Essays about: "game shows"

Showing result 1 - 5 of 280 essays containing the words game shows.

  1. 1. Positional differences of physical peak intense periods in Swedish elite football : A pilot study of under 19 and first team players

    University essay from Gymnastik- och idrottshögskolan, GIH/Institutionen för fysisk aktivitet och hälsa

    Author : Adam Eriksson; [2024]
    Keywords : Most intense periods; Peak period; External load; Rolling avrage; Match; Official game; Positional differences; Position data; Youth soccer players; Academy players; Senior soccer players; professional soccer players; Elite players;

    Abstract : Syfte: Syftet med denna studie är att med hjälp av multivariata parametrar undersöka skillnader i fysisk extern belastning under den mest intensiva perioden (MIP) av match för spelare på ungdomselit och seniornivå samt att identifiera eventuella skillnader mellan positioner och halvlekar.Metod: En kvantitativ retrospektiv studie tillämpades, där spelare från ett seniorlag (SEN)spelandes i högsta divisionen i Sverige samt fotbollsspelare från ett ungdomselitlag (U19)från samma klubb spelades i näst högsta divisionen för åldersgruppen deltog i studien. READ MORE

  2. 2. Designing User Interfaces for Increased Depth Perception in Remote Crane Operation

    University essay from Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Author : Johan Harju; [2024]
    Keywords : Depth perception; teleoperations; view perspective; graphical user interface; remote operation;

    Abstract : This study investigates different design choices for graphical user interfaces meant to improve depth perception in remote crane operation through measuring efficiency and user experience. To achieve this, three different graphical user interface designs were created and implemented into a cargo port simulator within the game engine Unity. READ MORE

  3. 3. The “Magic Gathering” of Comprehension Devices : A diachronic systemic functional linguistics analysis of MTG game card texts

    University essay from Stockholms universitet/Engelska institutionen

    Author : Isabella Schiller; [2024]
    Keywords : Systemic Functional Linguistics; Magic: The Gathering; keywords; card text; action; process; mood; transitivity; comprehension;

    Abstract : This study investigates the diachronic shift of revised card texts in the tabletop collectible card game ‘Magic: The Gathering’.  The lexicogrammatical patterns found are compared to theories on comprehension and learning, and to the development of the game. READ MORE

  4. 4. Analysis of Mutable Game Environments Built on a Tetrahedral Mesh : Tetras, a Potential Alternative to Voxels

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

    Author : Noah Tell; [2023]
    Keywords : Voxels; Tetrahedron; Tetrahedral Mesh; Tetrahedralization; Tessellation; Mutable Environment; Editable Terrain; Deformable Environment; Boolean Operations; Real-Time; Computer Games; Computational Geometry; Voxlar; Tetrahedror; Tetrahedralisering; Tessellering; Formbar Terräng; Booliska Operationer; Realtid; Datorspel; Beräkningsgeometri;

    Abstract : Historically 3D game environments have almost always been immutable. Mutable environments are a technical challenge that will affect performance. For games of the future to continue approaching realism, mutable environments are an essential step. READ MORE

  5. 5. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE