Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
Results
Showing 1 to 9 of 9 for “"player-character"”.
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On the definition of non-player character behaviour for real-time simulated virtual environments.
… worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of …
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Player-character identification by personality matching, perceived personalization and positive/negative in-game experience
Player-character identification is that video-game players adopt the perspective of a game character during gameplay as a part of their own identity. Player-character identification can be established through several psychological mechanisms, including perspective taking, presence, idealization, …
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Exquisite Corpses: Markedness, Gender, and Death in Video Games
… games thematize death to remarginalize marked characters, including women. This project combines Georg Wilhelm Friedrich Hegel’s work on the human subjection to death and Georges Bataille’s characterization of sacrifice to explore how death in games stages markedness. Markedness articulates how …
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Fake the dawn : digital game mechanics and the construction of gender in fictional worlds
… express positive ("warm") interactions between characters, namely healing, protection, and building relationships. The method used has been adapted from structural analysis via literary theory, as informed by game studies, media studies methodologies, and feminist epistemologies. Game mechanics …
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Optimising Agent Behaviours and Game Parameters to Meet Designer’s Objectives
… of the interactivity to stay relevant. Non-Player Character (NPC) is the main mechanic used for this purpose and it has to be optimised for its designated behaviour. The development process iteratively circulates the results among game designers, game AI developers, and game testers. …
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Playing alone, feeling connected: do single-player video games with social surrogates replenish belonging after social rejection
… this popularity: video games, including single-player video games, may help people feel socially connected. For example, according to the bi-dimensional rejection taxonomy, solo gameplay is a disengaged prosocial response, an attempt to replenish belonging in a hands-off, indirect manner. Also, …
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Small Tales
… this game due to their emphasis on narrative and player interaction. This thesis developed from a series of earlier projects that helped me settle on four primary objectives: vignetted narratives, player choice and consequences, visual and text components working harmoniously, and replayability …
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Virtual Crowd Interactive Applications
… where participants collectively control a player character. The second and third research objectives addressed the architectural challenges of virtual crowd interactive applications. A system was required that could: aggregate large numbers of input events with low latency; support …
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Modelling Human Behaviour for Believable NPCs
… thesis explores modelling believability for non-player characters (NPC) when fulfilling the role typically reserved for human players in the first-person shooter (FPS) genre. Numerous experiments are conducted, which are focused on acquiring specific data on gameplay patterns and behaviours that …