Search results for "Persona"

showing 10 items of 4542 documents

Blending in Hybrid Games: Understanding Hybrid Games Through Experience

2016

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.

Computer sciencepelisuunnittelu518 Media and communicationsaugmented reality gamesContext (language use)02 engineering and technologycomputer.software_genrehybrid gamesTurns rounds and time-keeping systems in gamesConceptual blendingHuman–computer interaction0202 electrical engineering electronic engineering information engineeringta6160501 psychology and cognitive scienceshybridityEmergent gameplayta518Video game design050107 human factorstietokonepelitconceptual blendinggamesGame mechanicsMultimedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual metaphorconceptual metaphor020207 software engineeringmixed reality games113 Computer and information sciencespervasive gamescomputerMeaning (linguistics)
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Men's doubles professional tennis on hard courts: Game structure and point ending characteristics

2019

Despite the great tradition and importance of the doubles game in professional tennis, no literature has analysed to date the performance of professional players. Therefore, the information on the characteristics of the game, or the tactics related to how the points are won in doubles play is scarce. The objective of this study has been to describe the basic characteristics of the structure of the doubles game, and to establish how the points finish in doubles professional tennis played on hard courts. Thirty-four ATP doubles matches played in 2018 were analysed, which included a total of 40 professional players. As per the game structure, the results showed that, in comparison to the singl…

Computer sciencetacticsPhysical Therapy Sports Therapy and Rehabilitation010501 environmental sciences01 natural sciences03 medical and health sciencesProfessional players0302 clinical medicinedoublesGame structureEducación Física y DeportivaRelevance (information retrieval)performance analysislcsh:Sports medicineSet (psychology)0105 earth and related environmental sciencesStructure (mathematical logic)Point (typography)Performance analysisOffensiveComputingMilieux_PERSONALCOMPUTING030229 sport sciencesprofessional playersDoubleslcsh:RC1200-1245Mathematical economicshuman activitiesTactics
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Numerical study of the growth conditions in an MOCVD reactor: application to the epitaxial growth of HgTe

2002

Abstract In order to analyse the epitaxial growth by metalorganic chemical vapour deposition (MOCVD) of mercury telluride, HgTe, a 2D numerical model has been developed to simulate the gas flow in a horizontal MOCVD reactor. This model takes into account the Navier–Stokes equations coupled with the heat transfer and mass transport of chemical species. For the mathematical resolution of the governing equations a commercial solver, which can be run in a conventional personal computer, has been used. The study carried out presents a discussion about the dominant growth regime in a MOCVD growth as a function of different parameters: substrate temperature, total flow, partial pressure of precurs…

Computer simulationMineralogyMercury telluridePartial pressureChemical vapor depositionMechanicsChemical reactorCondensed Matter PhysicsInorganic Chemistrychemistry.chemical_compoundchemistryHeat transferPersonal computerMaterials ChemistryMetalorganic vapour phase epitaxyJournal of Crystal Growth
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Bases del Derecho Administrativo

2013

Presentación en powerpoint sobre las Bases del Derecho Administrativo

ComputingMilieux_MANAGEMENTOFCOMPUTINGANDINFORMATIONSYSTEMSInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)InformationSystems_INFORMATIONSYSTEMSAPPLICATIONSComputingMilieux_COMPUTERSANDEDUCATIONComputingMilieux_PERSONALCOMPUTINGUNESCO::CIENCIAS JURÍDICAS Y DERECHOderecho administrativo
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Measuring user responses to interactive stories: Towards a standardized assessment tool

2010

ComputingMilieux_PERSONALCOMPUTING
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Potential AI Strategies to Solve the Commons Game: A Position Paper

2010

Published version of an article from the book: Advances in Artificial Intelligence : 23rd Canadian Conference on Artificial Intelligence. The original publication is available at Springerlink. http://dx.doi.org/10.1007/978-3-642-13059-5_45 In this paper, we propose the use of hill climbing and particle swarm optimization to find strategies in order to play the Commons Game (CG). The game, which is a non-trivial N-person non-zero-sum game, presents a simple mechanism to formulate how different parties can use shared resources. If the parties cooperate, the resources are sustainable. However, the resources get depleted if used indiscriminately. We consider the case when a single player has to…

ComputingMilieux_PERSONALCOMPUTING
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Comparison of Game-Related Statistics in Men¿s International Championships between Winning and Losing Teams according to Margin of Victory

2014

The aims of this study were (i) to compare water polo game-related statistics by game outcome (winning and losing teams) and margins of victory (close games, unbalanced games, and very unbalanced games), and (ii) to identify characteristics that mark the differences in performances for each group of margin of victory. The game-related statistics of the 308 men¿s matches played in seven International Championships (Olympic Games, World and European Championships) were analysed. A cluster analysis established three groups (close games, unbalanced games, and very unbalanced games) according to the margin of victory. Differences between game outcomes (winning or losing teams) and margins of vic…

ComputingMilieux_PERSONALCOMPUTINGEntrenament (Esport)
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Cultural Festivals Organization & Management : New Challenges in the Digital Age?

2020

Reseña del Internationa Workshop Cultural Festivals Organization & Management: New Challenges in the Digital Age?

ComputingMilieux_PERSONALCOMPUTINGGeneral Medicine:PEDAGOGÍA [UNESCO]UNESCO::PEDAGOGÍAGeneralLiterature_MISCELLANEOUS
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Estetiske Læringsprosesser i design og spilling av brettspill

2018

Masteroppgave kunstfag KF500 - Universitetet i Agder 2018 In this thesis I have studied how aesthetical learning processes can occur in thedesign process and in play of a natural science themed board game. I have done this by designing my own board game with a biological theme, and tested it with others in two occations. I found that aesthetic learning processes had occurred in both the design process and whenplaying the game. This gave me the basis for further discussion of how learning processes and aesthetic learning processes can occur in the game medium in general.In the design process, aesthetic learning processes can occur through position exploration and aesthetic choices in the cre…

ComputingMilieux_PERSONALCOMPUTINGVDP::Humaniora: 000::Kunsthistorie: 120VDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280KF500
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Evaluations of an Experiential Gaming Model

2006

This paper examines the experiences of players of a problem-solving game. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model and to study their influence on the flow experience. Additionally, the study aims to operationalize the flow construct in a game context and to start a scale development process for assessing the experience of flow in game settings. Results indicated that the flow antecedents studied—challenges matched to a player’s skill level, clear goals, unambiguous feedback, a sense of control, and playability—should be considered in game design because they contribute to the flow experience. Furthermore, the indicators of t…

ComputingMilieux_PERSONALCOMPUTINGeducational gamesgame designflow experienceengagement
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