Sökning: "playing games"

Visar resultat 1 - 5 av 58 avhandlingar innehållade orden playing games.

  1. 1. Power Games : Rules and Roles in Second Life

    Författare :Maria Bäcke; Blekinge Tekniska högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; performance; role-play; Second Life; online worlds; virtual worlds; virtual; digital space; rules; hierarchies; subversion; power; negotiation; make-believe; Media and Communication Studies;

    Sammanfattning : This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. LÄS MER

  2. 2. A Matter of Amusement : The Material Culture of Philipp Hainhofer’s Games in Early Modern Princely Collections

    Författare :Greger Sundin; Johan Eriksson; Johan Cederlund; Lars Ljungström; Uppsala universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Philipp Hainhofer; Augsburg; Kunstkammer; art cabinet; material culture studies; late Renaissance games; early modern games; boardgames; card games; Ulrich Baumgartner; Gustavus Adolfus art cabinet; Pomeranian art cabinet; games casket; Duke August II of Brunswick-Lüneburg; Gustavus Selenus; Konstvetenskap; History of Art;

    Sammanfattning : Games were important to the Augsburg art agent Philipp Hainhofer (1578-1647), and this ludic category was included in most of his art cabinets, procured over period of thirty years during the first half of the seventeenth century. It offered amusement (Kurzweil) as part of an overall ambition for the cabinets to be of service and use (“nutzen vnd dienst”). LÄS MER

  3. 3. Playing and Learning Across Locations: : Indentifying Factors for the Design of Collaborative Mobile Learning

    Författare :Daniel Spikol; Marcelo Milrad; Jakob Tholander; Växjö universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Computer Supported Collaborative Learning; Mobile; Location-based services; Pervasive computing; Ubiquitous computing; Design-based research; Co-Design; Education; Games; Computer science; Datavetenskap; Other information technology; Övrig informationsteknik; Media Technology; Media Technology;

    Sammanfattning : The research presented in this thesis investigates the design challenges associated with the development and use of mobile applications and tools for supporting collaboration in educational activities. These technologies provide new opportunities to promote and enhance collaboration by engaging learners in a variety of activities across different places and contexts. LÄS MER

  4. 4. Förkroppsligad fiktion och fiktionaliserade kroppar : Levande rollspel i Östersjöregionen

    Författare :Erika Lundell; Beatriz Lindqvist; Bo Nilsson; Södertörns högskola; []
    Nyckelord :HUMANIORA; HUMANITIES; queer phenomenology; live action role-playing; larp; games; roleplay; ludology; materialization; embodiment; the body; gender; heterosexual matrix; participatory culture; performance; Historical Studies; Historiska studier; Östersjö- och Östeuropaforskning; Baltic and East European studies; Ethnology;

    Sammanfattning : This dissertation concerns live action role-playing (larp). Larp may be described as improvised theater without an audience, as participants simultaneously embody both audience and actor in their constant interaction with one another.  Hence, larp can be seen as a participatory culture. LÄS MER

  5. 5. Game-calibrated and user-tailored remote detection of emotions : A non-intrusive, multifactorial camera-based approach for detecting stress and boredom of players in games

    Författare :Fernando Bevilacqua; Henrik Engström; Per Backlund; Vittorio Scarano; Högskolan i Skövde; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; human-computer interaction; computer vision; non-obtrusive; remote sensing; affective computing; games; rPPG; Interaction Lab ILAB ; Interaction Lab ILAB ;

    Sammanfattning : Questionnaires and physiological measurements are the most common approach used to obtain data for emotion estimation in the field of human-computer interaction (HCI) and games research. Both approaches interfere with the natural behavior of users. LÄS MER