2 resultados para regime interplay

em Repositório Institucional da Universidade de Aveiro - Portugal


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Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also, the gameplay experience is initially defined by a gameplay situation, conditioned by an ambient in which gameplay takes place and a platform on which the video game is played. In order to initially validate the proposed model and attempt to show a relationship among the multiple model dimensions, a multi-case study was carried out using two different video games and player samples. In one study, results show significant correlations between multiple model dimensions, and evidence that video game related changes influence player motivations as well as player visual behavior. In specific player related analysis, results show that while players may be different in terms of background and expectations regarding the game, their motivation to play are not necessarily different, even if their performance in the game is weak. While further validation is necessary, this model not only contributes to the gameplay experience debate, but also demonstrates in a given context how player and video game dimensions evolve during video game play.

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The present work deals with the development of robust numerical tools for Isogeometric Analysis suitable for problems of solid mechanics in the nonlinear regime. To that end, a new solid-shell element, based on the Assumed Natural Strain method, is proposed for the analysis of thin shell-like structures. The formulation is extensively validated using a set of well-known benchmark problems available in the literature, in both linear and nonlinear (geometric and material) regimes. It is also proposed an alternative formulation which is focused on the alleviation of the volumetric locking pathology in linear elastic problems. In addition, an introductory study in the field of contact mechanics, in the context of Isogeometric Analysis, is also presented, with special focus on the implementation of a the Point-to-Segment algorithm. All the methodologies presented in the current work were implemented in a in-house code, together with several pre- and post-processing tools. In addition, user subroutines for the commercial software Abaqus were also implemented.