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1

Au-yeung, Wan-man Billy, und 歐陽允文. „Gaining from olympic games legacy on land use improvement: a study on Beijing 2008 games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B42930443.

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2

Li, King-lun, und 李景麟. „Nintendo revolution: what is happening in videogame industry and individuals“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.

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3

何燦恒。 und Tsan-hang Ho. „Decision support systems in business management games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31220915.

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4

Law, Cheuk-fung Jimmy, und 羅卓豐. „Asian Games Village: a High-Density Sports Complex“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31986572.

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5

Chan, Ching-yin Amy, und 陳靜妍. „The new possibilities computer games offer for learning“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29600169.

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6

Ho, Kwan-yu, und 何君瑜. „The 2008 Olympic games and the development of Beijing“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45007500.

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7

韓政龍 und Ching-lung Hon. „Biorhythms, state anxiety and mood states as predictors of racquet games performance“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31257203.

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8

Lam, Chung-sang, und 林仲生. „Survival analysis of the timing of goals in soccer games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B32028635.

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9

Lai, Ying-sie Benedict, und 賴應虒. „Administrative discretion: the case of the licensing of automatic machine establishments“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1985. http://hub.hku.hk/bib/B42128201.

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10

Yip, Wai-man Florence, und 葉慧敏. „Online vocabulary games as a tool for teaching and learning English vocabulary“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29597511.

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11

Chan, Hok-Hin Vincent, und 陳學謙. „Study on the cooperative phenomena of the hypothesis testing Minority Game“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B40040343.

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12

Mellecker, Robin Rochelle. „The conversion of sedentary time to active time in children: the role of activity enhanced video game play“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44525114.

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13

陸艷媚 und Yim-mei Kiano Luk. „Sport tourism and public health: the implications of the 4th East Asian Games for Hong Kong“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B39559075.

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14

Fung, Chi-keong, und 馮志強. „Legacy and ephemerality of city mega-events: urban regeneration and governance in London 2012 Olympic Games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B49885091.

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The concept of entrepreneurial city has remained relevant and popular since its first emergence several decades ago. Among the strategies adopted, hosting city mega-events is still widely applied by city governments to attract international visitors, businesses and investments. Alongside the software programs of the events, entrepreneurial cities will also prepare them with extensive construction and infrastructure projects, taking the opportunity to capitalize in the events and equally importantly fast-track the development and growth agenda with the political imperative generated. Mega-event led urban regeneration emerges as one model under these entrepreneurially catalyzed agenda. As a commercially-focused and economically-oriented approach fundamentally built in the entrepreneurial strategy, hosting mega-event will lead to the formation of a growth coalition which profits from the increase in land exchange values resulting from the general urban growth process. The continuous strengthening of the coalition will eventually compromise the use values, which include the social network and the sense of community of the local residents affected by the development. The model therefore embodies an inherent conflict in delivering regeneration. The study examines this model using the perspective of urban governance and focuses on the power relation between the state, the private sector and the community involved in the regeneration process. The current London 2012 Olympic Games, which positions itself a regeneration Games, is the latest and explicit attempt to apply this model. Following a series of other entrepreneurial regeneration initiatives in East London, the London 2012 Games represents another entrepreneurial initiative employing similar mechanisms of public-private partnership and privatization approaches, only with a far greater scale. The political imperative brought by the Games has prompted the proactive participation of the state in the common growth agenda shared by the coalition. With the political, legal and financial resources transferred from the government to the private sector to ensure a successful spectacle, the growth coalition following this mega-event is a state-led powerful one which contributes largely to its domination in the urban politics. Episodes of community displacement, disadvantaged residents in bargaining for future development plan, and compromised regeneration gains have been consequently observed in the Olympic site and its immediate surrounding areas. Affirming the inherent conflict embedded in the mega-event led urban regeneration model, the London Games risks deepening social polarization and gentrification. While the progress examined so far covers only the Games initiation and preparation stage, the governance approach can still be reverted in the coming legacy delivery stage to realize a genuine regeneration. This will depend largely on the new roles the state power will take in the on-going process of the Games.
published_or_final_version
Urban Planning and Design
Master
Master of Science in Urban Planning
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Wu, Hoi-sai Kathy, und 鄔凱茜. „Qiqiao Ban“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B26818462.

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16

Ng, Chi-chung Vincent, und 吳志忠. „A project to study the essential characteristics of the design of computer games that motivating for learning“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B40040082.

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17

白先陸 und Xianlu Bai. „Hosting mega-events: how the olympic games work as a catalyst in Beijing and London's urban development“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B4293039X.

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18

老瑞欣 und Sui-yan Victor Lo. „Statistical modelling of gambling probabilities“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1992. http://hub.hku.hk/bib/B3123270X.

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19

Lai, Kun, und 赖坤. „Effects of mega events on destination images: towards a theory via "problem-centric approach" : examining the 2008Beijing Olympic Games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B43223886.

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20

Pang, Kin-wah, und 彭建華. „Why do children play videogames?: the reasonsand the impacts of playing videogames“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29614223.

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21

Tam, Long-fai Frankie, und 譚朗暉. „Develop problem solving skills in secondary mathematics classroom through digital game design“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B47469262.

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This study examined the use of digital game design and development process in secondary mathematic classroom to develop students’ mathematical problem-solving skills. The findings indicated students were able to acquire new mathematical concept and applied the newly acquired knowledge to solve different problems throughout the game design and development process. The game development process was highly motivating and it promoted students learning attitudes and interests in general. However, the complex skills required in the game development process did discourage one of the students.
published_or_final_version
Education
Master
Master of Science in Information Technology in Education
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Wang, An-ming David, und 王安民. „Redevelopment of Harbour Road Indoor Sports Game Hall & Harbour Road Sports Ground“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31985476.

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23

Kam, Keung-kei Kenneth, und 甘強基. „An adventure-based counseling program on the physical self-efficacy, general self-efficacy, self-esteem, body image and physical activitylevel of adolescents“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45013871.

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24

Kucsma, András I. „Bidding for contract games applying game theory to analyze first price sealed bid auctions“. Monterey, California. Naval Postgraduate School, 1997. http://hdl.handle.net/10945/8031.

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Approved for public release; distribution is unlimited
This study analyzed the first price sealed bid auction (FPSBA) using computer simulations. The first price sealed bid auction is a static Bayesian game with incomplete information. These games have a well defined symmetric Bayesian Nash equilibrium. The existence of the equilibrium makes it possible to find the bidders' equilibrium strategies. The equilibrium strategy maximizes the bidders' profit. This thesis assumes, (1) the bidders act rationally and have private information about their production cost, (2) the bidders' preferences and information are symmetric, (3) the buyer is committed not to deviate from the auction rules, even if a deviation would be profitable. Considering these assumptions and the equilibrium strategy, this Thesis constructed a FPSBA model. The model was transformed into an algorithm and coded in Visual Basic language. The code was used to simulate the FPSBA in different scenarios. The simulation showed the bidders' behavior and identified factors affecting the bidders' decision during bid preparation. Critical factors include the cost distribution and number of bidders. The concluding chapter presents the analytical results
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Goggin, Joyce. „The big deal, card games in 20th-century fiction“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0006/NQ35594.pdf.

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26

Erlandsson, Niklas. „Game Analytics och Big Data“. Thesis, Mittuniversitetet, Avdelningen för arkiv- och datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-29185.

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Game Analytics är ett område som vuxit fram under senare år. Spelutvecklare har möjligheten att analysera hur deras kunder använder deras produkter ned till minsta knapptryckning. Detta kan resultera i stora mängder data och utmaning ligger i att lyckas göra något vettigt av sitt data. Utmaningarna med speldata beskrivs ofta med liknande egenskaper som används för att beskriva Big Data: volume, velocity och variability. Detta borde betyda att det finns potential för ett givande samarbete. Studiens syfte är att analysera och utvärdera vilka möjligheter Big Data ger att utveckla området Game Analytics. För att uppfylla syftet genomförs en litteraturstudie och semi-strukturerade intervjuer med individer aktiva inom spelbranschen. Resultatet visar att källorna är överens om att det finns värdefull information bland det data som kan lagras, framförallt i de monetära, generella och centrala (core) till spelet värdena. Med mer avancerad analys kan flera andra intressanta mönster grävas fram men ändå är det övervägande att hålla sig till de enklare variablerna och inte bry sig om att gräva djupare. Det är inte för att datahanteringen skulle bli för omständlig och svår utan för att analysen är en osäker investering. Även om någon tar sig an alla utmaningar speldata ställer fram finns det en osäkerhet på informationens tillit och användbarheten hos svaren. Framtidsvisionerna inom Game Analytics är blygsamma och inom den närmsta framtiden är det nästan bara effektiviseringar och en utbredning som förutspås vilket inte direkt ställer några nya krav på datahanteringen.
Game Analytics is a research field that appeared recently. Game developers have the ability to analyze how customers use their products down to every button pressed. This can result in large amounts of data and the challenge is to make sense of it all. The challenges with game data is often described with the same characteristics used to define Big Data: volume, velocity and variability. This should mean that there is potential for a fruitful collaboration. The purpose of this study is to analyze and evaluate what possibilities Big Data has to develop the Game Analytics field. To fulfill this purpose a literature review and semi-structured interviews with people active in the gaming industry were conducted. The results show that the sources agree that valuable information can be found within the data you can store, especially in the monetary, general and core values to the specific game. With more advanced analysis you may find other interesting patterns as well but nonetheless the predominant way seems to be sticking to the simple variables and staying away from digging deeper. It is not because data handling or storing would be tedious or too difficult but simply because the analysis would be too risky of an investment. Even if you have someone ready to take on all the challenges game data sets up, there is not enough trust in the answers or how useful they might be. Visions of the future within the field are very modest and the nearest future seems to hold mostly efficiency improvements and a widening of the field, making it reach more people. This does not really post any new demands or requirements on the data handling.
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Olson, Erik Johan. „Rescinding a Bid: Stockholm's uncertain relationship with the Olympic Games“. Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82866.

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The City of Stockholm has undergone a curious process of considering whether to launch a bid for the 2026 Winter Olympic Games. That Stockholm has contemplated launching a bid is not surprising from a regional perspective—the Olympic Games have not been held in a Scandinavian country since Lillehammer, Norway played host in 1994 and Sweden has never hosted the Winter Olympics. A potential bid from Stockholm would also be consistent with Sweden's self-identification and embracement of being a 'sportive nation'. Failed applications by the Swedish cities of Gothenburg, Falun, and Östersund to host the Winter Olympic Games confirm the long-standing interest of the Swedish Olympic Committee to secure the Games, although it should be noted that the Swedish Olympic Committee did not submit a bid for the 2006, 2010, 2014 or 2018 Winter Olympic Games competitions. Although recent reports indicate that Stockholm will not vie for the 2026 Winter Olympic Games, the notion that the city was even considering the option remains surprising. Stockholm had withdrawn its bid from the 2022 bidding competition citing a variety of concerns including a lack of government and public support, financial uncertainty, as well as the post-event viability of purpose-built infrastructure. Stockholm's withdrawal from the 2022 competition resonates with the growing apprehension by potential bid cities (especially those emerging from democratic countries) towards the Olympic Games. This thesis seeks to illustrate that Stockholm's Olympic hopes have book-ended a transformative period in the Olympic bidding process and to expose the struggle that bid cities have in adjusting to the demands of the IOC's bidding process.
Master of Science
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28

Winter, Jessica L. Henson Robin K. „The big five personality characteristics of World of Warcraft players“. [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-9910.

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29

Alparslan, Gok Sirma Zeynep. „Cooperative Interval Games“. Phd thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12610337/index.pdf.

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Interval uncertainty affects our decision making activities on a daily basis making the data structure of intervals of real numbers more and more popular in theoretical models and related software applications. Natural questions for people or businesses that face interval uncertainty in their data when dealing with cooperation are how to form the coalitions and how to distribute the collective gains or costs. The theory of cooperative interval games is a suitable tool for answering these questions. In this thesis, the classical theory of cooperative games is extended to cooperative interval games. First, basic notions and facts from classical cooperative game theory and interval calculus are given. Then, the model of cooperative interval games is introduced and basic definitions are given. Solution concepts of selection-type and interval-type for cooperative interval games are intensively studied. Further, special classes of cooperative interval games like convex interval games and big boss interval games are introduced and various characterizations are given. Some economic and Operations Research situations such as airport, bankruptcy and sequencing with interval data and related interval games have been also studied. Finally, some algorithmic aspects related with the interval Shapley value and the interval core are considered.
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30

Cahill, Shane. „"The Friendly Games"? the Melbourne Olympic Games in Australian culture, 1946-1956 /“. Connect to this title online, 1989. http://repository.unimelb.edu.au/10187/2401.

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Melbourne is making a concerted bid to obtain the centenary 1996 Olympic Games. While much of its bid is occupied with explanations of the city’s ability to meet the International Olympic Committee’s (IOC) requirements, it is underpinned by a common theme that the city possesses a unique quality of “Friendliness”. (For complete abstract open document)
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31

König, Bernhard. „Trees, games and reflections“. [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=964459620.

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32

Berwanger, Dietmar. „Games and logical expressiveness“. kostenfrei, 2005. http://deposit.ddb.de/cgi-bin/dokserv?idn=975203452.

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33

Otsubo, Hironori. „Dynamic Volunteer's Dilemmas, Unique Bid Auctions, and Discrete Bottleneck Games: Theory and Experiments“. Diss., The University of Arizona, 2008. http://hdl.handle.net/10150/194255.

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The main theme of my dissertation is the analysis of several interactive decision making situations with multiple decision makers whose interests do not fully coincide. Non-cooperative game theory is invoked to carry on this analysis.The first chapter describes an experimental study of volunteer's dilemmas that evolve over time. Only a single volunteer is required for the public good to be provided. Because volunteering is costly, each prefers that some other players bear the full costs of volunteering. Reflecting on the observation that in many naturally occurring social dilemmas it is beneficial to volunteer earlier than later, I assume that the payoff to the volunteer and the (higher) payoff to each of the non-volunteers decrease monotonically over time. I derive symmetric and asymmetric subgame perfect equilibria. The experimental results provide little support to asymmetric equilibria in which only a single subject volunteers immediately. In comparison to the symmetric subgame perfect equilibrium, they show that subjects volunteer, on average, earlier than predicted.The second chapter explores a new type of online auction, called the unique bid auction, that has recently emerged on the Internet and gained widespread popularity in many countries. In a sharp contrast to traditional auctions, the winner in this class of auctions is the bidder who submits the lowest (highest) unique bid; all ties are discarded. I propose an algorithm to numerically compute the symmetric mixed-strategy Nash equilibrium solution and then conduct a series of experiments to assess the predictive power of the equilibrium solution. The experimental results show that the solution accounts quite well for the subjects' bidding behavior on the aggregate level, but not on the individual level.The last chapter proposes a discrete version of William Vickrey's model of traffic congestion on a single road with a single bottleneck. In my model, both the strategy space and number of commuters are finite. An algorithm similar to the one used in the second chapter is proposed to numerically calculate the symmetric mixed-strategy Nash equilibrium. The discrete model is then compared with the original continuous model of Vickrey in terms of the equilibrium solution and its implications.
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Miranda, Michael Angelo. „Bio Based Active Barrier Materials and Package Development“. University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1483450387453053.

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35

Reitz, Lynette M. „It's more than gambling finding stress relief and socialization through bingo /“. online access from Digital Dissertation Consortium access full-text, 2004. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?3139258.

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36

Yang, Lin S. M. Massachusetts Institute of Technology. „BIM Game : a "serious game" to educate non-experts about energy related design and living“. Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/49542.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2009.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 99-100).
Climate Change is one defining issue of our time. With the increasingly sophisticated uses of energy, we have to face the problem as energy shortage and global warming. Since almost one-fourth of US energy is consumed by homes, creating high-performance low-energy houses and educating people about energy-related decision making, is perhaps the first and most cost-effective way of addressing energy issue. Towards this end, I propose a learning tool to educate non-experts about energy-related design and decision-making of their own homes. This tool, BIM Game, is based on BIM (Building Information Modeling) and E-learning game. By integrating BIM and Serious Game together, the new responsive model can change design education from the professionals to all people who care about energy issue and living environment. Through learning by playing, it is able to create a deep-learning environment and also add emotion to the problem-solving process. It also explores innovative shifts in building industry for consumer participative design and file-to-factory fabrication strategies, change the role of the consumer from the last benefit end-user to the first decision maker. So finally it will take advantage of the inexpensive computation, to raise the public awareness of participative design, energy efficiency, healthy living, and sustainability.
by Lin Yang.
S.M.
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37

Blackburn, Jeremy. „An Analysis of (Bad) Behavior in Online Video Games“. Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5412.

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This dissertation studies bad behavior at large-scale using data traces from online video games. Video games provide a natural laboratory for exploring bad behavior due to their popularity, explicitly defined (programmed) rules, and a competitive nature that provides motivation for bad behavior. More specifically, we look at two forms of bad behavior: cheating and toxic behavior. Cheating is most simply defined as breaking the rules of the game to give one player an edge over another. In video games, cheating is most often accomplished using programs, or "hacks," that circumvent the rules implemented by game code. Cheating is a threat to the gaming industry in that it diminishes the enjoyment of fair players, siphons off money that is paid to cheat creators, and requires investment in anti-cheat technologies. Toxic behavior is a more nebulously defined term, but can be thought of as actions that violate social norms, especially those that harm other members of the society. Toxic behavior ranges from insults or harassment of players (which has clear parallels to the real world) to domain specific instances such as repeatedly "suiciding"" to help an enemy team. While toxic behavior has clear parallels to bad behavior in other online domains, e.g., cyberbullying, if gone unchecked it has the potential to "kill" a game by driving away its players. We first present a distributed architecture and reference implementation for the collection and analysis of large-scale social data. Using this implementation we then study the social structure of over 10 million gamers collected from a planetary scale Online Social Network, about 720 thousand of whom have been labeled cheaters, finding a significant correlation between social structure and the probability of partaking in cheating behavior. We additionally collect over half a billion daily observations of the cheating status of these gamers. Using about 10 months of detailed server logs from a community owned and operated game server we next analyze how relationships in the aforementioned online social network are backed by in-game interactions. Next, we use the insights gained and find evidence for a contagion process underlying the spread of cheating behavior and perform a data driven simulation using mathematical models for contagion. Finally, we build a model using millions of crowdsourced decisions for predicting toxic behavior in online games. To the best of our knowledge, this dissertation presents the largest study of bad behavior to date. Our findings confirm theories about cheating and unethical behavior that have previously remained untested outside of controlled laboratory experiments or only with small, survey based studies. We find that the intensity of interactions between players is a predictor of a future relationship forming. We provide statistically significant evidence for cheating as a contagion. Finally, we extract insights from our model for detecting toxic behavior on how human reviewers perceive the presence and severity of bad behavior.
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Yau, Pui-wah Teny, und 邱佩華. „Plato and Bill Gates : text and hypertext“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1998. http://hub.hku.hk/bib/B38297255.

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39

Hon, Ching-lung. „Biorhythms, state anxiety and mood states as predictors of racquet games performance“. Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B23425416.

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40

Rode, Manuel. „Nash equilibria in discrete routing games“. [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=973581522.

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41

Bonnechere, Bruno. „Functional assessment during physical rehabilitation exercises using serious games“. Doctoral thesis, Universite Libre de Bruxelles, 2019. https://dipot.ulb.ac.be/dspace/bitstream/2013/282817/4/Contents.pdf.

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Lack of motivation has been highlighted as a major cause of adverse patients outcomes during the rehabilitation process.Thanks to the evolution in the way video games are controlled, from totally passive to active situation, clinicians have had the idea of integrating video games into rehabilitation to increase adherence to treatments, especially during at-home exercises.Specially developed games, the Serious Games (SG), must be created to fulfill the needs and specificities of clinicians and patients.As the rehabilitation exercises are performed in the SG, it is easy to record the movements performed by the patients with the gaming hardware.The aim of this thesis was to determine if the gaming hardware, the Kinect sensor and the Wii Balance Board, can be used to: i) perform functional evaluation of the patients, ii) monitor motions performed by the patients during the rehabilitation exercises and iii) assess the severity of the disease based on the performance during the SG.In order to validate this new approach several validation processes were done: from the strict controlled environment gait laboratory to the clinics.The different developments and validation phases are presented in this thesis.
Doctorat en Sciences biomédicales et pharmaceutiques (Médecine)
info:eu-repo/semantics/nonPublished
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Stauffer, Griffin K. „Design-build vs design-bid-build a procurement method selection framework“. Thesis, (8 MB), 2006. http://handle.dtic.mil/100.2/ADA471905.

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Thesis (M.S. in Civil Engineering)--Purdue University, 2006.
"August 2006." Description based on title screen as viewed on June 9, 2010. DTIC Descriptor(s): Decision Making, Construction, Game Theory, Procurement, Models, Facilities, Standards, Selection. DTIC Identifier(s): Construction Projects, Utility Theory, Thresholds, Frameworks, Procurement Criteria, Project Delivery, Procurement Methods, DB (Design-Build), DBB (Design-Bid-Build) Includes bibliographical references (leaves 31-32). Also available in print.
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Winter, Jessica L. „The Big Five Personality Characteristics of World of Warcraft Players“. Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc9910/.

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This study is a comparative analysis of the personality characteristics of a sample of World of Warcraft players (n = 147) and a large normative sample (n = 20,993). The 120-item International Personality Item Pool, based on the five factor model, is used. Independent t-tests were conducted and statistical significance was found for some factors; however, the effect sizes were small, indicating a limited practical difference between the two groups.
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Masuku, Philile. „South Africa's Bid for the 2004 Olympic Games as means for international unity and international awareness“. Thesis, Stellenbosch : Stellenbosch University, 2004. http://hdl.handle.net/10019.1/50098.

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Thesis (MA)--Stellenbosch University, 2004.
ENGLISH ABSTRACT: Mega-events such as the Olympic Games have emerged as one of the most significant features of the global era. Not only has the number of participants increased, but also the hosting of these events has been seen as an opportunity for countries to externally market themselves, in an attempt to raise their international profile, and to develop national identity. As such, many nations continue to enthusiastically compete to host these events. Despite the prestige of hosting events, South Africa has in the past been excluded from participating, let alone being considered to bid to host events of such magnitude. This was as a result of the Apartheid policy that extended into sport. After being admitted into the world of sport, it has joined the list of nations that regularly compete to bid. There are two questions that this study sets out to explore. Firstly, how did hosting of the Games market South Africa internationally? Secondly, did hosting the Games help celebrate South Africa's national identity? In trying to answer these questions, the marketing power concept has been used. Part of the proposition is that marketing power is more sought after by state elites who lack national identity. In light of this, South Africa has been used as a case study. Bidding to host the Olympic Games was no easy road for South Africa, and in the aftermath of the Bid, this study identifies the reasons why the Bid was unsuccessful. The findings suggest that South Africa's attempt to host the Games did indeed market the country internationally. However, the findings indicate that bidding to host the Games did not bolster national identity, instead it revealed that there was lack of unity. In addition there are some important lessons that can be drawn from this study.
AFRIKAANSE OPSOMMING: Hoë-profiel gebeure soos die Olimpiese Spele is een van die mees opmerklike gevolge van die globale era. Buiten dat die aantal deelnemers aan sulke gebeurtenisse dramaties togeneem het, het die eise en die kompetisie om sodanige gebeurtenisse aan te bied, toegeneem omdat state hierdeur hulself ekstern kan bemark en intern skep sulke gebeurtenisse 'n geleentheid om nasionale identiteit te bevorder. Ten spyte van die prestige wat die gasheer-staat in sulke gevalle te beurt val, is apartheid Suid- Afrika histories uitgesluit van deelname aan veral hoë profiel sport, en was die aanbieding van sulke gebeurtenisse in Suid-Afrika buite die kwessie. Namate Suid- Afrika weer 'n aanvaarde lid van die gemeenskap van nasies geword het, het Pretoria ook toenemend begin bie om hoë-profiel sportgebeurtenisse aan te bied. Hierdie studie verken twee sentrale vraagstukke. Eerstens, hoe bemark die aanbied van die Olimpiese Spele Suid-Afrika op 'n internasionale grondslag? Tweedens, help die aanbieding van sulke sportgebeure werklik om 'n gevoel van 'n nasionale identiteit onder Suid-Afrikaners aan te wakker? Ten einde die vrae te beantwoord, word in 'n hoë mate van die konsep, 'bemarkingsmag' ('marketing power') gebruik gemaak. Daar word deel geargumenteer dat bemarkingmag juis deur staatselites nagejaag word in samelewings waar nasionale identiteit gebrekkig ontwikkel is. Die Suid-Afrikaanse geval is dus by uitstek 'n toonaangewende voorbeeld van die tendens. In die studie word daar aangedui hoekom die bie proses ten einde die Olimpiese Spele aan te bied so 'n besondere komplekse uitdaging is, hoe dit deurgevoer is en waarom Suid-Afrika misluk het. Die bevindings suggereer dat motivering om die Spele aan te bied inderdaad gedryf is deur die behoefte om Suid-Afrika se bemarkingsmag uit te brei. Ten spyte hiervan, het die bie-proses ook 'n baie brose sin van nasionale identiteit ontbloot het en 'n duidelike rasse-skeidslyn in terme van populere steun vir die bie-proses. Die studie onttrek ook 'n aantal gevolgtrekkings wat vir ander bod-prosesse van waarde kan wees.
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Tryggvadottir, Valgerdur. „Customer Churn Prediction for PC Games : Probability of churn predicted for big-spenders usingsupervised machine learning“. Thesis, KTH, Optimeringslära och systemteori, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254198.

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Paradox Interactive is a Swedish video game developer and publisher which has players all around the world. Paradox’s largest platform in terms of amount of players and revenue is the PC. The goal of this thesis was to make a churn predic-tion model to predict the probability of players churning in order to know which players to focus on in retention campaigns. Since the purpose of churn prediction is to minimize loss due to customers churning the focus was on big-spenders (whales) in Paradox PC games. In order to define which players are big-spenders the spending for players over a 12 month rolling period (from 2016-01-01 until 2018-12-31) was investigated. The players spending more than the 95th-percentile of the total spending for each pe-riod were defined as whales. Defining when a whale has churned, i.e. stopped being a big-spender in Paradox PC games, was done by looking at how many days had passed since the players bought something. A whale has churned if he has not bought anything for the past 28 days. When data had been collected about the whales the data set was prepared for a number of di˙erent supervised machine learning methods. Logistic Regression, L1 Regularized Logistic Regression, Decision Tree and Random Forest were the meth-ods tested. Random Forest performed best in terms of AUC, with AUC = 0.7162. The conclusion is that it seems to be possible to predict the probability of churning for Paradox whales. It might be possible to improve the model further by investi-gating more data and fine tuning the definition of churn.
Paradox Interactive är en svensk videospelutvecklare och utgivare som har spelare över hela världen. Paradox största plattform när det gäller antal spelare och intäk-ter är PC:n. Målet med detta exjobb var att göra en churn-predikterings modell för att förutsäga sannolikheten för att spelare har "churnat" för att veta vilka spelare fokusen ska vara på i retentionskampanjer. Eftersom syftet med churn-prediktering är att minimera förlust på grund av kunderna som "churnar", var fokusen på spelare som spenderar mest pengar (valar) i Paradox PC-spel.För att definiera vilka spelare som är valar undersöktes hur mycket spelarna spenderar under en 12 månaders rullande period (från 2016-01-01 till 2018-12-31). Spelarna som spenderade mer än 95:e percentilen av den totala spenderingen för varje period definierades som valar. För att definiera när en val har "churnat", det vill säga slutat vara en kund som spenderar mycket pengar i Paradox PC-spel, tittade man på hur många dagar som gått sedan spelarna köpte någonting. En val har "churnat" om han inte har köpt något under de senaste 28 dagarna.När data hade varit samlad om valarna var datan förberedd för ett antal olika maskininlärningsmetoder. Logistic Regression, L1 Regularized Logistic Regression, Decision Tree och Random Forest var de metoder som testades. Random Forest var den metoden som gav bäst resultat med avseende på AUC, med AUC = 0, 7162. Slutsatsen är att det verkar vara möjligt att förutsäga sannolikheten att Paradox valar "churnar". Det kan vara möjligt att förbättra modellen ytterligare genom att undersöka mer data och finjustera definitionen av churn.
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Mandala, Vijaya Ramadas. „Shooting a tiger : big-game hunting and conservation in colonial India“. Thesis, University of Manchester, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.689540.

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The thesis studies hunting in colonial India as an integral aspect of colonial governance. My research positions shikar or hunting at the heart of colonial rule by demonstrating that, for the British in India, it served as political, practical and symbolic apparatus in the consolidation of power and rule. What had been set in motion as mere recreational sport in the late eighteenth and early nineteenth centuries was later identified as critical to the continuation of colonial commercial and political business and extension of territorial control, particularly evident in the government’s ruthless policy on forest populations and the utilitarian approach to wildlife conservation. In addition, shikar also constituted a site where colonial hunters could exhibit their manly prowess and superior martial and firearm skills, in a deadly display of raw power. As I show, sportly big-game exploits as colonial metaphors of rule were eminently exportable and instrumental in impressing not just local subject populations but also metropolitan audiences back in England. As an exclusive privilege exercised by the ruling classes only, following colonial forest legislation, the Indian princes were privy to such privileges and played a critical role in sustaining the lavish hunts that became the hallmark of the late nineteenth century Raj. Hunting was not, however, just ‘sport’. It was also a way of life in colonial India, undertaken by officials and soldiers alike alongside their everyday routine duties, necessary for their mental sustenance and vital for the smooth operation of the colonial administration. The hunting world was a microcosm of officialdom replicating its strictly graded structure of rank and privilege, and closely watchful of access and social mobility among hunters.
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Chai, Shaojin. „Taiwanese nationalism situation dependency and elite games /“. online access from Digital Dissertation Consortium, 2007. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?1446934.

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48

Woo, Sui-chi, und 胡瑞慈. „Physical conditions in the circumstellar gas surrounding supernova 1987A“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B30736365.

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49

Rohde, Philipp. „On games and logics over dynamically changing structures“. [S.l.] : [s.n.], 2005. http://deposit.ddb.de/cgi-bin/dokserv?idn=978591186.

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50

MAINETTI, RENATO. „SERIOUS GAMES TO COPE WITH THE GENETIC TEST REVOLUTION“. Doctoral thesis, Università degli Studi di Milano, 2019. http://hdl.handle.net/2434/612483.

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Il progresso tecnologico e l'abbassamento del costo di sequenziamento del DNA, hanno reso i test genetici sempre più accessibili al pubblico. Questo sviluppo però non procede di pari passo con la scarsa conoscenza che la gente comune risulta avere in ambito genetico. Oggi giorno è possibile sottoporsi ad un test genetico autonomamente senza il consulto medico, ma la diffusa carenza di consapevolezza e informazione in questo ambito può portare ad un fraintendimento dei risultati genetici ottenuti e quindi a possibili conseguenze negative per quanto concerne le decisioni relative alla propria salute. Per cercare di porre rimedio a questa lacuna sono state sviluppate diverse policy. Tra queste, la necessità di educare la gente sui concetti di genetica assume un rilievo di particolare importanza. Si vuole infatti cercare di potenziare la consapevolezza della cittadinanza, favorendo prese di decisione in ambito medico più responsabili. Per ottenere questo risultato l'impiego di Serious Games (SG) sembra uno tra gli approcci più promettenti. I SG hanno infatti mostrato ottimi risultati se impiegati in ambiti quali l'educazione, l'addestramento, la promozione della salute e la socializzazione; ecco dunque perchè sembrano essere un valido strumento per divulgare concetti di genetica tra la gente comune. Lo scopo di questa ricerca è studiare la possibilità di utilizzare i SG come media fortemente interattivo per incoraggiare un apprendimento esperienziale, aumentare la conoscenza e promuovere il processo cognitivo dell'autoefficacia nel contesto dei processi decisionali in ambito genetico. Per ottenere questo risultato esploriamo lo stato dell'arte dei SG legati alla genetica e discutiamo sulla possibilità di farli utilizzare dalla gente comune. Successivamente progettiamo, sviluppiamo e testiamo una suite di SG su misura per educare la gente sui concetti di genetica e di test genetico. Lo sviluppo e la validazione di videogiochi arcade custom per illustrare concetti di genetica di base e l'utilizzo del genere ``Adventure Game'' per mettere in relazione il rischio genetico individuale ai fattori dello stile di vita, risulta essere, sulla base delle nostre ricerche, completamete nuovo in questo ambito. Concludiamo infine presentando i risultati della ricerca condotta testando i videogiochi sviluppati per quanto riguarda la loro usabilità, la capacità di trasferire conoscenza e migliorare il processo cognitivo nell'ambito dei processi decisionali in ambito medico e analizzando i dati collezionati durante le sessioni di gioco.
Technological progress and the lowering of DNA sequencing costs have made genetic testing increasingly accessible to the general public. However, this progress does not reflect an increased genetics literacy in lay people that at present remains poor. Thus almost everyone has the possibility to undergo genetic testing independently, but the diffuse lack of knowledge may lead to misinterpretation of genetic information and result in negative consequences for personal health decisions. Several policies have been developed to try to address this issue. The most appropriate one is to educate people about genetic concepts and genetic test interpretation, to empower them in order to make responsible health-related decisions. To reach this goal the Serious Games (SG) approach seems very promising as it has been shown to be very powerful in education, training, health promotion, and socialization. This is why SG appear an attractive means to communicate genetic concepts to the general public. The aim of this research is to study the feasibility of using SG as a highly interactive medium to encourage experiential learning, increase literacy and promote self-efficacy in the genetic-related decision-making process. For this purpose, we explore state-of-the-art of Serious Games related to genetics, discussing whether these games are an adequate instrument to increase literacy and self-efficacy in the general public. Based on this analysis we design, develop and test a suite of SG specifically tailored to educate people about genetic concepts and genetic testing. To maximize the efficacy and mass appeal, the level of complexity of genetic information was balanced with the intent of making comprehensible and usable games. We believe that our approach --development and validation, using an evidence-based approach, of customized arcade games to convey basic genetics concepts together with the use of the ``Adventure Game'' genre to relate the individual genetic risk with lifestyle factors-- is completely new in this field. We conclude by discussing results about usability/playability, knowledge transfer and self-efficacy promotion in the field of health-related decision making, analysing data collected during monitored playing sessions.
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