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Showing result 1 - 5 of 118 essays matching the above criteria.

  1. 1. THE IMPACT OF DYNAMIC GAME DIFFICULTY BALANCING ON PLAYER USER EXPERIENCE IN PUZZLE GAMES : A case study

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Qian Lin; [2023]
    Keywords : dynamic game difficulty balancing; game user experience; flow; puzzle games; Eureka effect; a-ha moment; engagement; immersion;

    Abstract : This study delves into the relationship between Dynamic Game Difficulty Balance and Game User Experience in the context of puzzle games. The aim of this study was to explore the impact of DGDB on user experience in puzzle games, focusing on player engagement, immersion, and the occurrence of a-ha moment. READ MORE

  2. 2. Uncanny details : Exploration how the uncanny valley appears within the movements of virtual characters

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Mikael Ytterstedt; [2023]
    Keywords : Virtual body language; Uncanny Valley; game user experience; animation; game development; motion capture; immersion;

    Abstract : This study has examined what in virtual characters movement invokes negative sensations associated with the Uncanny Valley. This was done through a study involving semi-structured interviews, open-ended surveys and eye tracking during which the 10 participants observed gameplay and dialogue clips from three different games. READ MORE

  3. 3. The World of Dungeons & Dragons in the EFL Classroom : A literary study on worldbuilding, mental imagery, immersion and applications of Dungeons & Dragons in the EFL Classroom

    University essay from Linnéuniversitetet/Institutionen för språk (SPR)

    Author : Fredrik Nilsson; [2023]
    Keywords : Dungeons Dragons; EFL Classroom; Upper Secondary School; World-building; Mental Imagery; Immersion; Visualization;

    Abstract : In a world where gamification is increasingly prevalent, Dungeons & Dragons is a vast, seemingly untapped arena into which students in an EFL classroom could potentially venture. By exploring the various applications of the hugely popular tabletop role-playing game, there are several aspects in which students and teachers can explore in order to find practical as well as theoretical uses for a role-playing game of this size and scope. READ MORE

  4. 4. Math Visualizations in VR

    University essay from Högskolan i Halmstad/Akademin för informationsteknologi

    Author : Abraham Al-bashki; Ahmed Oogle; [2023]
    Keywords : ;

    Abstract : Visualization of linear algebra with virtual reality (VR) can be helpful for math teachers. A study has shown more engagement, focus, and active learning through immersion and interactivity, supplementing opportunities for visualizing abstract concepts. READ MORE

  5. 5. Making virtual reality game players more physically active and immersed in the gameplay by involving their physical activity data

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Sindri Pétursson; [2023]
    Keywords : activity tracking; beneficial movements; physical activity; physical activity bar; physical activity data; virtual reality; exergames; aktivitetsspårning; speciella rörelser; fysisk aktivitet; fysisk aktivitet; fysisk aktivitetsdata; virtuell verklighet; exergames;

    Abstract : Physical inactivity is a growing concern in the world. Exergames, which are physically demanding games, offer a solution to motivate individuals to participate in regular physical activity, and virtual reality (VR) is the latest addition to this field. READ MORE