Sökning: "the meaning of the game"

Visar resultat 16 - 20 av 139 uppsatser innehållade orden the meaning of the game.

  1. 16. What is the optimum delay between visual and auditory stimuli that is perceived as synchronous for video game SFX? : A methodology for testing synchronization of audiovisual stimuli in video games.

    Kandidat-uppsats, Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Författare :Malcolm Lyth Waters; [2022]
    Nyckelord :audio synchrony visual synchroniaztion optimum delay video games sfx weapons;

    Sammanfattning : Synchronization of visual and auditory stimuli is important for creating a convincing sound designin games. Understanding the factors that constitute synchrony is both a question of synchrony inthe physical space but also an experience based on perception. LÄS MER

  2. 17. Evaluating physiological phasic reaction and negative emotions in darkness within a video game setting : Using an EDA analysis and a game experience questionnaire

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Paulina Bonnevier; [2022]
    Nyckelord :;

    Sammanfattning : Background. Electrodermal activity (EDA) is a method to measure variations in the electrical conductivity of the skin, and it is often used to help assess emotions like anxiety, or stress. However, it is not yet commonly used in video games, although emotions are an essential aspect to consider when developing a game. Objectives. LÄS MER

  3. 18. Recursive knowledge representation for multi-agent games over graphs

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Gustaf Pihl; [2022]
    Nyckelord :MKBSC; KBSC; MAGIIAN; Game Theory; Strategy Synthesis; Knowledge Representation; Epistemic Knowledge; Common Knowledge; MKBSC; KBSC; MAGIIAN; Spelteori; Strategisyntes; Kunskapsrepresentation; Epistemologi; Gemensam kunskap;

    Sammanfattning : In this thesis I explore a construction for Multi-Agent Games of Imperfect Information Against Nature (MAGIIAN) introduced by Gurov et al. called the Multiplayer Knowledge-Based Subset Construction (MKBSC). LÄS MER

  4. 19. Super Market Bros. : A qualitative study on gamification of sustainable grocery purchases

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för marknadsföring (MF)

    Författare :Katy Gokal; Alexander Svensson; Simon Johansson; [2022]
    Nyckelord :gamification; grocery shopping; consumption; SDG 12; sustainability; sustainable consumption; retail;

    Sammanfattning : Background: Gamification is the application of game design elements in non-gameenvironments and is used to optimise experiences. Existing literaturedoes not explain which game design elements are applicable tosustainable grocery purchases or why. LÄS MER

  5. 20. The past in video games? : Perception of archaeological information amongst Twitter users based on video games.

    M1-uppsats, Linnéuniversitetet/Institutionen för kulturvetenskaper (KV)

    Författare :Lennard Armstrong; [2022]
    Nyckelord :archaeology; pop-culture; death of the author; accuracy; authenticity; video games; Twitter; public perception;

    Sammanfattning : Archaeological communication often seeks avenues to take in order to convey information to a public. One of these is video games, yet many articles do not delve into the effect that games have on people, taking for granted that people will learn something. LÄS MER