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Journal articles on the topic "Boar games"

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Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop." Games and Culture 13, no. 3 (July 8, 2016): 280–300. http://dx.doi.org/10.1177/1555412016656324.

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Hobby board gaming is a serious leisure pastime that entails large commitments of time and energy. When serious hobby board gamers become parents, their opportunities for engaging in the pastime are constrained by their new family responsibilities. Based on an ethnographic study of serious hobby board gamers, we investigate how play is constrained by parenting and how serious board gamers with these responsibilities create opportunities to continue to play board games by negotiating the context, time, location, and medium of play. We also examine how these changes influence the enjoyment players derive from board games across the key dimensions of sociality, intellectual challenge, variety, and materiality.
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Cenci-Goga, Beniamino, Alberto Amicabile, Musafiri Karama, Saeed El-Ashram, Cristina Saraiva, Juan García-Díez, Simone Finotti, et al. "Effect of Delayed Refrigeration on the Microbial Carcass Contamination of Wild Boars (Sus scrofa)." Animals 11, no. 5 (May 17, 2021): 1434. http://dx.doi.org/10.3390/ani11051434.

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The immediate refrigeration of meat after slaughter is a key issue for the proper storage and aging of meat. The industry standard cold chain relies on low temperatures and ventilation to lower the internal carcass temperature to 0–4 °C within the first 48 h, i.e., within four times the so-called semi-cooling time. On the other hand, for games, once bled and eviscerated, the carcass must be sent to a point where it can be sectioned or kept on air for maturation at refrigeration temperature. The precautions to observe are few and simple but essential: protect the meat and start the cooling process quickly. After preparing the animal (bleeding and evisceration), it may be necessary to face a period of transport that is sometimes long and not very easy; while small animals can be easily transported in a backpack, larger ones must necessarily be carried by several people or sometimes dragged to the vehicle capable of transporting them. It is obvious that a wild boar opened from the jaws to the pelvis and dragged for hundreds of meters will tend to be contaminated, although these contaminations are to be considered secondary for the preservation of the meat, compared to contamination by the intestinal contents. In an attempt to investigate the effect of delayed refrigeration on wild boar carcass contamination, the aim of this work was to determine a correlation between several hunting and logistic parameters (age, sex, animal weight, shooting distance, number of shots, weather and temperature and time from shot to refrigeration and to analysis) and bacterial contamination of the carcass. The correlation coefficient, r, was found to be 0.038 for the eviscerated body weight (p < 0.05), 0.091 for the external temperature on the day of hunting (p < 0.05), 0.027 for the time from shot to refrigeration (p = 0.081), 0.038 for the time from refrigeration to analysis (p < 0.05) and 0.043 for the time from shot to analysis (p < 0.05). These results stand for a negative correlation between the bacterial population and eviscerated carcass weight and between the bacterial population and external temperature and for a positive correlation between the time from shot to analysis and from refrigeration to analysis. No association was demonstrated between the bacterial population and the time from shot to refrigeration.
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d'Astous, Alain, and Karine Gagnon. "An inquiry into the factors that impact on consumer appreciation of a board game." Journal of Consumer Marketing 24, no. 2 (March 27, 2007): 80–89. http://dx.doi.org/10.1108/07363760710737085.

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PurposeBoard games such as Monopoly and Scrabble enjoy a great deal of popularity among players of all ages. The objective of this study was to identify the characteristics of board games that impact significantly on players' appreciation.Design/methodology/ approachA review of the literature and a qualitative study with players and board game professionals resulted in the identification of seven explanatory factors. A survey was conducted among 169 adult players selected using an area sampling method.FindingsThe survey results revealed that the most important factor in explaining players' appreciation of a board game was the extent to which the game was able to make them fantasize and live uncommon experiences. The second factor in importance was the entertainment that is associated with playing a game. Some unexpected differences were found between male and female players. Whereas the surprise elements of a game had a positive impact on men's appreciation, they were not significant among women. In turn, the rhythm of the game had a positive effect on women's appreciation whereas it did not impact on men's appreciation.Research limitations/implicationsPlayers' perceptions were limited to board games with which they were familiar.Practical implicationsThe results of this research offer some insights for the design and marketing of new board games. They indicate that the success of a new board game depends on the game's capacity to make players live a unique play experience and interact with other players. They also suggest that marketing communication should be adapted to the segments of male and female board game players.Originality/valueThis research brings useful knowledge about the factors that make consumers enjoy a board game.
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Tsarava, Katerina, Korbinian Moeller, and Manuel Ninaus. "Training Computational Thinking through board games: The case of Crabs & Turtles." International Journal of Serious Games 5, no. 2 (June 19, 2018): 25–44. http://dx.doi.org/10.17083/ijsg.v5i2.248.

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As a cognitive ability computational thinking describes a specific way of algorithmic reasoning building on concepts and processes derived from computer programming/coding. Recently, computational thinking was argued to be a fundamental and educationally relevant 21st century skill that should be fostered already in childhood. Accordingly, we developed three life-size board games – Crabs & Turtles: A Series of Computational Adventures – aimed at providing an unplugged and low-threshold introduction to computational thinking. In particular, the games aimed at introducing basic coding concepts and computational thinking processes to 8 to 9-year-old primary school children. In the current study, we first describe the design of the games in detail to explicate the development process and allow for reproducibility. We then report on a first empirical evaluation of feasibility and user experience of our educational board games in a two-phase approach. We conducted quantitative analyses of player experience and qualitative feedback of adult student participants (Phase 1) and a sample of gamification experts and teachers (Phase 2). We examined users’ game experience with an adult population to ensure the game’s appropriateness. Results indicated overall positive game experience for all three games. Future studies would be desirable, which should evaluate player experience and learning outcomes in the primary target population of children.
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Sarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.

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With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI). The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS) games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.
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Barbara, Jonathan. "Measuring User Experience in Board Games." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (January 2014): 64–79. http://dx.doi.org/10.4018/ijgcms.2014010105.

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Measuring user experience in board games is broadly unexplored with research mainly focused on digital games. This paper assesses the suitability of using a questionnaire, developed for digital games, for use on board games - thus providing a common measure of user experience between board and digital games. The study involved play testing a themed board game with undergraduate computing students and alumni, measuring user experience via the Games Experience Questionnaire whilst testing for reliability and validity. Findings obtained high scores in both criteria, suggesting that the GEQ is a suitable tool to measure user experience in board games and thus a valid candidate for comparing game design across varied game media such as digital and board games.
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Sato, Aiko, and Jonathan de Haan. "Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games." International Journal of Instruction 9, no. 1 (January 10, 2016): 3–16. http://dx.doi.org/10.12973/iji.2016.912a.

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Rubino, John. "Board Games." CFA Institute Magazine 15, no. 3 (May 2004): 30–36. http://dx.doi.org/10.2469/cfm.v15.n3.2865.

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Bayeck, Rebecca Yvonne. "Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research." Simulation & Gaming 51, no. 4 (April 16, 2020): 411–31. http://dx.doi.org/10.1177/1046878119901286.

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Background Recent years have seen the resurgence of board games designed for entertainment, and to teach or explicate real life problems. The revival of board gameplay has been discussed in mainstream media, and has drawn the attention of researchers. Yet, in the field of games studies, the conception of games as learning spaces is mostly emphasized through digital/video games. Aim This literature review reveals the current knowledge regarding the learning potential of board games in various settings, subjects, and diverse learners. Results Board games are spaces for mathematical learning and learning spaces that can enable the learning of various contents. Board games allow for various interactions that result in players engaging in computational thinking, teamwork, and creativity. Conclusion The relationship between board gameplay and learning is evidenced across disciplines and countries. Board games simplify complex issues and systems, which make them appropriate to further explore learning and concepts such as motivation and computational thinking in formal and informal settings. Furthermore, there is need to expand research on learning in commercial board games.
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Chuah, Swee-Hoon, Robert Hoffmann, and Jeremy Larner. "PERCEIVED INTENTIONALITY IN 2 × 2 EXPERIMENTAL GAMES." Bulletin of Economic Research 68, S1 (March 18, 2016): 78–84. http://dx.doi.org/10.1111/boer.12073.

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Dissertations / Theses on the topic "Boar games"

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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games.
Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen.
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Sareh, Narges. "Effects of Gender and Type of Board Game on 4-year-olds Engagement in Board Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3033.

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Rudvi, Emil. "Digital Game Mechanics : to create an analog board game prototype." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.

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Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game using a turn based game order would not. The digital game Doom III was used to create the prototype and eight analog games of different types and genres were examined to collect more unique game mechanics. All were suited for a multiplayer type of gameplay. To get an understanding of what game elements were well liked in both digital and analog games, a questionnaire was created with twelve questions. The participants answered questions on the subjects of their favourite genre, missing game mechanics in both digital and analog games, well liked game mechanics, and also what the participants thought was impossible to create in a game in terms of game mechanics. The results of both the analysis of the eight analog games and the answers from the participants created the base plan for the development of the prototype focusing on low downtime, re-playability, and an average amount of luck. Several game mechanics were discussed and some of them were play tested. This resulted in keeping some game mechanics while others were removed because these game mechanics did not provide a rewarding gameplay. Several game mechanics were nearly impossible to implement without the use of a digital representation. An example on this type of issue was the first person view in the digital game. The perception of skill based game mechanics could be moved to an analog board game but would have to be determined by other game mechanics instead of the player’s physical capabilities. The conclusion lead to a prototype that could be played in an hour, which is a low game time for games in this genre. The FPS gameplay mechanics was converted to an analog game, but all game mechanics could not be transferred to the prototype without a conversion.
Gränsvägen 29 372 37 Ronneby Phone +46(0)708 35 04 45
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Bränström, Niclas. "Minimalist design for children’s games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22638.

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The aim of this report is to see whether the graphic design of a game influences children’s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children’s wish to play the game or is the game mechanic all that matters. The final results concluded that although the graphic design plays a part in the children’s willingness to play the game the game mechanics are by far the biggest factor in whether children will play the game or not.
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Horta, Miguel Ângelo Dias. "Robot plays board games with human." Master's thesis, Universidade de Aveiro, 2018. http://hdl.handle.net/10773/23800.

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mestrado em Engenharia Eletrónica e Telecomunicações
O campo da robótica tem-se desenvolvido a um ritmo impressionante. O dia em que os robôs serão uma constante dentro da sociedade está mais perto do que nunca. No entanto, na cultura popular os robôs ainda são vistos como uma ameaça, desconsiderando os seus benefícios. Este medo irracional precisa de ser desmistificado. Uma das opções para melhorar a perceção da humanidade em relação aos robôs, pode basear-se na disseminação de robôs de entretenimento. Este tipo de robôs, que ´e desenvolvido com o único objetivo de trazer felicidade aos seus humanos, proporciona um ambiente seguro onde se pode interagir com os robôs, atestando a sua segurança, previsibilidade, funcionalidade, confiabilidade e robustez, melhorando positivamente a perceção das massas para com robôs. O objetivo final será que tais experiencias contribuam também para a aceitação de robôs mais complexos dentro da sociedade. ´E dentro deste conjunto de ideias que esta dissertação foi escrita. Usando algumas das mais recentes inovações na área , foi desenvolvido um ambiente onde um humano pode experimentar jogar jogos de tabuleiro com ou contra um braço robótico. Especificamente foi desenvolvido um ambiente onde é possível jogar o jogo do galo com o robô. Este robô é formado pela interconexão do braço JACO da Kinova e da câmara da Microsoft Kinect. Além disso, o mesmo ambiente foi replicado num mundo simulado através do simulador Gazebo.
The robotics field has been developing at an outstanding pace. The day in which robots will be commonplace within the society is closer than ever. However, in the popular culture robots are still perceived as a threat, disregarding its benefits. This irrational fear needs to be demystified. One of the options to improve humanity perception towards robots, may rely in the dissemination of entertainment robots. This type of robots, which is developed with the only purpose of bringing joy to its human peers, provide a safe environment where robots can be interacted, attesting robot’s security, predictability, functionality, reliability, and robustness, while positively improving masses’ perception towards robots. The end goal shall be that such experiences also contribute to the acceptance of more complex robots within the society. It is within this set of ideas that this dissertation is written. Using some of the most recent innovations in the field, an environment was developed where a human can experience playing board games with or against a robotic arm. Specifically it was developed an environment where it is possible to play tic-tac-toe with the robot. This robot is formed by the interconnection of a Kinova’s JACO arm with one Microsoft’s Kinect motion cam. Furthermore, the same environment was replicated in a simulated world using the Gazebo simulator.
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Upadhyay, Indrima. "ANALYSIS OF Q- LEARNING BASED GAME PLAYING AGENTS FOR ABSTRACT BOARD GAMES WITH INCREASING STATE-SPACE COMPLEXITY." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1627681408588176.

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Keuling, Oliver. "Managing wild boar - Considerations for wild boar management based on game biology data." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-38928.

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Objectives To prevent economic problems by high wild boar populations, an effective and biologically based wild boar management has to be established. A lot of wild boar research has been done in the last decades. However, game managers were not able to incorporate this knowledge into the development of effective management strategies. Thus, furthermore studies have to be accomplished to expand wild boar science and management. This thesis, based on a radiotelemetric study in southwestern Mecklenburg–Western Pomerania, presents research results on wild boar space use patterns, dispersal, grouping patterns and divisions. For all these measures I examined the influence of age classes and environmental factors affecting behavioural patterns (e.g. hunting, seasonal resources, seasonal requirements). Finally, I discussed efficiency and amount of hunting pressure of different hunting methods. Results The wild boar groups divided temporarily in 12.3 % of all observed localisations. We defined four types of divisions: short-term local, short-term extensive, long-term extensive and final division. The small home range sizes did not differ between age classes or group types with a slight tendency for larger home ranges of yearlings, especially in summer. The shift of summer home ranges was stronger in yearlings than in adults. Three space use patterns occurred in summer: field sows, commuters and forest sows. Only 15 % of all shot animals were shot outside their mothers’ home range, only one fourth of these “dispersed” animals were females. Males were shot at larger distances than females. Diurnal activity was positively influenced by daytime length, nutritional needs and fewer disturbances. Due to this reasons an impact of hunting was not clearly detectable. Hunting did influence activity and space use only in moderate intensities. Single hunt from hides is the dominating and an efficient hunting method. The sustainable harvest rate was not exhausted. Conclusions The small home ranges and low, male biased, dispersal rates denote strong site fidelity in all age and reproductive classes within female wild boar. The short distances and low dispersal rates, even within males, might be affected by all year round equably distributed high abundance of resources. Changed space use patterns in summer are mainly influenced by changed food availability. Although hunting was often presumed to be responsible for behavioural changes, little direct influences were observed in this study. The results reflect an interaction between habitat types, season, and nutritional needs on most behavioural patterns. Sound nutritional conditions and year-round low hunting pressure might be responsible for similar seasonal home ranges. Group fluctuations, occurrence of sub-groups as well as temporary and final divisions seem to be common behavioural patterns within wild boar groups, depending on age classes, reproduction, and seasonal nutritional supplies. Wild boar groups react flexible on several seasonal internal and extrinsic factors. The omnivore wild boar is enabled easily to adapt to various environments. Its wide eco-ethological plasticity enables the species to colonize new habitats and enlarge its distribution. All over Europe hunting rates seem to be lower than reproduction of wild boar. To reduce populations and thus, damages, supplemental feeding should be reduced and hunting rates have to be increased especially for females, as all age classes of females are highly reproductive. Hunting management is the most important tool for disease and damage control. As all hunting methods caused similar and negligible disturbances in this study, efficiency should get top priority. The combination of different hunting methods is necessary for reduction on comprehensive areas
Ziele Um ökonomische Probleme durch Schwarzwild zu vermeiden, muss eine effektive und biologisch fundierte Schwarzwildbewirtschaftung etabliert werden. Die Schwarzwildforschung hat sich in den letzten Jahrzehnten stark entwickelt. Trotzdem konnten viele Erkenntnisse nicht in eine effektive Bewirtschaftung umgesetzt werden. Daher sind Untersuchungen zur Erweiterung des Wissens um das Schwarzwild weiterhin wichtig. Diese These, basierend auf einer radiotelemetrischen Studie im südwestlichen Mecklenburg-Vorpommern, präsentiert Ergebnisse zu Raumnutzung, Ausbreitung, Rottenverhalten und –teilungen. Für all diese Verhaltensmuster wurden Einflüsse der Altersklassen und anderer Faktoren wie Bejagung, saisonale Ressourcen und Bedürfnisse untersucht. Abschließend werden Effektivität und Störungseinfluss verschiedener Bejagungsmethoden diskutiert. Ergebnisse In 12,3 % der Lokalisationen waren die Rotten vorübergehend getrennt. Wir haben vier Trennungstypen definiert: kurzzeitig-lokal, kurzzeitig-extensiv, langzeitig-extensiv und final. Die kleinen Streifgebietsgrößen unterschieden sich kaum zwischen Altersklassen und Rottentypen. Überläuferbachen zeigten eine leichte Tendenz zu größeren Sommerstreifgebieten und verlagerten die Sommerstreifgebiete stärker als Familienrotten. Drei Raumnutzungsmuster waren im Sommer offensichtlich: Feldsauen, Pendler und Waldsauen. Lediglich 15 % aller erlegten Tiere wurden außerhalb ihres Mutterstreifgebietes geschossen, nur ein Viertel dieser „abgewanderten“ Tiere waren weiblich. Keiler wurden in größeren Distanzen als Bachen erlegt. Tagaktivität wurde positiv von der Tageslichtlänge, Nahrungsbedarf und geringer Störung beeinflusst. Aufgrund dieser Faktoren war ein Einfluss durch Bejagung nicht klar erkennbar. Bejagung beeinflusste Aktivität und Raumnutzung nur moderat. Die dominierende Jagdart „Einzeljagd auf dem Ansitz“ war durchaus effektiv, dennoch wurde die nachhaltige Zuwachsrate nicht abgeschöpft. Schlüsse Die kleinen Streifgebiete und niedrigen, keilerdominierten Abwanderungsraten deuten eine starke Standorttreue weiblichen Schwarzwildes in allen Altersklassen an. Die niedrige Abwanderung mit gleichzeitig geringen Distanzen, auch bei Keilern, dürfte durch ganzjährig gleichmäßig verteilte besonders günstige Ernährungsbedingungen beeinflusst sein. Unterschiedliche geänderte Raumnutzungsmuster werden vor allem durch unterschiedliche Nahrungsverfügbarkeiten beeinflusst. Obwohl oft Jagddruck als Hauptursache für Verhaltensänderungen angesehen wird, konnten in dieser Untersuchung nur ein geringer Einfluss der Jagd nachgewiesen werden. Die Ergebnisse reflektieren eine Interaktion zwischen Habitattypen, Jahreszeiten und Nahrungsbedarf auf die meisten Verhaltensmuster. Günstige Ernährungsbedingungen und ganzjährig gleichmäßig niedriger Jagddruck könnten für gleich bleibende saisonale Streifgebiete verantwortlich sein. Änderungen in der Rottenstruktur, Auftreten von Teilrotten sowie temporäre und finale Teilungen scheinen normale Verhaltensmuster beim Schwarzwild zu sein, abhängig von Altersklassen, Reproduktion und saisonalem Nahrungsangebot. Schwarzwildrotten reagieren flexibel auf diverse saisonale interne und externe Faktoren. Das omnivoren Schwarzwild ist befähigt, sich schnell an verschiedenste Umwelten anzupassen. Die große öko-ethologische Plastizität ermöglicht es dieser Art neue Lebensräume zu erschließen und sein Verbreitungsgebiet auszudehnen. In ganz Europa scheinen die Jagdstrecken unter der Zuwachsrate des Schwarzwildes zu liegen. Um die Populationen, und damit die Schäden zu reduzieren, müssen Fütterungen reduziert und die Bejagung intensiviert werden. Dieses gilt insbesondere für die Bejagung von weiblichem Schwarzwild, da alle Altersklassen hohe Reproduktionsraten aufweisen. Jagdliche Bewirtschaftung ist das wichtigste Werkzeug zur Bekämpfung von Krankheiten und Wildschäden. Da alle Jagdmethoden in der vorliegenden Studie ähnlich geringe Störungen hervorrufen, sollte die Effektivität in den Vordergrund treten. Die Kombination verschiedener Jagdmethoden und Zusammenarbeit der Jäger ist zwingend erforderlich zur Reduktion der Schwarzwildpopulationen
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Pujol, Nicolau Gaspar. "Traditional Cosmological Symbolism in Ancient Board Games." Doctoral thesis, Universitat Internacional de Catalunya, 2009. http://hdl.handle.net/10803/387431.

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Aquest treball d'investigació analitza una selecció dels jocs de tauler més antics coneguts, trobant-hi els elements simbòlics clau del simbolisme cosmològic tradicional. Els jocs són part del patró estructural universal (com la dança o l'art) i apareixen a totes les cultures al llarg del temps. En ells hi podem veure reflexades les creences, valors i cosmovisió dels pobles que hi jugaven. Per això els jocs de tauler antics tenen un valor simbòlic i gnoseològic (que complementa el seu ús més lúdic i pragmàtic). Aquest valor, com hem vist al llarg de la recerca, es basa en la cosmologia tradicional, què en termes generals, és compartida per les antigues tradicions sagrades d'orient i occident.
This research analizes a selection of the oldest ancient board games, finding in them common symbolic elements from traditional cosmological symbolism. Games are a universal structural pattern (as dance or art) appearing in every culture through time. In them we can see reflected the beliefs, values and cosmovision af the ancient people who played them. Therefore, ancient board games have a symbolic and gnoseologic value (complementary to their ludic and pragmatic use). This value, as seen in this research, is based on traditional cosmology, which in general terms, is shared by the ancient Western and Eastern sacred traditions.
En este trabajo de investigación se analizan una selección de los juegos de tablero más antiguos que se conocen, encontrando en ellos los elementos simbólicos clave del simbolismo cosmológico tradicional. Los juegos son parte del patron estructural universal (como la danza o el arte) y aparecen en todas las culturas. En ellos podemos ver las creencias, valores y cosmovisión de los pueblos en los que eran jugados. Por esa razón, los juegos de tablero de la antigüedad tienen un valor simbólico y gnoseológico (que complementa su uso más lúdico y pragmático). Este valor, como hemos visto a lo largo de la investigación, se basa en la cosmología tradicional, que en términos generales comparten las antiguas tradiciones sagradas de oriente y occidente
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Mangolas, Athanassios Anastassios. "An Ada library for positional board games." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06082009-171004/.

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Books on the topic "Boar games"

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Minoan games and game boards. Lund: Department of Archaeology and Ancient History, Lund University, 2005.

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Booth, Paul. Game play: Paratextuality in contemporary board games. New York: Bloomsbury Academic, 2015.

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Dubowski, Cathy East. Board games. New York: HarperEntertainment, 2004.

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Scarpone, Desi. Board games. 2nd ed. Atglen, PA: Schiffer Pub., 2004.

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Voogt, Alexander J. de. A question of excellence: A century of African masters. Trenton, NJ: Africa World Press, 2005.

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Mayer, Brian. Libraries got game: Aligned learning through modern board games. Chicago: American Library Association, 2010.

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1977-, Harris Christopher, ed. Libraries got game: Aligned learning through modern board games. Chicago: American Library Association, 2010.

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Voogt, Alexander J. de. Limits of the mind: Towards a characterisation of Bao mastership. Leiden, The Netherlands: Research School CNWS, 1995.

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Jama, Jama Musse. Layli goobalay: Variante somala de "gioco nazionale africano". [Pisa?]: Ponte Invisibile, 2002.

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Scarpone, Desi. More board games. Atglen, PA: Schiffer Pub., 2000.

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Book chapters on the topic "Boar games"

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Millington, Ian. "Board Games." In AI for Games, 741–99. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, [2019]: CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-9.

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Horspool, R. Nigel, and Nikolai Tillmann. "Game Board." In TouchDevelop: Programming on the Go, 123–40. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-6137-7_9.

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Masukawa, Koichi. "The Origins of Board Games and Ancient Game Boards." In Simulation and Gaming in the Network Society, 3–11. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6_1.

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Crist, Walter, and Anne Vaturi. "Board Games in Antiquity." In Encyclopaedia of the History of Science, Technology, and Medicine in Non-Western Cultures, 1–10. Dordrecht: Springer Netherlands, 2014. http://dx.doi.org/10.1007/978-94-007-3934-5_9836-1.

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Crist, Walter, and Anne-Elizabeth Dunn-Vaturi. "Board Games in Antiquity." In Encyclopaedia of the History of Science, Technology, and Medicine in Non-Western Cultures, 1–10. Dordrecht: Springer Netherlands, 2015. http://dx.doi.org/10.1007/978-94-007-3934-5_9836-2.

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Crist, Walter, and Anne-Elizabeth Dunn-Vaturi. "Board Games in Antiquity." In Encyclopaedia of the History of Science, Technology, and Medicine in Non-Western Cultures, 893–901. Dordrecht: Springer Netherlands, 2016. http://dx.doi.org/10.1007/978-94-007-7747-7_9836.

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Santos, Antonio. "Board Games as Part of Effective Game-Based Learning Strategies." In Learning, Design, and Technology, 1–19. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-17727-4_142-1.

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Garcia-Agundez, Augusto, Florian Baumgartl, Fritz Kendeffy, Robert Konrad, Hendrik Wunsch, and Stefan Göbel. "Development of a Wii Balance Board Array System for Exergames." In Serious Games, 235–40. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02762-9_24.

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van den Oord, Stefan, and Wim van de Goor. "Scrum Board Game." In Lecture Notes in Business Information Processing, 209–10. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-01853-4_34.

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Tyers, Ben. "Dart Board Game." In GameMaker: Studio 100 Programming Challenges, 87–88. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2644-5_44.

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Conference papers on the topic "Boar games"

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Oberoi, Sharad, Susan Finger, and Eric Rosé. "Online Implementation of the Delta Design Game for Analyzing Collaborative Team Practices." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13319.

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Over the past four years the authors have developed an online version of the Delta Design game, a board game which was developed by Bucciarelli (1) to teach students design collaboration skills. In the online version, players move tiles on a shared virtual board and communicate only through text chat. In addition, the objective functions are computed automatically each time a tile is moved, so the focus of the game changes from rapid number-crunching to negotiation. Since every state of the board, along with micro-level team performance and chat data, are captured, the resulting corpus from 38 four-player team games provides a rich resource to explore different aspects of collaborative team practices. This paper gives an overview of the online implementation of Delta Design and discusses the findings from user studies including several undergraduate capstone design classes. Observations of the board-moving tactics show that teams planning a strategy before starting the game or players sharing details about their role’s constraints with other team members do not have much effect on the game’s outcome. Finally, this paper demonstrates that the complex rules of the Delta Design game make it a suitable candidate for analyzing collaboration strategies in team-based design projects.
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Scher, Steven, Ryan Crabb, and James Davis. "Making real games virtual: Tracking board game pieces." In 2008 19th International Conference on Pattern Recognition (ICPR). IEEE, 2008. http://dx.doi.org/10.1109/icpr.2008.4761307.

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Liu, Tianyu, Zijie Zheng, Hongchang Li, Kaigui Bian, and Lingyang Song. "Playing Card-Based RTS Games with Deep Reinforcement Learning." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/631.

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Game AI is of great importance as games are simulations of reality. Recent research on game AI has shown much progress in various kinds of games, such as console games, board games and MOBA games. However, the exploration in RTS games remains a challenge for their huge state space, imperfect information, sparse rewards and various strategies. Besides, the typical card-based RTS games have complex card features and are still lacking solutions. We present a deep model SEAT (selection-attention) to play card-based RTS games. The SEAT model includes two parts, a selection part for card choice and an attention part for card usage, and it learns from scratch via deep reinforcement learning. Comprehensive experiments are performed on Clash Royale, a popular mobile card-based RTS game. Empirical results show that the SEAT model agent makes it to reach a high winning rate against rule-based agents and decision-tree-based agent.
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Steffens Henrique, Alisson, Rodrigo Lyra, and Andre Luis Maciel Santana. "Desenvolvimento de um Jogo de Tabuleiro para Estimular Habilidades Relacionadas ao Pensamento Computacional." In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2020. http://dx.doi.org/10.14210/cotb.v11n1.p497-504.

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The ability to computationally think is considered one of the mostimportant skills for citizenship in the 21st century. Considering thatstudents are motivated when using games to learn and that formaleducation tends not to be fun and often less challenging. This paperimplemented a board game capable of stimulating skills learningrelated. The developed game is a story-based board game RPG inwhich in-battle actions are programmed by the player. It was possibleto notice the increase in players' abstraction and debugging capacity,especially when played cooperatively.
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Ferreira Costa, Rafael, Alisson Steffens Henrique, Rodrigo Lyra, Anita Maria da Rocha Fernandes, and Rudimar Luis Scaranto Dazzi. "Proposta de modelo NEAT para jogar One Night Ultimate Werewolf." In Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p509-511.

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The use of Artificial Intelligence approaches as NPCs in games is a very common practice, as they seek to convey the impression to players that these characters are somewhat autonomous. One of the approaches used is the technique called NEAT, which consists of making use of artificial neural networks together with genetic algorithms to manage the topology, connections, and weights of a network in an adaptive way. This work presents the proposal to create an NPC for games in a subcategory of board games, those based on bluff and incomplete information. The game used as a case study is One Night Ultimate Werewolf, a social deduction game, so that information is incomplete for players, and part of them must use the bluff in order to confuse other players. The objective is to evaluate the possibility of modeling the behaviors of this type of game for the application of NEAT.
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Krzywinski, Aleksander, Weiqin Chen, and Erlend Røsjø. "Digital board games." In the ACM International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2076354.2076415.

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Rezende, Mateus, and Luiz Chaimowicz. "A Methodology for Creating Generic Game Playing Agents for Board Games." In 2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2017. http://dx.doi.org/10.1109/sbgames.2017.00011.

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Ribeiro, Leonardo F. R., and Daniel R. Figueiredo. "Performance of Monte Carlo Tree Search Algorithms when Playing the Game Ataxx." In XV Encontro Nacional de Inteligência Artificial e Computacional. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/eniac.2018.4423.

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Monte Carlo Tree Search (MCTS) has recently emerged as a promising technique to play games with very large state spaces. Ataxx is a simple two-player board game with large and deep game tree. In this work, we apply different MCTS algorithms to play the game Ataxx and evaluate its performance against different adversaries (e.g., minimax2). Our analysis highlights one key aspect of MCTS, the trade-off between samples (and accuracy) and chances of winning the game which translates to a trade-off between the delay in making a move and chances of winning.
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de Araujo, Luiz Jonata Pires, Mariia Charikova, Juliano Efson Sales, Vladislav Smirnov, and Ananga Thapaliya. "Towards a game-independent model and data-structures in digital board games." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3342238.

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Maria de Jesus Silva, Neiva, Ana Paula Floresta da Silva, and Carlos Roberto Beleti Junior. "Ensino de Hardware por meio de um Jogo de Tabuleiro Uma Proposta para a Educação Básica." In Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p435-442.

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Games have been part of people's lives as something common since early childhood, being used for entertaining and diverse content. In areas that have curricular components in basic education, games can be used as a complementary object to the teaching, bringing a new perspective on the understanding of certain concepts to the regular education. The Computer Science, as it does not have a curricular component in regular education, has its teaching with trend to occur only in technical or undergraduate degree. In this sense, university project initiatives for the community can collaborate with teaching, or at least, with the popularization of the area. Thus, this work proposes to present a board game that has the objective of teaching Computer Science concepts, more specifically on the functioning of physical components of computers - hardware of computer machines -, for students at elementary school. The board game, the planning for its use, a questionnaire to verify the perception and previous knowledge of participating students are presented, in addition to the results of a pedagogical intervention carried out with 26 students of basic education. As preliminary results, it was found that the game promotes engagement, stimulates curiosity and motivation, increasing interest in computational content, even though these are abstract concepts for school-age children. The game will be made available in an online repository, seeking its greater use, as well as its application for more students of basic education.
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Reports on the topic "Boar games"

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Dimitriou, Panagiotis. CARTEL: a board game for teaching game theory. Bristol, UK: The Economics Network, July 2018. http://dx.doi.org/10.53593/n3132a.

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Bermann, M., and J. P. VanDevender. Prosperity Games prototyping with the board of governors of the Electronic Industries Association, January 20--21, 1994. Office of Scientific and Technical Information (OSTI), August 1994. http://dx.doi.org/10.2172/10176045.

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