Дисертації з теми "Gaze Pattern"
Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями
Ознайомтеся з топ-50 дисертацій для дослідження на тему "Gaze Pattern".
Біля кожної праці в переліку літератури доступна кнопка «Додати до бібліографії». Скористайтеся нею – і ми автоматично оформимо бібліографічне посилання на обрану працю в потрібному вам стилі цитування: APA, MLA, «Гарвард», «Чикаго», «Ванкувер» тощо.
Також ви можете завантажити повний текст наукової публікації у форматі «.pdf» та прочитати онлайн анотацію до роботи, якщо відповідні параметри наявні в метаданих.
Переглядайте дисертації для різних дисциплін та оформлюйте правильно вашу бібліографію.
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.
Повний текст джерелаTao, 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.
Повний текст джерелаpublished_or_final_version
Psychological Medicine
Master
Master of Psychological Medicine
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.
Повний текст джерелаMaddox, 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.
Повний текст джерелаPh. D.
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.
Повний текст джерелаErhard, Matthew John. "Visual intent recognition in a multiple camera environment /." Online version of thesis, 2006. http://hdl.handle.net/1850/3365.
Повний текст джерелаDi, 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/.
Повний текст джерелаSareen, Aman. "Reconfigurable design for pattern recognition using field programmable gate arrays." Ohio : Ohio University, 1999. http://www.ohiolink.edu/etd/view.cgi?ohiou1175625525.
Повний текст джерелаKelle, Sebastian [Verfasser]. "Game Design Patterns for Learning / Sebastian Kelle." Aachen : Shaker, 2012. http://d-nb.info/1066197598/34.
Повний текст джерелаCao, 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.
Повний текст джерелаHedenskog, 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.
Повний текст джерелаAstahovs, 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.
Повний текст джерелаBontes, Johan. "Searching for patterns in Conway's Game of Life." Master's thesis, Faculty of Science, 2019. http://hdl.handle.net/11427/31573.
Повний текст джерелаHu, 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.
Повний текст джерелаHamim, 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.
Повний текст джерелаAndblom, 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.
Повний текст джерелаAs 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.
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.
Повний текст джерелаMcBride, 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.
Повний текст джерелаHolopainen, Jussi. "Foundations of Gameplay." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00484.
Повний текст джерелаDžigurski, 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.
Повний текст джерелаI 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.
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.
Повний текст джерелаHe, Qian. "Spatio-Temporal Patterns, Correlations, and Disorder in Evolutionary Game Theory." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/40296.
Повний текст джерелаPh. D.
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.
Повний текст джерелаIanni, 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.
Повний текст джерелаHannah, 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.
Повний текст джерелаRaffan, 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.
Повний текст джерелаMahdi, Ali Majeed. "VISUAL SALIENCY ANALYSIS, PREDICTION, AND VISUALIZATION: A DEEP LEARNING PERSPECTIVE." OpenSIUC, 2019. https://opensiuc.lib.siu.edu/dissertations/1715.
Повний текст джерелаÖhrn, 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.
Повний текст джерелаGeographic 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.
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.
Повний текст джерелаAl-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.
Повний текст джерелаKhomich, 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.
Повний текст джерелаWang, Ping. "Social game retrieval from unstructured videos." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34673.
Повний текст джерелаDavies, 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.
Повний текст джерелаBerg, 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.
Повний текст джерелаKommunikation 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.
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.
Повний текст джерелаVenugopal, 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.
Повний текст джерелаIrving, 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.
Повний текст джерелаChristofer, 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.
Повний текст джерелаHelmisaari, 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.
Повний текст джерелаA 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.
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.
Повний текст джерелаBurgos, 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.
Повний текст джерелаFoxberg, 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.
Повний текст джерелаSkattjakter 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.
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.
Повний текст джерелаSmith, 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.
Повний текст джерелаCataloged 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.
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.
Повний текст джерелаIntoy, Ben Frederick Martir. "Pure and Mixed Strategies in Cyclic Competition: Extinction, Coexistence, and Patterns." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/51999.
Повний текст джерелаPh. D.
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.
Повний текст джерелаWinterbach, 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.
Повний текст джерелаDissertation (MSc (Wildlife Management))--University of Pretoria, 1999.
Centre for Wildlife Management
unrestricted
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.
Повний текст джерелаLee, 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.
Повний текст джерела