thesis proposes a perceptual video compression framework - from quality estimation, through gaze estimation to variable quality coding.
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34

Berg, Jens, and Tony Högye. "Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324158.

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Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing a game design pattern through observation of RTS games. The pattern is then studied through implementation in three commercial RTS games. The results focus on quantitative data gathered from AI vs AI matches related to game pacing. Through testing and analysis of the AI matches it can be stated that game design patterns in a contextualized setting supports the idea of using game design patterns as a formal tool. It was further concluded that the AI also came with limitations in how the collected data is applicable to the overall design of the games. Additional studies using quantitative data in conjunction with qualitative observations could lend further support to game design patterns as a useful tool for both researchers and developers.
Kommunikation av design är i många avseenden en invecklad process. Design av spel innebär inte enbart riktlinjer för utseende och känsla, utan också intentionalitet. En beprövad metod för att uttrycka design och intentionalitet är skapandet av ett gemensamt vokabulär. Game design patterns är ett försök att upprätta och formalisera just ett sådant vokabulär inom speldesign. Game design patterns är ett debatterat verktyg och detta arbetet ämnar undersöka den praktiska tillämpningen av ett pattern genom en kvantitativ studie för att stärka potentialen för en mer sammanhängande definition av termen. Detta utförs genom att först etablera ett game design pattern med hjälp av observation av RTS-spel. Sedan studeras det genom implementation i tre kommersiella RTS-spel. Resultatet fokuseras på kvantitativ data relaterat till pacing som insamlas från matcher mellan två AI. Genom analys av AI-matcherna kan det anses att game design pattern i en kontextualiserad inramning stöder teorin att använda design patterns som ett formellt designverktyg. Vidare drogs slutsatsen att användandet av AI också innebär begränsningar i hur tillämplig den insamlade datan är i den övergripande designen av spel. Fler studier med kvantitativ data ihop med kvalitativa observationer kan ytterligare stödja idén om game design pattern som ett användbart verktyg för både forskare och utvecklare inom spel.
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35

Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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Анотація:
There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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36

Venugopal, Sharmila. "Role of inhibition and hyperpolarization-activated membrane properties in a lick/gape central pattern generator." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1218566830.

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37

Irving, Stephanie [Verfasser], and Andreas [Akademischer Betreuer] Zwergal. "Gaze behaviour and brain activation patterns during real-space navigation in hippocampal dysfunction / Stephanie Irving ; Betreuer: Andreas Zwergal." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2019. http://d-nb.info/1198111895/34.

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38

Christofer, Malmberg, and Phan Henrik. "Lindenmayer’s Defense: Generating projectile patterns in a video game environment using L-Systems." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20003.

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The potential of L-systems is explored byprocedurally generating patterns for use as video game content.By procedurally generating content for video games, thedevelopment costs of game development can be significantlyreduced. An artifact in the form of a tower defense game isdeveloped and tested to evaluate the generation algorithm. Thealgorithm was successful in generating a wide range of pattern anduser feedback indicates a high level of perceived variation. Thealgorithm is highly customizable and could have applications invarious game content such as particle systems or weapons
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39

Helmisaari, Marc. "Det beroendeframkallande klicket : Engagerande och emotionella icke-spel." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-256285.

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Анотація:
En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ”Idle Games”. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken. Data har samlats in från tre populära Idle Games vid namn Cookie Clicker, Clicker Heroes och AdVenture Capatalist. En enkät har också skickats till spelarna av dessa spel för att få en uppfattning om varför spelen är populära. Resultaten har sedan analyserats med olika speldesignteorier för att undersöka vilka spelmekaniker som skapar lusten att spela och varför dessa spel är populära.
A new game genre has seen increased popularity during the last five years. A game genre that falls outside the classic definition of games. A game genre with the name of “Idle Games”. This study is all about which elements in these games create the drive for the player to continue playing and how the elements can be analyzed with the help of MDA and AARRR frameworks. Data have been collected from three popular idle games with the names of Cookie clicker, Clicker Heros and AdVenture Capatalist. A survey has also been sent to the players of these games in order to get better knowledge of why these games are popular. The result has then been analyzed with different design theories in order to examine which game mechanics create the feel to play and why.
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40

Drǎghici, Mihai. "In-plane gate transistors fabricated by focused ion beam implantation in negative and positive pattern definition." [S.l.] : [s.n.], 2006. http://deposit.ddb.de/cgi-bin/dokserv?idn=983711526.

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41

Burgos, D. "Digital anthropology and educational eGames : learning through behavioural patterns in digital, game-based contexts." Thesis, University of Westminster, 2015. https://westminsterresearch.westminster.ac.uk/item/9x1qq/digital-anthropology-and-educational-egames-learning-through-behavioural-patterns-in-digital-game-based-contexts.

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The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before.
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42

Foxberg, Evelina. "Visby Treasure Haunt : An Evaluation of Impactful Design Patterns in a Pervasive Horror Game." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-333466.

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Treasure hunts are one of the earliest forms of pervasive games, and there are documentationsof them since the mid 19th century. In this study, the work by Björk & Pietz on design patternsin pervasive games are used as a base for analysing the impact of design patterns in a horrorthemed treasure hunt, a so called Treasure haunt. Through focus group interviews andtheoretical thematic analysis, 16 different patterns were analysed. The most prominent themes found were Player-player proximity which was expressedthrough the teams' interest in each other's activities and whereabouts, and Commonexperience which was evident in the interviews when the participants excitedly helped eachother retelling their experience of the Treasure haunt. It is also strongly suggested that theexecution of game design patterns affect how impactful players perceive the individualpatterns, and the methods used in this study could be useful to test out game prototypes bygame designers who want to create more impactful pervasive games. Still it could be useful toconsider Player-player proximity as a useful tool to create suspenseful pervasive games, andto consider the value of a shared experience between players.
Skattjakter är en av de tidigaste formen av ubika spel, och det finns dokumentation på dessasedan mitten av 1800-talet. I denna studie använder vi Björk och Pietz arbete omspeldesignmönster som en bas för att analysera effekten av designmönster i en skattjakt medskräcktema, en så kallad spökrunda. Genom gruppintervjuer och teoretisk tematisk analysanalyserades 16 olika designmönster. De mest utmärkande teman som upptäcktes var Player-player proximity (närhet mellanspelare) vilket uttrycktes genom de tävlande gruppernas intresse för varandras förehavandenoch ställning i rundan, samt Common experience (gemensam upplevelse) vilket visades underintervjuerna när deltagarna engagerat hjälpte varandra återberätta sin upplevelse avspökrundan. Vi föreslår även att utförandet av speldesignmönstren påverkar hur effektivaspelare upplevde de enskilda mönstren, och att metoden vi använt kan vara användbart förspeldesigners som vill skapa mer effektfulla ubika spel. Det kan dock fortfarande varaanvändbart att överväga Player-player proximity som ett effektfullt verktyg för att skapa merspännande ubika spel, samt att utvärdera värdet av att spelare har en gemensam upplevelse avrundan.
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43

Reichart, Barbara [Verfasser], Bernd [Akademischer Betreuer] Brügge, Bernd [Gutachter] Brügge, and Gudrun J. [Gutachter] Klinker. "Serious Game Patterns / Barbara Reichart ; Gutachter: Bernd Brügge, Gudrun J. Klinker ; Betreuer: Bernd Brügge." München : Universitätsbibliothek der TU München, 2018. http://d-nb.info/1163013390/34.

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44

Smith, Tynan S. "Unsupervised discovery of human behavior and dialogue patterns in data from an online game." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/76999.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 121-126).
A content authoring bottleneck in AI, coupled with improving technology, has lead to increasing efforts in using large datasets to power Al systems directly. This idea is being used to create Al agents in video games, using logs of human-played games as the dataset. This new approach to AI brings its own challenges, particularly the need to annotate the datasets used. This thesis explores annotating the behavior in human-played games automatically, namely: how can we generate a list of events, with examples, describing the behavior in thousands of games. First dialogue is clustered semantically to simplify the game logs. Next, sequential pattern mining is used to find action-dialogue sequences that correspond to higher-level events. Finally, these sequences are grouped according to their event. The system can not yet replace human annotation, but the results are promising and can already help to significantly reduce the amount of human effort needed.
by Tynan S. Smith.
M.Eng.
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45

Reichart, Barbara Verfasser], Bernd [Akademischer Betreuer] [Brügge, Bernd [Gutachter] Brügge, and Gudrun J. [Gutachter] Klinker. "Serious Game Patterns / Barbara Reichart ; Gutachter: Bernd Brügge, Gudrun J. Klinker ; Betreuer: Bernd Brügge." München : Universitätsbibliothek der TU München, 2018. http://d-nb.info/1163013390/34.

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46

Intoy, Ben Frederick Martir. "Pure and Mixed Strategies in Cyclic Competition: Extinction, Coexistence, and Patterns." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/51999.

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We study game theoretic ecological models with cyclic competition in the case where the strategies can be mixed or pure. For both projects, reported in [49] and [50], we employ Monte Carlo simulations to study finite systems. In chapter 3 the results of a previously published paper [49] are presented and expanded upon, where we study the extinction time of four cyclically competing species on different lattice structures using Lotka-Volterra dynamics. We find that the extinction time of a well mixed system goes linearly with respect to the system size and that the probability distribution approximately takes the shape of a shifted exponential. However, this is not true for when spatial structure is added to the model. In that case we find that instead the probability distribution takes on a non-trivial shape with two characteristic slopes and that the mean goes as a power law with an exponent greater than one. This is attributed to neutral species pairs, species who do not interact, forming domains and coarsening. In chapter 4 the results of [50] are reported and expanded, where we allow agents to choose cyclically competing strategies out of a distribution. We first study the case of three strategies and find through both simulation and mean field equations that the probability distributions of the agents synchronize and oscillate with time in the limit where the agents probability distributions can be approximated as continuous. However, when we simulate the system on a one-dimensional lattice and the probability distributions are small and discretized, it is found that there is a drastic transition in stability, where the average extinction time of a strategy goes from being a power law with respect to system size to an exponential. This transition can also be observed in space time images with the emergence of tile patterns. We also look into the case of four cyclically competing strategies and find results similar to that of [49], such as the coarsening of neutral domains. However, the transition from power law to exponential for the average extinction time seen for three strategies is not observed, but we do find a transition from one power law to another with a different slope. This work was supported by the United States National Science Foundation through grants DMR-0904999 and DMR-1205309.
Ph. D.
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47

Smoot, Senia I. "Effect of an Acute Sensory Integration Therapy on the Postural Stability and Gaze Patterns of Children with Autism Spectrum Disorder." University of Dayton / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1386151416.

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48

Winterbach, Hanlie Evelyn Kathleen. "Habitat utilisation, activity patterns and management of Cape buffalo in the Willem Pretorius game reserve." Diss., University of Pretoria, 1999. http://hdl.handle.net/2263/30186.

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The range use behaviour and activity patterns of a single herd of disease-free Cape buffalo Syncerus caffer in the Willem Pretorius Game Reserve, Free State, was investigated. This reserve falls outside the historical distribution of these buffalo. It has sub-optimal habitat for buffalo, a long history of severe overgrazing and no large predators. The veld condition and grazing capacity of six management units identified in the reserve were investigated, and a long-term grazing capacity of 750 L.S.U. calculated. A maximum long-term buffalo stocking rate of 82,2 L.S.u. was determined from their range use. The main factors, which appear to regulate habitat selection by the buffalo, are seasonal changes in the food supply, the availability of cover for daytime resting, and protection against low night temperatures. Effective management of the buffalo depends on protecting the woody riverbank and vlei grasslands, which are the most crucial vegetation types for the buffalo.
Dissertation (MSc (Wildlife Management))--University of Pretoria, 1999.
Centre for Wildlife Management
unrestricted
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49

Winterbach, Hanlie Evelyn Kathleen. "Habitat utilisation, activity patterns and management of Cape buffalo in the Willem Pretorius game reserve." Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-12072006-100249.

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50

Lee, Hoon-Kyeu. "An automatic test pattern generation in the logic gate level circuits and MOS transistor circuits at Ohio University." Ohio : Ohio University, 1986. http://www.ohiolink.edu/etd/view.cgi?ohiou1183139647.

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