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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorHerre van Oostendorp, H.v.O.
dc.contributor.advisorRemco Veltkamp, R.V.
dc.contributor.advisorJelke van der Pal, J.v.d.P.
dc.contributor.authorGeorgiadis, K.
dc.date.accessioned2015-02-17T18:01:34Z
dc.date.available2015-02-17T18:01:34Z
dc.date.issued2015
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/19407
dc.description.abstractThis 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.sponsorshipUtrecht University
dc.format.extent7540408
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleDesign and Evaluation of Surprises in Simulation
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsEEG, EC, CC, M.A.P., VBS2, NeuroSkyLab, EEGLAB
dc.subject.courseuuGame and Media Technology


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