dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Herre van Oostendorp, H.v.O. | |
dc.contributor.advisor | Remco Veltkamp, R.V. | |
dc.contributor.advisor | Jelke van der Pal, J.v.d.P. | |
dc.contributor.author | Georgiadis, K. | |
dc.date.accessioned | 2015-02-17T18:01:34Z | |
dc.date.available | 2015-02-17T18:01:34Z | |
dc.date.issued | 2015 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/19407 | |
dc.description.abstract | This study presents a framework for designing surprises in simulation, and also methods and techniques for assessing their effects. The framework for designing surprises provides a categorization of surprises (task-(in) dependent cue-based, narrative-based or mixed). Assessing the effects of surprises is relevant for the design of training scenarios to tailor them to the target audience. The aim of this study was to examine:
• Does exposure to surprises lead to improved handling of surprises?
• Is a simple EEG (i.e. electroencephalogram) device useful for measuring players’ mental states in gaming situations?
• Are there any differences between the framework’s surprise types? | |
dc.description.sponsorship | Utrecht University | |
dc.format.extent | 7540408 | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | |
dc.title | Design and Evaluation of Surprises in Simulation | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | EEG, EC, CC, M.A.P., VBS2, NeuroSkyLab, EEGLAB | |
dc.subject.courseuu | Game and Media Technology | |