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.
Full textSpelindustrin 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.
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.
Full textSareh, 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.
Full textRudvi, 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.
Full textGränsvägen 29 372 37 Ronneby Phone +46(0)708 35 04 45
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.
Full textHorta, Miguel Ângelo Dias. "Robot plays board games with human." Master's thesis, Universidade de Aveiro, 2018. http://hdl.handle.net/10773/23800.
Full textO 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.
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.
Full textKeuling, 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.
Full textZiele 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
Pujol, Nicolau Gaspar. "Traditional Cosmological Symbolism in Ancient Board Games." Doctoral thesis, Universitat Internacional de Catalunya, 2009. http://hdl.handle.net/10803/387431.
Full textThis 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
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/.
Full textTownshend, Philip. "Games in culture : a contextual analysis of the Swahili board game and its relevance to variation in African Mankala." Thesis, University of Cambridge, 1986. https://www.repository.cam.ac.uk/handle/1810/250894.
Full textTisdelle, Drew D. "A JavaScript Library for Hybrid Physical/Digital Board Games." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1374.
Full textLind, Fredrik. "Visual Scripting for AR Board Games in Thrymd." Thesis, Luleå tekniska universitet, Datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86071.
Full textIntresset för användandet av Augmenterad Verklighet (AR) för underhållning och produktivitetssyften har ökat på senare tid. LAZER WOLF STUDIOS är utvecklarna bakom Thrymd, en AR-driven brädspelsplattform byggd i spelmotorn Unity. Denna rapport dokumenterar utvecklingsprocessen av ett visuellt skriptramverk byggt med avsikt att låta slutanvändare utveckla sina egna spel till plattformen utan större förkunskapskrav. Ett graf-baserat visuellt skriptspråk implementerades i en skräddarsydd editormiljö inuti Unity, för att bibehålla en bekant och konsekvent användarupplevelse. Grafen består av en serie förgrenande, sammankopplade noder som skickar data mellan varann och exekveras i sekvens. Grafen sparas som en resurs på hårddisken och är lätt att interagera med genom traditionella C#-skript i Unity. Ett mindre antal noder implementerades, men fler krävs för att systemet ska vara brukbart. Av detta skäl designades språket med vidareutveckling i åtanke, då det måste vara enkelt att skapa nya noder. Som med de flesta skriptspråk är prestandan överlag sämre än kompilerad kod. Ytterligare arbete krävs för att förbättra användarupplevelsen.
Larsson, Andreas, and Jonas Ekblad. "Physical vs Digital Tabletop Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20793.
Full textTÅNGNE, AMILIA, and IRINA DOBROSMYSLOVA. "Higg Index Learning Board Game." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17389.
Full textProgram: Textilt management, styrning av textila värdekedjor
Stewart, Ian J. "The Gloucester Tabulae set : its discovery and interpretation." Thesis, University of Bristol, 1993. http://hdl.handle.net/1983/bbee0205-8012-47c2-a2fe-5b4c942a130c.
Full textHsu, Carolyn P. "Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /." Online version of thesis, 2007. http://hdl.handle.net/1850/4843.
Full textÖberg, Viktor. "EVOLUTIONARY AI IN BOARD GAMES : An evaluation of the performance of an evolutionary algorithm in two perfect information board games with low branching factor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11175.
Full textPatel, Jaitra. "Balance It! : Designing a game-based learning tool for strategic sustainable development." Thesis, Uppsala universitet, Industriell teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-422718.
Full textGaudl, Swen. "Design and refinement of NPC rules in digital board games." [Ilmenau] [Univ.-Bibliothek], 2009. http://d-nb.info/995970564/34.
Full textGustafsson, Axel. "Supporting Immersion of Board Games utilising Phone-based Augmented Reality." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21918.
Full textWhitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.
Full textTitle from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
Zsiga, Bálint. "Gambiance : EXPLORING NEW ROLES OF LIGHT IN BOARD GAMES BEYOND ILLUMINATION." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-187045.
Full textMartin, Eleanor. "It's a team game : exploring factors that influence team experience." Thesis, University of Sussex, 2015. http://sro.sussex.ac.uk/id/eprint/57322/.
Full textNivens, Ryan Andrew, and Rosemary Geiken. "Using a Computer Science-based Board Game to Develop Preschoolers' Mathematics." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3040.
Full textMurphy, Patrick. "Using board games as neuropsychological tests with children with acquired brain injury." Thesis, University of East London, 2017. http://roar.uel.ac.uk/6790/.
Full textEvensen, Erik A. "Making it Fun: Uncovering a Design Research Model for Educational Board Game Design." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.
Full textByles, Hestie Sophia. "The impact of a board game as parent guidance strategy to reinforce Cognitive Control Therapy in the home environment." Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-11132007-113100/.
Full textHannan, Joseph. "Formative Evaluation of a Family Cooperation Board Game." UKnowledge, 2017. http://uknowledge.uky.edu/hes_etds/50.
Full textWu, Zihui. "The Transmediation of Journey to the West into a board Game." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/457.
Full textParlak, Ömer Fatih. "The image of the turk in early modern board games and playing cards." Doctoral thesis, Universitat Autònoma de Barcelona, 2019. http://hdl.handle.net/10803/667968.
Full textA considerable amount of investigation has been done on the image of the Turk in European art, literature and other cultural productions. The existing accounts often result with repetitive conclusions that are revolving around a negative image attributed to the Turk. It is observed that this common problem derives from the lack of perspectival look at the subject matter. More recently, research has emerged that offers different perspectives with new findings that contradict previous literature. In the light of this new literature, the Turk has been re-conceptualized as a multifaceted image. However, the lack of investigation proposing new perspectives still remains as a major issue in the field. This research critically examines the image of the Turk that appears in early modern board games and playing cards produced in Europe, a hitherto untouched domain in this regard. Data for this study was collected from the online and otherwise archives of various museums in Europe, catalogs, private collections and other relevant literature. The collected data was enlisted in the Games Index, which includes printed and manufactured board games, packs of playing cards, and game counters. The Index currently contains 107 unique items from six European countries as their place of origin. Then, a qualitative case study approach was used to investigate the various ways the Turk was represented in a number of games which were selected according to the quality of the depiction and the function of the Turk in the game. The findings make an important contribution to the idea that perceives the Turk as a multifaceted image. The most obvious conclusion to obtain from this thesis is that the image of the Turk has never been a static one; on the contrary, it has evolved and gained different meanings throughout its history in Europe.
Thålin, Felix. "A Random Bored : How randomization in cooperative board games create replayability and tension." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-258207.
Full textNilsson, Filip, and Aron Polner. "An object tracking system for a tabletop board game." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20815.
Full textPlaying board games is one context where humans interact with each other. Recently theEgocentric Interaction Research Group at Malmö University piloted an interdisciplinaryproject to research this type of interaction. The research focus is to analyze the interactionbetween players while they are playing board games. However, empirical data needs tobe gathered from gameplay to be able to draw conclusions about the interaction. In thisthesis, the process of developing a prototype to collect event-based data is presented. Acombination of marker tracking technology and depth sensing is used for tracking 2Dmarkers as well as a single player in a tabletop environment. The system categorizes andstores basic events such as placing, removing, and changing the location of a 2D marker aswell as logging a player’s rotation in relation to the table. This empirical data is believedto be helpful for future studies by the Egocentric Interaction Research Group. The systemis validated through a test sequence.
(9193679), Anthony J. Bushner. "Hobbyist Board Game Design Practices: How Do Board Game Designers Craft Their Rules Manuals and Solicit User Feedback on Prototype Games?" Thesis, 2020.
Find full textMikoláš, Jiří. "Od společenských her k teambuildingu." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-307525.
Full textCreoulo, Joana Oliveira. "Robot plays board games with human." Master's thesis, 2021. http://hdl.handle.net/10773/31515.
Full textColaboração humano-robô é um campo com múltiplas aplicações, e varia em complexidade desde a medicina ao entretimento. No entretimento, podemos obter colaboração entre humano e robô através de jogos, o que para um primeiro contacto com o tema apresenta um nível de complexidade adequado para alguém que está a começar a explorar a temática. Um exemplo disso é o projeto desenvolvido pelo IRIS: um braço robótico que em colaboração com um humano resolve um puzzle pantomino. Este projeto inspirou esta tese na medida em que se podia alcançar uma maior aplicação do que apenas um puzzle colaborativo e aplicar a hardware diferente. Esta tese implementa a cooperação entre humano-robô usando diferentes jogos de tabuleiro, permitindo uma solução colaborativa e ainda assim competitiva. Para atingir o objetivo, usei o braço robótico Jaco da Kinova e o sensor Kinect. Dividi o trabalho desenvolvido em três tópicos principais: manipulação, perceção e o jogo. Para manipular o braço robótico Jaco da Kinova, usei o package desenvolvido pela Kinova para ROS. Com a Kinect e as bibliotecas de PCL e OpenCV, consegui localizar as peças e tabuleiros usados em cada jogo, permitindo assim ao robô manipular as peças sem intervenção do humano. Para o jogo explorei algoritmos de inteligência artificial e implementei-os para permitir que o robô planeasse as suas próprias jogadas. A framework do ROS permitiu-me conectar as diferentes partes do projeto de forma a obter uma experiência de jogo entre humano e robô.
Mestrado em Engenharia Eletrónica e Telecomunicações
Cheng, Yi-Mi, and 鄭宜蜜. "Applying Games Teaching on the Financial Education for the 5th Graders-A Study on Board Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/2swguf.
Full text臺北市立大學
數學系數學教育碩士在職專班
106
Abstract The research subject of this study is for fifth grade students. The research is to design suitable board games by integrating into the financial education curriculum for the fifth grade students. Through the response and feedback of the students to the course and the researcher’s teaching observation and reflection, researcher assess the effectiveness of this course for fifth grade students. The purpose of this study is to research the influence of integrating board games in financial education curriculum on students' financial literacy. According to the results of the study, research gives concrete suggestions on how to design and implement the financial education for primary students. The study adopted a single set of pre- and post-test, and the quantitative data was taken from the pre and post measurement to "Primary Students’ Financial Literacy Scale" design by the researcher. The data were observed from the classes in this experimental teaching. The study will quantify the data for the following analysis: reliability analysis, validity analysis, descriptive statistical analysis, and dependent sample t test. The results of this study are from the “students’ feedback sheet on the curriculum experience” and “the worksheet” compiled by the researchers. The results of the study are as below: (a) After participating in financial education integrating into table games, students' financial literacy have been significantly improved. It means that it effectively enhanced students' financial literacy by implementation of financial education courses. (b) The students participating in the research had the positive evaluation about the experimental teaching. Both the extent of students interest in the course and assist in helping students all show positive affirmation. (c) Through board games, students can enjoy the fun of learning. Furthermore, the learners can experience the joy of integrating games into financial education courses. Keywords: financial literacy, financial education, board game
"Games of Thrones: Board Games and Social Complexity in Bronze Age Cyprus." Doctoral diss., 2016. http://hdl.handle.net/2286/R.I.40805.
Full textDissertation/Thesis
Doctoral Dissertation Anthropology 2016
Chang, Ya-Chien, and 張亞倩. "Promotion strategies of board games in Taiwan." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/87897822048022766864.
Full text國立臺灣師範大學
運動休閒與餐旅管理研究所
105
This research aims to analyze Taiwan’s boardgame industry in terms of its current development and promotion strategies. This research makes use of the 4Ps of marketing and experiential marketing to achieve this goal.The research states the development of board game history in Taiwan by textual analysis, participant observation, and semi-structured interviews with Taiwanese Board Game Association, and sixteen board game players, distributors, and board game business men in Taipei, Taichung and Kaohsiung. The developmental stages of the boardgame industry in Taiwan were studied via textual analysis and participant observation. 9 retail operators from Taipei, Taichung, and Kaoshiung, the Board Game Association, various board game suppliers and 16 players were interviewed using semi-structured in-depth interview methods.The results of the research shows the four following aspects: 1. Product-wise; retail board game stores usually take the forms of providing playing-space, rental, and retailing, while some others supplement their core service by providing beverages and teaching. On the other hand, franchisees of board game chains improve their operation by acting as agents. 2. Price-wise; the retail-pricing of games range between 500 and 3000 NTD due to factors such as the import nature of board games, localisation into Chinese versions by agents, having delicately designed accessories, or the more serious issue of unauthorised fake copies, whereas, entry-pricing to board game stores ranges due to their location. 3. Channel-wise: marketing took the forms of physical retail-stores, official websites, facebook fan pages, and large shopping websites. 4. Promotion-wise: retail stores made use of calendar events as well the hosting of product events to increase visitor-rate, and made use of random promotional events to improve buy-rate. Keyword:board game, marketing strategy, experiential marketing, product life-cycle theory
YOU-CHENG-YAHG and 楊右丞. "Seniors Transportation Safety Board Games Design Education." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/82420128799175212995.
Full text南開科技大學
福祉科技與服務管理所
103
Recent studies have found that play therapy was suitable for people at any age. Most players were in a relaxed state, and it could add some challenge in the board game procedure to benefits seniors, not only to pass the time, active brain and muscles, but also to improve their emotional sustenance and peers interaction expected to meet the desire for companionship. This study employed a design criterion based on the older persons’ physiological and psychological characteristics to improve their ability to think creatively. Using concepts in traffic safety for design the game, it could help seniors to increase traffic safety attitudes and behaviors for reduce the occurrence of traffic accidents. This study designed a tabletop game for seniors by means of activities of limbs and the living memories of old age to improve their group communication, group interactive and to active hand-eye coordination. This work employed the traffic safety laws and regulations into the board games, which could establish seniors’ traffic safety attitudes and behaviors in the playing procedure. After the seniors’ playing, their trial experiences had very high satisfactions on human interaction and fun activities. Keywords:Seniors, Games Design, Transportation Safety Board
Tseng, Shih-Hsuan, and 曾氏炫. "Design and Implementation of Online Board Games." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/gdha8g.
Full text國立東華大學
資訊工程學系
96
Recently, on the market, Online Game Systems ( FunTown, GameTown, Cyc ... ) need to install the application to implement the game system, and users can't be easy for the installation and compatibility and cross-platform support for limited, and other related issues. And online Game Systems can not provide AI Game program player, due to calculation that makes easy burden caused by the server, such as improper handling easy to be a server downtime or disruption in service. This paper uses the cross-platform of browser to create online game platform, and this paper uses non-synchronous data exchange technology of Ajax (Asynchronous JavaScript And XML) to achieve real-time transmission, save bandwidth and reduce the burden server...etc and adds computer game features(human-to-human, human-to-AI program, AI program-to-AI program), and provides a common game platform for AI programs and players, and makes independence of Game Server and AI Service, and builds cluster AI servers to reach distribution of the AI calculated amount online game platform.
Sousa, André Emanuel Afonso Gustavo de. "Inducing flow in board games through augmented audio." Dissertação, 2020. https://hdl.handle.net/10216/130223.
Full textKAO, SHIH-CHIEH, and 高士傑. "A study of important factors of board games." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/45727189262072807465.
Full text中華大學
應用統計學系碩士班
102
Abstract The purpose of this study is to investigate the board game participants’ preferences for the types of board game and the conditions of board games stores that attracting customers, and to understand the impact of board games on game participants. The study conducted questionnaire method to survey the board game stores’ customers in Greater Taipei area as the subjects, used simple random sampling method to investigate from March 2014 to May 2014, and collected 284 valid questionnaires. By combining the study with factor analysis and reliability analysis, it summarized the important factors of board game stores’ customers in regard to board games as the following five principal components: Component 1: environment and suitability; component 2: influence and incentive; component 3: expense and consumption; component 4: emotion and negativity; component 5: relief and mitigation. The types of board game are numerous, and the most popular ones are party games, strategy games, and themed games. For board game store owners, the study suggested that customers relatively prefer the minimum charge method; and furthermore, comfortable environment is more attractive to the customers than various game types and regular events.
Sousa, André Emanuel Afonso Gustavo de. "Inducing flow in board games through augmented audio." Master's thesis, 2020. https://hdl.handle.net/10216/130223.
Full textCHEN, KUEI-YU, and 陳桂玉. "Trends in the Board Game Industry and Business Models of Board Game Stores." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/92049010051142075969.
Full text國立屏東大學
文教事業經營碩士在職學位學程
105
In recent years, due to the pervasiveness of cellphone games and video games, people have become noticeably distant from one another, and so, in 2001, board games began to gradually gain popularity in Taiwan. The board game industry has experienced rapid growth and innovation over the past 5 years. Uses for board games are no longer limited to just entertainment, and are widely used as tools for education, medicine, senior care and business. Therefore, the trends of the board game industry have garnered a fairly large amount of interest. In Taiwan’s current entrepreneurial climate, many entrepreneurs work to establish their own board game stores, resulting in a large increase in the number of such stores. In 2008, there were only 10 such stores, but today they number over 300, showing astoundingly rapid development. At the current stage of development for the Taiwanese board game industry, Taiwan has already shown the advantages of specialization. From designing talent, to training, to cooperation between industry and academia, Taiwan has already seen some basic results. Future development will increasingly turn towards expanding internationally, allowing Taiwanese entrepreneurs to promote their products around the world. This paper uses qualitative research and semi-structured interviews to collect information, which is then analyzed to understand the business models of board game stores, and provide other stores and future entrepreneurs with a reference in the form of current board game store business strategies. Porter 5 forces business analysis, SWOT, market growth opportunities and other forms of analysis will be used to analyze future supply and demand policies of the board game industry. This thesis covers 8 topics Topic I: Diversification in the Taiwanese board game industry and output value trends. Topic II: Increased differentiation amongst Taiwanese board game companies, however actual differentiation remains low. Topic III: Taiwanese board games incorporate local flavor, becoming a unique trait. Topic IV: Current board game store problems are due to a lack of control over educational manpower. Topic V: Board game stores target groups have gradually expanded and are no longer limited to students. Topic VI: Board game stores cannot only rely on store revenues as a revenue stream. Topic VII: Most Taiwanese board game stores are similar. Topic VII: Cooperation between the industry and academia.
Tseng, Hua-Jui, and 曾華銳. "The Era of Games Unplugged: The Joy and Pain of the People behind Taiwan''s Board Game Industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8c3bam.
Full text國立臺灣大學
新聞研究所
107
In recently five decades, video game industry becomes a giant with global market revenue over hundreds of billion. Comparing with video game industry, board game industry, whose product lacks fancy computer graphics and background music, does not become outdated. Instead, it is getting popular in the last few years. The scale of Taiwan board game industry develops into over 30 game publishers and 300 board game shops in only 17 years. Also, Taiwan is the second biggest board game market in Asia. However, although most Taiwanese are aware of the development of board game industry, only few of them know how it develops, or they just focus on famous publishers. The study found that, the development of Taiwan board game industry is deeply related with Sunflower Movement in 2014. On one hand, Sunflower Movement made the masses familiar with crowdfunding, and crowdfunding infiltrated board games from subculture into mass culture. On the other hand, with local consciousness aroused by Sunflower Movement, board games with politic theme became popular. Moreover, practitioners’ passion is the key to the development of Taiwan board game industry. Without their enthusiasm, board game, as a foreign culture, would not have been rapidly popularized in Taiwan, and Taiwan board game industry would not have grown so fast. Therefore, the in-depth report highlights two core issues. The first issue finds out how board game industry prospers in Taiwan, thus leading readers to learn about the context of the development of this emerging industry. The second issue reports the sweets and bitters which only insiders know, letting people who intend to join this industry understand its routine works.
Chen, Mei-Lin, and 陳美琳. "Board game design for seniors." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/6cp6md.
Full text國立臺中科技大學
商業設計系碩士班
101
Great medical technology achievements were made in the last century, hence seniors have reached to 11% of total population in Taiwan, nearly 14% as “aging society”defined by World Health Organization, WHO. In aging, with multiple physiological degeneration, seniors become reluctant or fear to go out, affects their social activities directly. By literature review and observation, designer can hardly find recreations suitable for seniors. TV programs and sleep fill up their daily life. Physical degeneration and diseases interfere with mental status, and lacking of physical exercise makes aging even faster. Designer found this issue urgent to be addressed, hence ambitious to design games especially for the seniors. Analysis indicates games bring energy to seniors and slow down aging process, brain-storming game helps to blood circulation, prevent from Alzheimer''s and memory loss. In Taiwan, the games sold to the seniors are most derived from children’s, not suitable for the seniors of strong self-esteem. To facilitate the design of seniors’ board game, the designer volunteered in nursing home, to observe and chat with seniors to understand better their requirement and preference. Thorough explore to the seniors’growth backgrounds, political and economic changes, life style and culture difference was done to establish the base, then introduce new elements to their experience. According to vision principle and social workers’ comments, 5 sets of games are designed with large scale, vivid colors and easy carry out, namely “Old Street Millionaire”, “Smart-Quick drawer”, “Domino”, “Fast Chief”, “Number Winner”. Each board games was test-run in nursing house with social workers and caregivers and their recommendations to the designs well received. Afterwards, seniors participated and enjoyed the board games conducted by the designer, which the aim of this design in the first place. However, watching with naked eyes, the size of characters, details improvement and commercialized require further amend. Issue of recreations for the seniors need further concern and more investigation and resources to be put in from all departments, this, to make everyone’s elderly life happier and respectful.
Huang, Sheng-Fei, and 黃聖斐. "Application of Board Games in Literacy Teaching for Children." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/442ag2.
Full text國立東華大學
幼兒教育學系
106
Learning attitudes are among the major factors influencing learning effectiveness. The primary purpose of this study was to explore the application of board games in literacy teaching for lower-grade elementary students and to observe students’ learning attitudes, emotions, and interpersonal relationships in the classroom. Observations and in-depth interviews were employed as the research methods to examine individual cases of households with elementary school children. In a practical application of board games in literacy teaching for children, the board games served as the teaching medium and game playing served as the teaching method; thus, adaptive instruction constituted the teaching strategy in this application process. The results revealed that board games incorporating course objectives could increase students learning motivation. Moreover, students learned to transform emotions of failure, anger, and frustration into positive and proactive attitudes through games; accordingly, children could learn about emotion management, interpersonal relationship and team spirit. Finally, the applied board games changed learners’ learning attitudes and enhanced their reading comprehension skills. This study suggests the moderate use of board games as a teaching medium. The increase in the enjoyment of learning and the students’ transition from concrete to abstract thinking regarding characters reduce rote memorization, thus increasing language learning and improving reading comprehension in game scenarios. Board games enable students to review lessons during game playing, consequently improving learning vi effectiveness. These research results might serve as a reference for parents, teachers, and schools to promote teaching strategies.
Ling, Chen Chiou, and 陳秋伶. "Playing with Imagination:Current Development of Board Games in Taiwan." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/586959.
Full text國立高雄應用科技大學
觀光與餐旅管理研究所
102
This research aims to explore the development of board games stores in Kaohsiung and the serious leisure theory of these participants in board games. Through understanding the motivations, the reasons of keeping participating, the benefits, recreational specialization and the serious leisure of participants, the theory of Stebbins’ serious leisure is verified. Based on Stebbins’ theory, semi-structured in-depth interview to collect data from 5 stores and 13 participatnts are conducted. Their motivation and process for board games are emphasized. The results show that motivations of entrepreneurship are interests, self-actualization, economic factors and freedoms. The factors that influence participants’ consumptions include the games, foods, services, guides, prices, locations and partners. Most participants refer to their partners as well as online community as the main reasons. Besides, the motivations of participants are internal motivations, partners, and media. The reasons of keeping playing are enjoyment, support, and positive feedback. The senses of achievement, social interaction, altruism and revival help board games participants to find their values and self -actualization. Lastly, the result also shows that as the frequency and time of board games increase, the participants also become more professional, not just for leisure. Keywords:Board games, Board games stores, Serious leisure, Recreational specialization
Lin, Ching-Nung, and 林璟農. "Optimize Program Strength on Board Games using Machine Learning." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/q2y8r5.
Full text國立東華大學
資訊工程學系
107
Deep learning has become a hot research topic after AlphaGo beat a professional human go player. Many interesting challenges remain in deep learning with board games. Since deep learning is a new domain, how to design a framework and how to tune its parameters are unknown, and they are usually based on trial and error. Because deep learning inference is usually slower than traditional methods, this might limit its usage in real-world applications. Accelerating it has huge compact on the strength of a program, and one possible solution is to reduce the size of a trained model. Also, it is difficult to merge previous well-developed algorithms and deep learning. Using Monte Carlo tree search with deep learning is one of the successful cases. Beside deep learning, how to optimize the strength of a existing program without modifying its structure is another interesting topic. It is difficult to improve the strength and remain the same power consumption, and this is important for board games running on the widely used mobile devices. This research provides some methods to accelerate deep learning inference using CPU, Xeon Phi and a graphics processing unit (GPU). On top of that, we provide an algorithm to reduce the size of a deep learning model. Then, we show how to design a program using deep learning and Monte Carlo tree search. A Block Go program is presented. We investigate testing accuracy and parameters related to deep learning including batch sizes and epochs. In addition, we try to adjust the values on the deep learning input feature planes. Finally, a new algorithm is described to use seed optimization on Draughts to improve strength of a program by fixing its seeds. The Block Go and Draughts programs both won the first place in the Computer Olympiad tournaments.