946 resultados para Player character


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This article introduces a theoretical framework for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Player Character Grid and its constituent Pivot Player Character Model, a conceptual framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although video game characters have been scrutinised from many different perspectives, a systematic framework has not been introduced yet. This study aims to fill that void by proposing a model replicable across the cRPG genre. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999) and is demonstrated with reference to The Witcher (CD Projekt RED 2007).

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Pour respecter les droits auteur, la version electronique de cette thèse a été dépouillée de ses documents visuels et audio-visuels. La version intégrale de la thèse a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.

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Le Jeu, un phénomène difficile à définir, se manifeste en littérature de différentes manières. Le présent travail en considère deux : l’écriture à contrainte, telle que la pratique l’Oulipo, et l’écriture de l’imaginaire, en particulier les romans de Fantasy française. La première partie de cette étude présente donc, sous forme d’essai, les origines et les visées des deux groupes d’écrivains, mettant en lumière les similitudes pouvant être établies entre eux malgré leurs apparentes différences. Tandis que l’Oulipo cherche des contraintes capables de générer un nombre infini de textes et explore la langue par ce moyen, la Fantasy se veut créatrice de mondes imaginaires en puisant généralement à la source de Tolkien et des jeux de rôle. Il en résulte que le jeu, dans les deux cas, se révèle un puissant moteur de création, que le récit appelle un lecteur-explorateur et qu’il crée une infinité de mondes possibles. Malgré tout, des divergences demeurent quant à leurs critiques, leurs rapports avec le jeu et les domaines extralittéraires, et leurs visées. Considérant ce fait, je propose de combiner les deux styles d’écriture en me servant du cycle des Hortense de Jacques Roubaud (structuré au moyen de la sextine) et des Chroniques des Crépusculaires de Mathieu Gaborit (figure de proue en fantasy « pure »). Ce projet a pour but de combler le fossé restant encore entre les deux groupes. Ainsi, la seconde partie de mon travail constitue une première tentative de réunion des deux techniques d’écriture (à contrainte et de l’imaginaire). Six héros (trois aventuriers et trois mercenaires) partent à la recherche d’un objet magique dérobé à la Reine du Désert et capable de bouleverser l’ordre du monde. Le récit, divisé en six chapitres, rapporte les aventures de ce groupe jusqu’à leur rencontre avec l’ennemi juré de la Reine, un puissant sorcier elfe noir. Chaque chapitre comporte six sections plus petites où sont permutés – selon le mouvement de la sextine – six éléments caractéristiques des jeux de rôles : 1-Une description du MJ (Maître du Jeu) ; 2-Un combat ; 3-Une énigme à résoudre ou un piège à désarmer ; 4-Une discussion entre les joueurs à propos de leurs avatars ; 5-L’acquisition d’un nouvel objet ; 6-Une interaction avec un PNJ (Personnage Non Joueur). Tout au long du texte, des références aux Chroniques des Crépusculaires de Mathieu Gaborit apparaissent, suivant également un ordre sextinien. D’autres allusions, à Tolkien, Queneau, Perec ou Roubaud, agrémentent le roman.

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El presente trabajo describe la construcción de una aplicación que controla a un Non Player Character (NPC), en un mundo virtual. La aplicación desarrollada, que tiene como nombre BotManager, realiza dos tareas fundamentales: 1) conectarse al repositorio de conocimiento, que en esta implementación es una ontología expresada en OWL, para obtener las acciones que debe realizar el NPC dentro del mundo virtual; y 2) ordenar al NPC que realice estas acciones en un mundo virtual creado con la plataforma OpenSimulator. BotManager puede tener variadas aplicaciones, por lo tanto puede ser usada como complemento en mundos virtuales aplicados a la educación, simulación, ocio, etc. Ahora bien, la principal razón que motivó el desarrollo del BotManager fue la de crear un sistema de demostración automática de tareas en un mundo virtual destinado a la educación/ entrenamiento. De esta forma, un Sistema Inteligente de Tutoría integrado con un mundo virtual podría demostrar paso a paso a un estudiante cómo realizar una tarea en el mundo virtual. La ontología que lee el BotManager extiende la ontología propuesta en la tesis “Una propuesta de modelado del estudiante basada en ontologías y diagnóstico pedagógico-cognitivo no monótono” de Julia Parraga en el 2011 (Ontología de Julia). La construcción y las pruebas del BotManager se llevaron a cabo en tres etapas: 1) creación de la Ontología de Acciones del NPC que extiende la Ontología de Julia; 2) diseño e implementación de la aplicación en C# que lee la ontología que contiene el plan de acción del NPC, y ordena al NPC realizar las acciones en el mundo virtual; y 3) pruebas de la aplicación con la práctica “preparación de una taza de cafe”, que es parte de un Laboratorio Virtual de Biotecnología. El BotManager se ha diseñado como una aplicación cliente que se conecta a un servidor de Open- Simulator. Por lo tanto, puede ejecutarse en una máquina distinta a la del servidor. Asimismo, en la implementación del BotManager se ha utilizado una librería gratuita denominada LibOpenMetaverse que permite controlar un NPC de forma remota.---ABSTRACT---This paper describes the construction of an application that controls a Non Player Character (NPC), in a virtual world. The application developed, called BotManager, performs two main tasks: 1) the connection to the repository of knowledge, which in this implementation is an ontology expressed in OWL, and retrieving the actions to be performed by the NPC within the virtual world; and 2) commanding the NPC to perform these actions in a virtual world created with the OpenSimulator platform. BotManager can have diverse applications, therefore it can be used as a complement in virtual worlds applied to education, simulation, entertainment, etc. However, the main reason behind the development of BotManager was to create an automatic demonstration of tasks in a virtual world for education / training. Thus, a virtual world integrated with an Intelligent Tutoring Systems could demonstrate step by step to a student how to perform a task in the virtual world. The ontology used by the BotManager extends ontology proposed in the thesis “A proposal for modeling ontologies based student and not monotonous teaching-cognitive diagnosis” by Julia Parraga in 2011 (Julia’s Ontology). Construction and testing of BotManager were conducted in three stages: 1) creation of the NPC Actions Ontology by extending the Julia’s Ontology; 2) design and implementation of the application in C# that reads the ontology containing the plan of action of the NPC, and commands the NPC to perform the read plan in the virtual world; and 3) testing of the application with the practice “preparing a cup of coffee”, which is part of a Virtual Laboratory of Biotechnology. The BotManager has been designed as a client application that connects to an OpenSimulator server. Therefore, it can run on a different machine to the server. To implement the BotManager we have used a free library called libopenmetaverse that allows us to control a NPC remotely.

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This article offers an overview of various approaches, which have been used to examine video game characters. In its first part I am introducing several methodological directions, focusing on: characters as functions, characters as drivers of agency, representational gendered icons, and as players’ re-embodied realisations. In the second part I am focusing on the first holistic research method for player character in offline computer role-playing games (cRPGs). The proposed Pivot Player Character Model provides a method replicable across the cRPG genre and illustrates the experience of gameplay as perceived through the PC’s eyes. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research.

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The increasing variety and complexity of video games allows players to choose how to behave and represent themselves within these virtual environments. The focus of this dissertation was to examine the connections between the personality traits (specifically, HEXACO traits and psychopathic traits) of video game players and player-created and controlled game-characters (i.e., avatars), and the link between traits and behavior in video games. In Study 1 (n = 198), the connections between player personality traits and behavior in a Massively Multiplayer Online Roleplaying Game (World of Warcraft) were examined. Six behavior components were found (i.e., Player-versus-Player, Social Player-versus-Environment, Working, Helping, Immersion, and Core Content), and each was related to relevant personality traits. For example, Player-versus-Player behaviors were negatively related to Honesty-Humility and positively related to psychopathic traits, and Immersion behaviors (i.e., exploring, role-playing) were positively related to Openness to Experience. In Study 2 (n = 219), the connections between player personality traits and in-game behavior in video games were examined in university students. Four behavior components were found (i.e., Aggressing, Winning, Creating, and Helping), and each was related to at least one personality trait. For example, Aggressing was negatively related to Honesty-Humility and positively related to psychopathic traits. In Study 3 (n = 90), the connections between player personality traits and avatar personality traits were examined in World of Warcraft. Positive player-avatar correlations were observed for all personality traits except Extraversion. Significant mean differences between players and avatars were observed for all traits except Conscientiousness; avatars had higher mean scores on Extraversion and psychopathic traits, but lower mean scores on the remaining traits. In Study 4, the connections between player personality traits, avatar traits, and observed behaviors in a life-simulation video game (The Sims 3) were examined in university students (n = 93). Participants created two avatars and used these avatars to play The Sims 3. Results showed that the selection of certain avatar traits was related to relevant player personality traits (e.g., participants who chose the Friendly avatar trait were higher in Honesty-Humility, Emotionality, and Agreeableness, and lower in psychopathic traits). Selection of certain character-interaction behaviors was related to relevant player personality traits (e.g., participants with higher levels of psychopathic traits used more Mean and fewer Friendly interactions). Together, the results of the four studies suggest that individuals generally behave and represent themselves in video games in ways that are consistent with their real-world tendencies.

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[ES]El ingenioso hidalgo don Quijote de La Mancha es una obra literaria que tiene las características necesarias para funcionar como videojuego. El personaje protagonista de la novela de Cervantes y el jugador videolúdico comparten una serie de rasgos que resultan interesantes para realizar un análisis interdiscursivo entre la Literatura y el Videojuego. [EN]The ingenious hidalgo don Quixote is a literary work that has significant potential as videogame. The main character of the novel by Cervantes and the player of videogames share a number of traits that are interesting for a interdiscursive analysis between Literature and Videogames.

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The behavior of characters in current computer games is generally scripted and predictable. This paper discusses some issues related to creating game characters that enhance player engagement and identifies the need for a more player-centered approach to game character design. This paper reports the results of a focus group that was carried out with experienced game players to determine what game character behaviors would enhance their engagement in a game. The four general areas of concern that came out of this discussion were consistency with context, player expectations, social interactions and consistency with the environment. This paper discusses these issues and their implication for game character design with a view to creating engaging game characters. © Springer

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Universidade Estadual de Campinas . Faculdade de Educação Física

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Objective: We compared temperament and character traits in children and adolescents with bipolar disorder (BP) and healthy control (HC) subjects. Method: Sixty nine subjects (38 BP and 31 HC), 8-17 years old, were assessed with the Kiddie Schedule for Affective Disorders and Schizophrenia-Present and Lifetime. Temperament and character traits were measured with parent and child versions of the Junior Temperament and Character Inventory. Results: BP subjects scored higher on novelty seeking, harm avoidance, and fantasy subscales, and lower on reward dependence, persistence, self-directedness, and cooperativeness compared to HC(all p < 0.007), by child and parent reports. These findings were consistent in both children and adolescents. Higher parent-rated novelty seeking, lower self-directedness, and lower cooperativeness were associated with co-morbid attention-deficit/hyperactivity disorder (ADHD). Lower parent-rated reward dependence was associated with co-morbid conduct disorder, and higher child-rated persistence was associated with co-morbid anxiety. Conclusions: These findings support previous reports of differences in temperament in BP children and adolescents and may assist in a greater understating of BP children and adolescents beyond mood symptomatology.

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We report results of magnetoacoustic studies in the quantum spin-chain magnet NiCl(2)-4SC(NH(2))(2) (DTN) having a field-induced ordered antiferromagnetic (AF) phase. In the vicinity of the quantum critical points (QCPs) the acoustic c(33) mode manifests a pronounced softening accompanied by energy dissipation of the sound wave. The acoustic anomalies are traced up to T > T(N), where the thermodynamic properties are determined by fermionic magnetic excitations, the ""hallmark"" of one-dimensional (1D) spin chains. On the other hand, as established in earlier studies, the AF phase in DTN is governed by bosonic magnetic excitations. Our results suggest the presence of a crossover from a 1D fermionic to a three-dimensional bosonic character of the magnetic excitations in DTN in the vicinity of the QCPs.

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Strength of leg peference and interlateral asymmetry in kinematics of kicking a ball for power were assessed in 6- to 10-year-old right-footed soccer player children. Leg preference was evaluated separately for three task categories: balance stabilization, soccer related mobilization, and general mobilization. The results showed that while both categories of mobilization tasks were featured by a consistent preference for the right leg, in stabilization tasks we observed lower scores and greater interindividual variability of leg preference. No effect of age was detected on leg preference. Analysis of peak foot velocity revealed similar increment of performance of the right and left legs from the ages 6-8 to 10 years. This finding supports the notion of stable Magnitude of interlateral asymmetries of performance during motor development. (C) 2008 Wiley Periodicals, Inc. Dev Psychobiol 50: 799-806, 2008.

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The absence of considerations of technology in policy studies reinforces the popular notion that technology is a neutral tool, Through an analysis of the role played by computers in the policy processes of Australia's Department of Social Security, this paper argues that computers are political players in policy processes, Findings indicate that computers make aspects of the social domain knowable and therefore governable, The use of computers makes previously infeasible policies possible, Computers also operate as bureaucrats and as agents of client surveillance. Increased policy change, reduced discretion and increasingly targeted and complex policies can be attributed to the use of computer technology, If policy processes are to be adequately understood and analysed, then the role of technology in those processes must be considered.

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Background: The objective of this study was to compare personality traits between major depressive disorder (MDD) patients and healthy comparison subjects (HC) and examine if personality traits in patients are associated with specific clinical characteristics of the disorder. Methods: Sixty MDD patients (45 depressed, 15 remitted) were compared to 60 HC using the Temperament and Character Inventory. Analysis of covariance, with age and gender as covariates, was used to compare the mean Temperament and Character Inventory scores among the subject groups. Results: Depressed MDD patients scored significantly higher than HC on novelty seeking, harm avoidance, and self-transcendence and lower on reward dependence, self-directedness, and cooperativeness. Remitted MDD patients scored significantly lower than HC only on self-directedness. Comorbidity with anxiety disorder had a main effect only on harm avoidance. Harm avoidance was positively correlated with depression intensity and with number of episodes. Self-directedness bad an inverse correlation with depression intensity. Conclusions: MDD patients present a different personality profile from HC, and these differences are influenced by mood state and comorbid anxiety disorders. When considering patients who have been in remission for some time, the differences pertain to few personality dimensions. Cumulated number of depressive episodes may result in increased harm avoidance. Depression and Anxiety 26.382-388, 2009. (c) 2009 Wiky-Liss, Inc.

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Temperament and character traits may determine differences in clinical presentations and outcome of bipolar disorder. We compared personality traits in bipolar patients and healthy individuals using the Temperament and Character Inventory (TCI) and sought to verify whether comorbidity with alcoholism or anxiety disorders is associated with specific personality traits. Seventy-three DSM-IV bipolar patients were compared to 63 healthy individuals using the TCI. In a second step, the bipolar sample was subgrouped according to the presence of psychiatric comorbidity (alcoholism, n = 10; anxiety disorders; n = 23; alcoholism plus anxiety disorders, n = 21; no comorbidity, n = 19). Bipolar patients scored statistically higher than the healthy individuals on novelty seeking, harm avoidance and self-transcendence and lower on self-directedness and cooperativeness. Bipolar patients with only comorbid alcoholism scored statistically lower than bipolar patients without any comorbidity on persistence. Bipolar patients with only comorbid anxiety disorders scored statistically higher on harm avoidance and lower on self-directedness than bipolar patients without any comorbidity. Limitations of this study include the cross-sectional design and the small sample size, specifically in the analysis of the subgroups. However, our results suggest that bipolar patients exhibit a different personality structure than healthy individuals and that presence of psychiatric comorbidity in bipolar disorder is associated with specific personality traits. These findings suggest that personality, at least to some extent, mediates the comorbidity phenomena in bipolar disorder. (C) 2007 Elsevier Ltd. All rights reserved.