1,721,092 research outputs found
Understanding toxicity in multiplayer online games - The roles of national culture and demographic variables
Understanding toxicity in multiplayer online games - The roles of national culture and demographic variables
Automatisoitu datan kerääminen mobiiliapplikaatioissa
Internetin suosion myötä tiedonkeruusta on tullut osa jokapäiväistä elämäämme. Siitä huolimatta moni internetin käyttäjä ei ole tietoinen kuinka paljon ja mitä heidän tietojaan kerätään. Tutkimusryhmämme tehtävänä Turun Yliopistossa oli kehittää automaattinen tiedonkeruujärjestelmä Number Navigation Game -nimiseen opetuspeliin. Pelaajien pelisuorituksesta kerätään tietoa, joka lähetetään palvelimellemme tutkimustarkoituksia varten.
Tässä tutkielmassa esitetään monia testejä, joita voidaan toteuttaa automaattisen tiedonkeruun avulla, kuten pelimekaniikka-, pelinetenemis-, grafiikka – sekä musiikkitestejä. Puhumme myös tiedonkeruusta liiketoimintana, sekä käymme läpi kuinka yleistä se on. Tiedonkeruun eettinen puoli voi usein olla epäselvä ja käyttäjien on hyvä tietää kuinka laaja ilmiö tiedonkeruu nykyään on.
Iso osa tätä työtä pohjautuu Number Navigation Game -pelin datankeruusysteemien parissa tehtyyn tutkimukseen Turun Yliopistosa 2015-2016. Peliin, ja sen parissa tehtyihin testauksiin, viitataan useaan otteeseen tutkimuksen aikana. Esitämme myös tiedonkeruun avulla kerättyä tutkimusdataan teorioiden tueksi.Siirretty Doriast
Designing Location-based Games : How to support players’ social interaction, physical activity and learning about their local environment
The earliest academic studies on location-based games (LBGs) were conducted in the early 2000’s, but the recent upsurge in the popularity and success of commercial LBGs has created a need to re-examine the genre in light of new empirical evidence. In 2016, Pokemon GO brought the LBG genre into a spotlight by being downloaded hundreds of millions of times and generating over 4 billion USD in lifetime revenue to date. Since then, new games such as Jurassic World: Alive, The Walking Dead: Our World and The Witcher: Monster Slayer have emerged. Understanding phenomena related to LBGs is important for various stakeholders from game designers to urban designers and educators.
In this dissertation we take an inductive approach to LBG design by gathering evidence from popular commercial LBGs with six original research articles (Studies I-VI). The studies focus on game mechanics that are unique to the LBG genre, and how reported positive outcomes of playing LBGs can be tied to these mechanics. Through the six studies we derive a game mechanics -focused design framework for LBGs, which we name the Triune PoI System, where PoI stands for point of interest. The system consists of three central components: exploration, discovery and navigation, and at the heart of these lies moving to trigger gameplay. The Triune PoI System highlights the importance of LBGs to provide multimodal motivation for players to move and play, and the crucial importance of the playing locations, the PoIs for scaffolding positive outcomes.
We demonstrate how the following benefits of playing LBGs (1) physical activity; (2) social interaction; and (3) learning and discovery; are ultimately tied to the Triune PoI System (Studies I-IV). We also investigate the effects of aggressive marketing and LBG game mechanics on players’ well-being (Study V). Here we identify that aggressive marketing can exhaust players, but that the overall LBG playing intensity had a strong significant association with psychological well-being in our sample. We also demonstrate that nostalgia and imagination play crucial roles in scaffolding perceived meaningfulness of playing LBGs (Study VI). Finally, we propose that the popularity of LBGs may be explained by them embodying aspects of the hunter-gatherer lifestyle that are missing in the urban way of living.
TIIVISTELMÄ
Varhaisimmat akateemiset tutkimukset paikkatietoon pohjautuvista peleistä julkaistiin jo vuosituhannen alussa, mutta pelien viimeaikainen suosio ja kaupallinen menestys antavat aihetta tarkastella paikkatietoon pohjautuvien pelien suunnittelua uuden empiirisen todistusaineiston valossa. Vuonna 2016 julkaistua Pokémon GO:ta on ladattu satoja miljoonia kertoja ja sen suosion inspiroimana on julkaistu sellaisia paikkatietoon pohjautuvia pelejä kuin Jurassic World: Alive, The Walking Dead: Our World sekä The Witcher: Monster Slayer. Näiden pelien ja niihin liittyvien ilmiöiden ymmärtäminen voi olla hyödyllistä monille eri tahoille, kuten pelisuunnittelijoille, kaupunkisuunnittelijoille ja koulutuksesta vastaaville.
Tässä väitöskirjatutkimuksessa lähestytään paikkatietoon pohjautuvien pelien suunnittelua induktiivisesti kuuden alkuperäisartikkelin avulla. Tutkimuksessa selvitetään mitkä ovat paikkatietoon pohjautuvien pelien keskeisimmät pelimekaniikat ja miten raportoidut positiiviset vaikutukset nivoutuvat niihin. Tulokset osoittavat, että suosittujen paikkatietoon pohjautuvien pelien keskiössä on ns. "Triune PoI System", joka koostuu 3+1 komponentista: tutkiminen, löytäminen ja navigointi; sekä liikkuminen. Toisin sanoen pelaajat lähtevät tutkimaan ympäristöään, löytävät sieltä mielenkiintoisia kohteita ja navigoivat niiden luokse. Lisäksi pelien keskeisenä elementtinä on pelkästä liikkumisesta palkitseminen.
Tutkimuksessa osoitetaan, että liikunta, sosiaalinen vuorovaikutus ja oppiminen on suosituissa peleissä, kuten Pokémon GO:ssa, keskeisesti sidottu Triune PoI Systemiin. Lisäksi selvitetään mitä vaikutuksia kaupallisten paikkatietoon pohjautuvien pelien markkinoinnilla ja mikrotransaktiomekanismeilla on pelaajien hyvinvointiin. Tutkimuksessa havaitaan, että markkinointi saattaa väsyttää pelaajia, mutta kokonaisuutena paikkatietoon pohjautuvien pelien pelaamisella ja hyvinvoinnilla on tilastollisesti merkitsevä vahva yhteys. Lisäksi osoitetaan, että nostalgia ja mielikuvitus tukevat tunnetta pelaamisen merkityksellistä. Lopuksi ehdotetaan, että paikkatietoon pohjautuvien pelien suosiota saattaa selittää niiden tarjoamat metsästäjä-keräilijä-elämän aspektit, joista urbaanissa miljöössä elävät ihmiset jäävät arkielämässään paitsi.ei tietoa saavutettavuudest
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Understanding software obfuscation and diversification as defensive measures for the cybersecurity of Internet of Things
<p>Internet of Things (IoT) has emerged as an umbrella term to describe connecting smart everyday objects (such as washing machines, toilets and sound systems), sensors and industrial machines to the internet. While IoT devices hold potential to greatly enhance quality of life through automating and optimizing mundane tasks, there are a great deal of security and privacy challenges. For this reason, practitioners and academics have explored various ways to enhance the multi-layered security of IoT devices. One of these methods is obfuscation, which has been successfully applied to make accessing devices more difficult for adversaries. In this study, we systematically processed the literature on applying obfuscation and diversification to improve IoT cybersecurity (81 articles) and clustered this research according the obfuscation target (code, data, interface, location, traffic). We then conducted a follow-up bibliometric review of the entire research profile of IoT cybersecurity (3,682 articles) to understand how these obfuscation and diversification approaches relate to the general cybersecurity landscape and solutions of IoT. We also derive a comprehensive list of benefits and shortcomings of enhancing IoT security through diversification, and present points of departure for future research.</p>Peer reviewe
Understanding Software Obfuscation and Diversification as Defensive Measures for the Cybersecurity of Internet of Things
Internet of Things (IoT) has emerged as an umbrella term to describe connecting smart everyday objects (such as washing machines, toilets and sound systems), sensors and industrial machines to the internet. While IoT devices hold potential to greatly enhance quality of life through automating and optimizing mundane tasks, there are a great deal of security and privacy challenges. For this reason, practitioners and academics have explored various ways to enhance the multi-layered security of IoT devices. One of these methods is obfuscation, which has been successfully applied to make accessing devices more difficult for adversaries. In this study, we systematically processed the literature on applying obfuscation and diversification to improve IoT cybersecurity (81 articles) and clustered this research according the obfuscation target (code, data, interface, location, traffic). We then conducted a follow-up bibliometric review of the entire research profile of IoT cybersecurity (3,682 articles) to understand how these obfuscation and diversification approaches relate to the general cybersecurity landscape and solutions of IoT. We also derive a comprehensive list of benefits and shortcomings of enhancing IoT security through diversification, and present points of departure for future research
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
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