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1

Berretil, Slimane. "Propriétés électroniques des semi-conducteurs magnétiques GaMoS, GaMoSe, GaMoSeTe et GaNbS." Grenoble 2 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb37602939c.

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2

Šperbelis, Gediminas. "Rašalinio spausdintuvo spalvų gamos tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2005~D_20050621_092021-21158.

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It was investigated the colour reproduction on prints made in ink-jet printer. Experimentally investigated gradation characteristics of CMYK colours. It was made a 26 step strip with raster dots from 0 to 100 %. Prints were made at different printing regimes on papers with different whiteness. Zone optical densities were measured, compared with theoretical density values and gradational distortions were determined. Also were measured 100% raster strips in CIE L*a*b* coordinate system and defined the maximum reproduction of colours in ink-jet printer.
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3

Papastamati, S. "Gamos in archaic and classical Greek poetry : theme, ritual and metaphor." Thesis, University College London (University of London), 2013. http://discovery.ucl.ac.uk/1389425/.

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This thesis considers how advances in optical network and optoelectronic technologies may be utilised in particle physics applications. The research is carried out within a certain framework; CERN’s Large Hadron Collider (LHC) upgrade. The focus is on the upgrade of the ”last-tier” data links, those residing between the last information-processing stage and the accelerator. For that purpose, different network architectures, based on the Pas¬sive Optical Network (PON) architectural paradigm, are designed and evaluated. Firstly, a Time-Division Multiplexed (TDM) PON targeting timing, trigger and control applica¬tions is designed. The bi-directional, point-to-multipoint nature of the architecture leads to infrastructure efficiency increase. A custom protocol is developed and implemented us¬ing FPGAs. It is experimentally verified that the network design can deliver significantly higher data rate than the current infrastructure and meet the stringent latency require¬ments of the targeted application. Consequently, the design of a network that can be utilised to transmit all types of information at the upgraded LHC, the High-Luminosity LHC (HL-LHC) is discussed. The most challenging requirement is that of the high up¬stream data rate. As WDM offers virtual point-to-point connectivity, the possibility of using a Wavelength-Division Multiplexed (WDM) PON is theoretically investigated. The shortcomings of this solution are identified; these include high cost and complexity, therefore a simpler architecture is designed. This is also based on the PON paradigm and features the use of Reflective Electroabsorption Modulators (REAM) at the front-end (close to the particle collision point). Its performance is experimentally investigated and shown to meet the requirements of a unified architecture at the HL-LHC from a networking perspective. Finally, since the radiation resistance of optoelectronic components used at the front-end is of major importance, the REAM radiation hardness is experimentally investigated. Their radiation resistance limits are established, while new insights into the radiation damage mechanism are gained.
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4

Mermoz, Julien. "La vie religieuse des Cyclades de l’HR IIIC à la fin de la période archaïque." Thesis, Lyon 2, 2010. http://www.theses.fr/2010LYO20023/document.

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Notre thèse traite de l’histoire des sanctuaires et de l’évolution des cultes et de la mythologie cycladiques dans la transition, qui conduit de la fin du monde mycénien à la Grèce classique. Notre première partie (pp. 13-445) est constituée d’une suite de monographies retraçant les changements, qui affectent les habitats et les places cultuelles des différentes îles de l’archipel entre le XIIe et le VIe siècle av. J.-C.. La deuxième partie (pp. 446-558) contient un essai de synthèse et une interprétation des données présentées auparavant. Plus exactement, une réflexion sur les mécanismes de recomposition de l’héritage religieux de l’âge du bronze, qui participent à la définition des panthéons insulaires archaïques. La troisième partie (pp. 559-628) est un essai d’anthropologie religieuse, dans lequel est examinée la notion de création dans la mythologie des Cyclades, à la recherche d’un imaginaire insulaire. Le premier chapitre commence par l’analyse et l’interprétation de la Cosmogonie de Phérécyde de Syros. Le second chapitre vise à mettre en évidence de quelle façon les thèmes symboliques spécifiques au système de Phérécyde se retrouvent également déclinés dans les autres mythes régionaux et trouvent leur origines dans les cultes agraires locaux les plus anciens
The topic of our thesis is the history of the sanctuaries, and the evolution of the worships and mythology in the transition, which leads end of the Mycenaean world to classical Greece. Our first part (pp. 13-445) makes up of a continuation of monographs recalling the changes, which affect the settlements and the worship places of the various islands of the archipelago between XIIe to VIe Century B.C. The second part (pp. 446-558) contains a test of synthesis and an interpretation of the data presented before. More exactly, a reflection on the mechanisms of recombining of the religious heritage of the Bronze Age, which take part in the definition of archaic insulars pantheons. The third part (pp. 559-628) is an assai of religious anthropology, in which the concept of creation in the mythology of Cyclades is examined, in the search of an islander imaginary. The first chapter starts with the analysis and the interpretation of the Cosmogony of Pherekydes of Syros. The second chapter aims at highlighting how the topics symbolic systems specific to the system of Pherekydes are also found declined in the other regional myths and find their origin in the local agrarian worships oldest
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5

Suetsugu, Koki. "Multiplayer Games as Extension of Misère Games." Kyoto University, 2019. http://hdl.handle.net/2433/242740.

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Kyoto University (京都大学)
0048
新制・課程博士
博士(人間・環境学)
甲第21863号
人博第892号
新制||人||213(附属図書館)
2018||人博||892(吉田南総合図書館)
京都大学大学院人間・環境学研究科共生人間学専攻
(主査)教授 立木 秀樹, 教授 日置 尋久, 准教授 櫻川 貴司, 特定講師 DE BRECHT Matthew
学位規則第4条第1項該当
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6

Marques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.

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Orientador: Milton Terumitsu Sogabe
Resumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independentes. Nossa prática utiliza esses processos e abordagens para desenvolver uma produção de games experimentais. Foram produzidos 4 jogos, entre 2 projetos individuais e 2 coletivos.
Abstract: In this theoretical-practical research, we seek to discuss the processes of game development, more specifically those that exist in parallel to the game industry. To contextualize its language we build a brief overview of its history and its manifestations in the field of Art. We reflect on processes used in the production of alternative games through modification, subversion, and appropriation of commercial game tools, values and technologies in tandem with examples and reflection on Game Art and independent games. Our practice uses these processes and approaches to develop an experimental game production. Four games were made, between 2 individual and 2 collaborative projects.
Mestre
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7

El, Obadi Saadia. "Generalizations of assignment games and information market games." Doctoral thesis, Universitat de Lleida, 2019. http://hdl.handle.net/10803/667893.

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Aquesta tesi consta de quatre capítols principals. El primer capítol analitza el comportament cooperatiu de les empreses i considera la introducció d'una tecnologia que és essencial per fabricar un nou producte. Considerem que es necessita més d'un jugador informat (o titular de patent) per produir un bé. Proporcionem algunes solucions puntuals en termes de les dades del mercat per al joc cooperatiu que es deriva d'aquell mercat d'informació. En el segon capítol, considerem que el benefici que es pot obtenir en cada submercat en que es divideix el marcat d'informació és incert. Només en coneixem les fites superior i inferior. L'objectiu del capítol consisteix a proporcionar solucions d'interval per al joc definit per intervals que es deriva d'aquell mercat. En el tercer capítol, estudiem una classe de jocs d'assignació on hi ha un jugador central amb doble paper com a comprador i venedor, necessari per a qualsevol intercanvi comercial. Estudiem el nucli d'aquest joc i analitzem si és un conjunt estable. Proporcionem algunes solucions puntuals en termes de les dades del mercat. Finalment, generalitzem el model permetent al jugador especial vendre i comprar més d'un article. En el darrer capítol, considerem el cas on hi ha més d'un jugador amb un doble paper com a venedor i com a comprador. De fet, aquests són intermediaris que compren els productes dels venedors i els venen als compradors. De forma que, sense intermediaris, el comerç no és possible. A més, cada intermediari pot intercanviar més d'una unitat. Proporcionem condicions suficients perquè el nucli del joc cooperatiu corresponent no sigui buit i estudiem els equilibris competitius.
Esta tesis consta de cuatro capítulos principales. El primer capítulo analiza el comportamiento cooperativo de las empresas cuando se desea introducir cierta tecnología que es esencial para la fabricación de un nuevo producto. En el modelo consideramos más de un jugador con parte de la tecnología necesaria para producir el bien. Estudiamos la existencia de PMAS y mostramos que el valor τ de este juego tiene propiedades de monotonicidad. También proporcionamos condiciones sobre el mercado, bajo las cuales el valor de Shapley pertenece al núcleo. En el segundo capítulo, consideramos incertidumbre sobre el beneficio que se puede obtener en cada submercado. Éste no se conoce con certeza aunque si se conoce entre qué valores puede estar. De esta forma consideramos un modelo de juegos definidos por intervalos. El objetivo del capítulo consiste en proporcionar soluciones de intervalo para el modelo bajo incertidumbre. En el tercer capítulo, estudiamos una clase de juegos de asignación donde hay un jugador central, necesario para cualquier intercambio que tenga lugar. Estudiamos el núcleo de este juego y analizamos si es un conjunto estable. Proporcionamos algunas soluciones puntuales en términos de los datos de mercado. También generalizamos el modelo permitiendo al jugador especial vender y comprar más de un artículo. Finalmente, consideramos el caso donde hay más de un intermediario que no produce bienes, ni tampoco consume. Compra los productos de los vendedores y los vende a los compradores de forma que, sin esos intermediarios, el comercio no es posible. Además, cada intermediario puede intercambiar más de una unidad. Proporcionamos condiciones suficientes para que el núcleo del juego cooperativo correspondiente no sea vacío y estudiamos los equilibrios competitivos.
This thesis consists of four main chapters. The first chapter, entitled Clan information market games, analyzes the cooperative behavior of firms, faced with the introduction of some technology with its ownership divided among several patent holders. All of them are necessary for manufacturing a new product. We study the existence of PMAS of the corresponding cooperative game and show that the τ-value of this game has some monotonicity properties. We also provide conditions on the market, under which the Shapley value belongs to the core. In the second chapter, we consider uncertainty on the profit obtainable in each submarket into which the information market is divided. We only know the lower and upper bounds of that profits. The aim of the chapter consists in providing interval solutions for the associated interval game. In the third chapter, we study a class of assignment games where there is a central player, with a double role as a buyer and as a seller, such that the trade is not possible without him. We provide some point solutions in terms of the market data. Further, we generalize the model allowing the special player to sell and buy more than one item. Finally, we consider the case where there is more than one player with a double role as a seller and as a buyer. They buy the goods from the sellers and sell them to the buyers. So, without any middleman, the trade is not possible. However, they don't add value to the trade. We provide sufficient conditions for the non-emptiness of the core of the corresponding cooperative game and we study the competitive equilibrium.
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8

Hansson, Aneer Sebastian, and Douglas Gidlöf. "Social Insecurity & Games : Games for self-reflection." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14650.

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This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Social Anxiety to establish a base point from which to make a game. During the study a game was developed using the research found. The game uses mechanics in order to link the player to the games protagonist. This link is then used in an attempt to encourage the player to self-reflect. Known design methods are used as guidelines of how the study and game is made. These methods originate from both game design and design of informative systems (such as servers). Some psychology sources are used in order to gather an understanding of what Social Anxiety is and how it affects people, the focus however, lies on the subject of Media technology and game development. The study concludes with results and a discussion. In the discussion the entirety of the study is motivate and reflected over by the authors. The results are specifically presented in a conclusion, presenting what was done, and what the study led to.
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9

Nguyen, Thi Van Anh. "Constraint Games : Modeling and Solving Games with Constraint." Caen, 2014. http://www.theses.fr/2014CAEN2054.

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Cette thèse présente un sujet dans le cadre de la théorie des jeux et de la programmation par contraintes. Plus précisément, nous nous concentrons sur modéliser les jeux de manière succincte et puis calculer leurs solutions sur ces représentations compactes grâce à la programmation par contraintes. Depuis longtemps, la théorie des jeux a subi une difficulté de la modélisation en raison de l'absence des représentations compactes pour modéliser les jeux. La représentation basique est encore une matrice appelée forme normale qui stocke les utilités des joueurs avec tous profils de stratégie. Pourtant, cette matrice agrandit exponentiellement avec le nombre de joueurs. Cela cause également une difficulté de la résolution des jeux. Dans cette thèse, nous introduisons un nouveau framework de Constraint Games afin de modéliser l'interaction stratégique entre les joueurs. Un constraint game est composé d'un ensemble de variables partagées par tous les joueurs. Parmi ces variables, chaque joueur possède un ensemble de variables décisionnelles qu'il peut contrôler et les contraintes représentant sa fonction d'utilité. Constraint games est un outil générique pour modéliser les jeux généraux et peut être exponentiellement plus succinct que leur forme normale. Nous montrons également l'utilité du framework par modéliser quelques jeux classiques et problèmes réels. Le concept de solution principal défini pour constraint games est l'Equilibre Nash en Stratégies Pure. C'est une situation dans laquelle aucun joueur n'a un intérêt de dévier unilatéralement. Il est bien connu que c'est complexe de calculer les équilibres Nash en stratégies pures dans les jeux. Pourtant, nous réussissons à construire un solver appelé ConGa qui se compose de plusieurs façons pour résoudre constraint games efficacement
This thesis presents a topic at the interface of game theory and constraint programming. More precisely, we focus on modeling games in a succinct way and then computing their solutions on these compactly encoded games thanks to constraint programming. For a long period of time, game theory has suffered a modeling difficulty due to the lack of compact representations for encoding arbitrary games. The basic game representation is still an n-dimensional matrix called normal form which stores utilities of all players with all joint strategy profiles. The matrix however exponentially grows with the number of players. This also causes a solving difficulty for computing solutions in games. In the thesis, we introduce a novel framework of Constraint Games to model strategic interaction between players. A constraint game is composed of a set of variables shared by all the players. Among these variables, each player owns a set of decision variables he can control and constraints expressing his utility function. Constraint games is a generic tool to model general games and can be exponentially more succinct than their normal form. We also show the usefulness of the framework by modeling a few classical games as well as realistic problems. The main solution concept defined for constraint games is Pure Nash Equilibrium. It is a situation in which no player has an incentive to deviate unilaterally. It has been well-known that finding pure Nash equilibrium is computationally complex. Nevertheless, we have achieved to build an efficient solver called ConGa which includes various ways for solving constraint games
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Sinha, Arunesh. "Audit Games." Research Showcase @ CMU, 2014. http://repository.cmu.edu/dissertations/487.

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Modern organizations (e.g., hospitals, banks, social networks, search engines) hold large volumes of personal information, and rely heavily on auditing for enforcement of privacy policies. These audit mechanisms combine automated methods with human input to detect and punish violators. Since human audit resources are limited, and often not sufficient to investigate all potential violations, current state-of-the -art audit tools provide heuristics to guide human effort. However, numerous reports of privacy breaches caused by malicious insiders bring to question the effectiveness of these audit mechanisms. Our thesis is that effective audit resource allocation and punishment levels can be efficiently computed by modeling the audit process as a game between a rational auditor and a rational or worst-case auditee. We present several results in support of the thesis. In the worst-case adversary setting, we design a game model taking into account organizational cost of auditing and loss from violations. We propose the notion of low regret as a desired audit property and provide a regret minimizing audit algorithm that outputs an optimal audit resource allocation strategy. The algorithm improves upon prior regret bounds in the partial information setting. In the rational adversary setting, we enable punishments by the auditor, and model the adversary's utility as a trade-off between the benefit from violations and loss due to punishment when detected. Our Stackelberg game model generalizes an existing deployed security game model with punishment parameters. It applies to natural auditing settings with multiple auditors where each auditor is restricted to audit a subset of the potential violations. We provide novel polynomial time algorithms to approximate the non-convex optimization problem used to compute the Stackelberg equilibrium. The algorithms output optimal audit resource allocation strategy and punishment levels. We also provide a method to reduce the optimization problem size, achieving up to 5x speedup for realistic instances of the audit problem, and for the related security game instances.
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11

Kelly, Christopher Patrick. "Incubation games." Thesis, University of Cambridge, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.315906.

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12

Pereira, Elisa Patrícia Garanito. "Gatos Seniores." Bachelor's thesis, Escola Superior Agrária de Elvas - Instituto Politécnico de Portalegre, 2021. http://hdl.handle.net/10400.26/39916.

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O presente relatório foi realizado no âmbito do estágio final de curso de enfermagem veterinária, na clínica veterinária AlcabidecheVet. O estágio durou 3 meses e teve como objetivo aplicar e desenvolver os conhecimentos adquiridos ao longo do curso. Durante o estágio, as atividades desenvolvidas pela aluna, incluíram áreas como medicina interna e preventiva, exames complementares de diagnóstico, cirurgia e internamento, tendo a aluna acompanhado 162 consultas, assistido a 48 cirurgias, e tendo contactado com 224 animais no internamento, dos quais 72 gatos, sendo esta a área onde mais participou. Os gatos seniores são uma população crescente na prática clínica diária e é importante que o Enfermeiro Veterinário compreenda as alterações fisiológicas que advêm do envelhecimento, conheça as principais doenças a que estes estão predispostos e as adaptações nutricionais e ambientais necessárias, para que seja possível prestar os melhores cuidados ao animal e, também, educar os tutores para tal. A aluna ao longo do estágio registou dados de 22 gatos classificados como seniores e concluiu que existe principalmente uma predisposição ao desenvolvimento de doenças do trato urinário nestes animais. Também foi possível acompanhar dois casos clínicos de gatos seniores, de uma paciente felina com doença renal crónica e ureterolitíase, e de um gato com diabetes mellitus. O relatório possibilitou expandir os conhecimentos sobre os cuidados seniores em gatos e o estágio permitiu o desenvolvimento profissional e pessoal da aluna, visto que adquiriu novos conhecimentos e competências de trabalho.
This report was carried out as part of the final internship of the veterinary nursing course, at the AlcabidecheVet veterinary clinic. The internship lasted 3 months and its goal was to develop and apply the knowledge acquired throughout the course. During the internship, the activities developed by the student included areas such as, internal and preventive medicine, complementary diagnostic exams, surgery and hospitalization, with the student following 162 consultations, assisting in 48 surgeries, and having contact with 224 animals in hospitalization, of which 72 cats, being this the area where she most participated. Senior cats are a growing population in the daily clinical practice, and as a veterinary nurse it is important to understand the physiological changes that come with aging, to know the main diseases to which they are predisposing, and the nutritional needs and environmental adaptations, so that it is possible to provide the best care for the animal and, also, educate the owners for such. During the internship, the student recorded data from 22 cats classified as seniors and concluded that there is a predisposition to the development of urinary tract diseases in these animals. She, also, followed two clinical cases, one patient with chronic kidney disease and ureterolithiasis, and another with diabetes mellitus. The report made it possible to expand knowledge about senior care in cats and the internship allowed professional and personal development for the student, as she acquired new knowledge and work skills.
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13

Horn, Florian. "Random Games." Paris 7, 2008. http://www.theses.fr/2008PA077235.

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Dans cette thèse, nous considérons les jeux comme un outil pour la synthèse de contrôleurs dans un système ouvert. Dans ce cadre, un jeu est défini par : une arène, sous la forme d'un graphe représentant les états et l'évolution du système; et une condition de victoire, représentant la spécification que le contrôleur doit garantir. Dans chaque état, la transition sortante est choisie soit par le contrôleur, soit par un environnement hostile, soit selon une loi stochastique. Ce processus est répété un nombre infini de fois, générant une partie infinie dont le vainqueur dépend de la condition de victoire. Nous étudions tout d'abord le cas fondamental des jeux d'accessibilité. Nous présentons une nouvelle approche pour en calculer les valeurs basée sur les permutations d'états aléatoires. En termes de complexité, cet "algorithme par permutations" est orthogonal aux algorithmes basés sur les stratégies : il est exponentiel dans le nombre d'états aléatoires, et non dans le nombre d'états contrôlés. Nous présentons également une heuristique d'amélioration pour cet algorithme, inspirée par l'algorithme d'amélioration de stratégies. Nous considérons ensuite la classe de problème très générale des jeux préfixe-indépendants. Nous prouvons l'existence de stratégie optimales pour ces jeux, et nous montrons que notre algorithme par permutations peut être étendu en un "méta-algorithme", transformant n'importe quel algorithme qualitatif en un algorithme quantitatif. Enfin, nous étudions les jeux de Muller, utilisant les "arbres de Zielonka" pour calculer la quantité de mémoire nécessaire et suffisante pour synthétiser une stratégie aléatoire "presque-sûrement" gagnante
In this thesis, we study games as a tool for the synthesis of controllers for reactive Systems. In this setting, a game is defined by an arena, representing the System and its evolution as a graph; and a winning condition, which models the specification that the controller must ensure In each state, the choice of the outgoing transition is done by either Eve (the controller), Adam (an hostile environment), or Random (uncontrollable evolution obeying a stochastic law). This process is repeated for an infinite number of times, leading to an infinite play whose winner depends on the winning condition. Our first object of study is the simplest case of Computing the optimal values of reachability games. We present a new effective approach, based on permutations of random states, to solve this classical problem. In terms of complexity, the resulting "permutation algorithm" is orthogonal to the classical, strategy-based algorithms: it is exponential in the number of random states, rather than in the number of controlled states. We also present an improvement heuristic for this algorithm, inspired by the "strategy improvement" algorithm. We turn next to a much more general class of problems, covering ail fie cases where the winning condition is prefix-independent. We prove the existence of optimal strategies for these games, and show that our permutation algorithm can be extended into a "meta-algorithm", changing any qualitative algorithm into a quantitative algorithm. Lastly, we study the complexity of optimal strategies for regular winning conditions represented as Muller games, and especially the amount of memory that can be saved by using randomised strategies. Using the Zielonka tree, we show tight bounds on the necessary and sufficient memory needed to define randomised optimal strategies for any single Muller condition
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Mehta, Nishali. "Graph Games." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1275073614.

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Damián, Ortega Eiderd Axcel, Osorio Ruth Stephany Gallardo, Amaya Mara Alejandra García, Diaz Lucia Jimena Lucar, and Aguilar Müller Iván Yamunaqué. "History Games." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656925.

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El presente proyecto de investigación consiste en el desarrollo del aplicativo History Games, el cual consiste en la creación del juego con temática de historia del Perú como una nueva metodología de aprendizaje. Este trabajo nos permite ver la viabilidad del proyecto a corto, mediano y largo plazo, a través de los distintos estudios ejecutados en Lima metropolitana, a niños y jóvenes de 8 a 17 años del sector socioeconómico A y B.  Por ello se pudo evidenciar que el público objetivo desea aprender un poco más de nuestro Perú a través de la experiencia de este aplicativo. Al desarrollar este proyecto se realizaron entrevistas online, encuestas y marketing digital en redes sociales. De manera que fue una investigación a fondo sobre el mercado de juegos educativos para poder llevar a cabo este proyecto, donde se ha podido ver interés por parte de las instituciones educativas que desean adoptar History Games como metodología de enseñanza. Analizamos a profundidad el proyecto ya que buscamos que sea sostenible en todos los aspectos a largo plazo y que pueda cumplir con los objetivos planteados desde el inicio. Todos los conocimientos adquiridos durante nuestra etapa universitaria fueron aplicados en cada parte del trabajo como es la parte de marketing, financiera, administrativa, entre otras. Al ser un equipo de diversas carreras, nos brindó un panorama más amplio de los puntos que debemos seguir mejorando e implementando conforme el proyecto siga creciendo. History Games es una idea que sin duda ayudará a muchas personas en su aprendizaje y en la nueva forma de ver la historia en cada una de sus clases.
This research project consists of the development of the History Games application, which consists of the creation of the game with the theme of Peruvian history as a new learning methodology. This work allows us to see the viability of the project in the short, medium and long term, through the different studies carried out in metropolitan Lima, to children and young people from 8 to 17 years of age from the socioeconomic sector A and B. Therefore, it was possible to show that The target audience wants to learn a little more about our Peru through the experience of this application. When developing this project, online interviews, surveys and digital marketing were carried out on social networks. So it was an in-depth investigation of the educational games market in order to carry out this project, where interest has been seen on the part of educational institutions that want to adopt History Games as a teaching methodology. We analyze the project in depth as we seek to make it sustainable in all aspects in the long term and that it can meet the objectives set from the beginning. All the knowledge acquired during our university stage was applied in each part of the work such as the marketing, financial, and administrative part, among others. Being a diverse racing team, it gave us a broader picture of the points that we must continue to improve and implement as the project continues to grow. History Games is an idea that will undoubtedly help many people in their learning and in the new way of seeing history in each of their classes.
Trabajo de investigación
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Pühler, Simon. "Funny games." Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.

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"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze und Félix Guattari, David Cronenberg, Michael Haneke, Kathryn Bigelow u.v.a. im Medienumfeld ihrer Zeit individuell erleben und auf ihre je eigene Art – meist sehr fantasiereich – bearbeiten. Der vorliegende Entwurf, medienarchäologische Spurensicherung und gleichsam Test-Spiel, ist vor allem eine Einladung zum Mitmachen: Beim obsessiven Durchschreiten virtueller (Alptraum-)Welten und realer Körper negative und positive Lust zu erfahren, sich neuen Sinnesreizqualitäten zu öffnen, um schließlich Mehr-Lust und -Wissen zu erwerben. Anti-Ödipus als interaktives Video(bei)spiel. Als Analysetools haben sich Erkenntnisse aus der (strukturalen) Psychoanalyse, der (technischen) Medienwissenschaft, (Film-)Philosophie, der Gender-, Gewalt-, Fetisch- und (kulturwissenschaftlichen) Spieltheorie als hilfreich erwiesen, um dem Geheimnis und Rätsel sadomasochistischer Schmerzlust – und ihrer crash-Medien – ein wenig näher zu kommen.
"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.
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Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.

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The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is established by summarizing factors mentioned and discussed in those two books. The main purpose consists of two comparisons under Gender Differences: one comparison is between the current data with the previous one, in order to check whether there are any changes during the past 10 years. The other one compares the young people in two regions, Sweden and China, in computer games perspective.Model designing, test, questionnaire and interview methods are used in this paper aiming to collect and categorize the data, which facilitates to analyze the results of the comparisons. The results reflect that although computer becomes a familiar “friend” in modern daily life, there are not obvious changes of girls‟ perspectives in computer game industry. Certainly, there are some differences between the young people coming from two regions which will be expounded in the thesis.

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Brenguier, Romain. "Nash equilibria in concurrent games : application to timed games." Phd thesis, École normale supérieure de Cachan - ENS Cachan, 2012. http://tel.archives-ouvertes.fr/tel-00827027.

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This work focuses on the study of concurrent and timed games. These two classes of games have been useful models in controller synthesis. In situations where several agents interact, the notion of winning strategies used so far is not adapted and it is necessary to adopt concepts from game theory. The main concept considered in this area is that of Nash equilibrium. For concurrent games, we propose a transformation which draw a parallel between equilibria and winning strategies. Many works have focused on the computation of winning strategies and we can take advantage of the available algorithms. To compute equilibria in timed games we show that it is possible to reduce them to concurrent games. We propose algorithms for the computation of equilibria, first with classical objectives. Then, we propose a more general framework, in which more quantitative preferences can be described. We also study the theoretical complexity of the associated decision problems. Finally, we present a tool that implements one of the algorithms that we developed.
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Smith, Hannah. "Learning Through Games: How Math Games Can Enhance Education." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1373.

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This thesis presents two research studies aimed at increasing our knowledge about how games can be used in math education. A number of studies have explored the effects of games in classrooms. However, their effects vary across study contexts and it is not yet clear the best ways to implement them. While prior research shows that numerical linear board games are effective learning activities in preschool classrooms, the first study presented aims to replicate and add to previous research by exploring the effects of numerical linear board games when presented in different formats. Board games are typically studied in a table top version. We introduce a physically active, life-size, walkable version, which is based on an embodied cognition perspective. The second study presented in this thesis is an overview of a professional development workshop where teachers and students played technology-based games and then designed and created their own games. We explore the effects of playing teacher-created games on student learning as well as the implications which creating games can have on their development of computational thinking skills.
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Jonsson, Sandra. "Are games more than fun? : Motivational aspects on digital games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.

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Games are increasingly becoming a powerful and effective tool for training. The use of games as a training tool increase intrinsic motivation which enhances learning. This study concerns why people play and why they continue play. The study consists of two parts; a focus group and a web questionnaire. The results suggest that people prefer playing together with others, and that they play mainly because of entertainment, fellowship and pastime. Results also show that the participants come to an agreement of five different characteristics a game must have in order for the participants to play; a pleasant game feeling  i.e.- effects like sounds, characters and environments, variation in tasks, successively increased difficulty, a exciting story and that the game must be understandable. These findings are important because these are factors that game designers must take into consider when designing training games. After all, entertainment and intrinsic motivation in games is some of the general reasons why people play and why they learn, and therefore, a game only designed for training is doomed to fail.
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Lankoski, Petri, Annika Waern, and Anne Mette Thorhauge. "Introduction to special Issue : Experiencing games: Games, play and players." Södertörns högskola, Medieteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-12968.

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Shui, Zhonghao. "Three Essays on Repeated Games and Games with Incomplete Information." Kyoto University, 2020. http://hdl.handle.net/2433/253057.

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Girina, Ivan. "Cinematic games : the aesthetic influence of cinema on video games." Thesis, University of Warwick, 2015. http://wrap.warwick.ac.uk/74038/.

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During its first decade, Game Studies debate mainly revolved around the juxtaposition between two perspectives: the one of ludology and the one of narratology, each positing a primary quality of video games against the other. The study of the relationship between cinema and video games got somehow caught in the crossfire between these two fields. In this work, I investigate the extent to which representation in video games is connected to cinema and its representational codes. A number of authors before challenged this assumption, theorising models that only partially connect the cinematic form to video games. Such investigations have always started from the ludologically educated assumption that video games are different from cinema and, therefore, for the premises of this comparison to be considered “vitiated”, only tangentially useful due to the irreconcilably different nature of the two media. The adjective “cinematic” is a concept constantly evoked in cultural discourses concerning video games. Magazines, reviewers, critics, but also designers, artists, users and commentators (even scholars) often summon the idea of cinematic games in the attempt of describing some peculiar features that share affinities with films and suggesting that video games possess the aura of the big screen. Cinematic games are born at the crossroads between interactive movies and video games, for which the cinematic expression is retained by means of audiovisual representation while keeping the action in the hands of the player. Due to the vast scale of the subject, my work focuses on relatively recent developments in game design which have yet to be fully investigated, and seeks to extend existing attempts to apply the tools of film theory to Game Studies. A secondary value of this work is an annotation on the disengagement of moving image scholars with video games, and it partly serves as an invocation for this to change.
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Alparslan, Gok Sirma Zeynep. "Cooperative Interval Games." Phd thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12610337/index.pdf.

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Interval uncertainty affects our decision making activities on a daily basis making the data structure of intervals of real numbers more and more popular in theoretical models and related software applications. Natural questions for people or businesses that face interval uncertainty in their data when dealing with cooperation are how to form the coalitions and how to distribute the collective gains or costs. The theory of cooperative interval games is a suitable tool for answering these questions. In this thesis, the classical theory of cooperative games is extended to cooperative interval games. First, basic notions and facts from classical cooperative game theory and interval calculus are given. Then, the model of cooperative interval games is introduced and basic definitions are given. Solution concepts of selection-type and interval-type for cooperative interval games are intensively studied. Further, special classes of cooperative interval games like convex interval games and big boss interval games are introduced and various characterizations are given. Some economic and Operations Research situations such as airport, bankruptcy and sequencing with interval data and related interval games have been also studied. Finally, some algorithmic aspects related with the interval Shapley value and the interval core are considered.
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Jonna, Grönlund, and Kalami Kasra. "Symbolism in Games." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4815.

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This research project is about symbolism and semiotics (the science of signs) in digital-games. There’s firstly introductory information about what symbolism and semiotics are and the different aspects of them that is needed to fully understand the subject. These are things such as the two parts of a sign, signifier and signifier as well as the three modes of signs, symbolic, iconic and indexical. Then there’s information about how this is all put together in a digital game, that a game isn’t playable without some form of signs and that besides making the game playable it is used to enhance the characters, story and experience for the player. How this is used in a more practical way is mentioned further to the end with the different approaches of working with symbolism in games. There’s either being subtle or making symbolism the main focus of the game. Through all this there’s also the importance of considering your audience and if they will understand your signs that is talked about.
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Nordvall, Mathias. "Communication in Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73869.

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This thesis answers the question of how, and what, people communicate to each other while playing games. The presented conclusions offer guidance to computer game developers on what means of communication they should support in games in order to provide better possibilities for interaction between people that play games together. The data for this study was collected from two sources: the first was during LinCon, an annual game convention in Linköping, and consists of four players playing a game of WarCraft: The Board Game; the second is from a game session of the multiplayer roleplaying game World of WarCraft. The sessions where documented using a combination of video recordings and participant observation in order to increase the quality and speed of the analysis. The video recordings were subsequently sorted into labelled passages and then organised into categories based on their similarity to each other with the purpose of finding categories and means of information exchange. The analysis identify five categories of information that people exchange between each other while playing games and three categories of how they convey that information. The implication of these categories on game design practice is also discussed.
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Lee, Sung Yun. "Beyond guerilla games." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ63534.pdf.

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Gyllingberg, Linnéa. "Evolutionary Language Games." Thesis, Uppsala universitet, Analys och tillämpad matematik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-208854.

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Nax, Heinrich Harald. "Evolutionary cooperative games." Thesis, University of Oxford, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.543633.

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Jeng, Ji-Tian. "Bayesian aggregative games." Thesis, Keele University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.417848.

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This thesis considers a model of Coumot competition where firms have incomplete information about their rivals' costs. The equilibrium concept we use is that of Bayesian- Nash equilibrium. Based on the recognition of the "aggregative structure" within Coumot competition in which each finn's payoff is determined by her own strategy choice and the unweighted sum of all firms' strategy choices, we are able to characterise equilibria in a very simple way. We show that when we consider not the best response but the strategy consistent with a Nash equilibrium in which the aggregate strategy of all players take same value (which is given by what we call the replacement function), then Nash equilibria correspond to fixed points of the aggregate replacement function whose properties we can certainly obtain without need for restricting our attention to symmetric games or games in which there are just 2 players. We develop sufficient conditions under which there is a unique equilibrium. The approach facilitates the analyses of competitive limit and comparative statics, since the characterisation of Bayesian-Nash equilibria can be shown on a two-dimensional space. We also examine two applications, which include information sharing and the relative efficiency of an ad valorem tax scheme as opposed to a specific tax scheme.
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Wahlberg, Fredrik. "Partizan Poset Games." Thesis, KTH, Matematik (Avd.), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-149180.

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This thesis analyzes a class of element-removal partizan games played on colored posets. In these games a player moves by removing an element of its color together with all greater elements in the poset. A player loses if it has no elements left to remove. It is shown that all such games are numbers and that the dominating game options are to remove elements not lower than any other element of the same color. In particular, the thesis concerns games played on posets that are chess-colored Young diagrams. It is shown that it is easy to compute the value for any such game with < 3 rows by proving a proposed formula for computing the value.
I den här uppsatsen analyseras en klass av partiska spel som spelas på färgade pomängder. Spelen spelas i omgångar mellan två spelare där spelaren under sin tur väljer ut ett element i pomängden som är i spelarens färg och avlägsnar det elementet och alla större element i pomängden. En spelare förlorar om den inte längre har något element att avlägsna. I uppsatsen visas det att alla sådana spel är tal och att de dominerande spelalternativen är att avlägsna element som inte är mindre än något annat element av samma färg. I synnerhet fokuserar denna uppsats på spel som spelas på pomängder som är schackfärgade Young-diagram. Det visas att det är lätt att beräkna värdet på alla sådana spel med < 3 rader genom att bevisa en föreslagen formel för att räkna ut värdet.
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Wilson, Elaine Marcia Kate. "Parental effort games." Thesis, University of Bristol, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.440038.

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Rowat, Colin Ian. "Additive externality games." Thesis, University of Cambridge, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.621130.

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Башлак, Ірина Анатоліївна, Ирина Анатольевна Башлак, Iryna Anatoliivna Bashlak, and Z. Kozlov. "Video games addiction." Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13503.

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Al, Shehabi Ahmad, and Cecil Quiroga. "Queerness In Games." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19856.

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The theme of this bachelor thesis was Queer Games. We discussed how queerness is applied in video games for queer people. We made some observations on how LGBTQ characters were represented within a few games that had representations of Queer experiences. We explored the topic of Queer Mechanics as presented by game creator Avery Mcdaldno (2014) and we researched discussions about Queerness in games by a select number of scholars. Namely, Bonnie Ruberg (Campus Gotland GAME, 2017), Naomi Clark (2017, Chapter 1) and Edmond. Y. Chang (2017, Chapter 2). We explained why we used Gay Memes as our anchoring topic for our Queer Game design and then we went through the methods and design process that we had while developing our Queer Game. These methods included Innovation By Boundary Shifting (Löwgren and Stolterman, 2004), Design Pillars (Max Pears, 2017) and The Crystal Clear method (New Line Technologies, 2018). Then, we broke down the design process starting with how we came up with the game concept, what design pillars we used and the programs and tools we used in the development of the game. We also explained the relation between our design process and the information we learned from the previously mentioned scholars and creators. At the end of this bachelor thesis, we discussed the effectiveness of the chosen methods, the results we found through research which included questioning the role of empathy and fun in games, putting less focus on superficial forms of representation and creating game mechanics that are queer. We described the finished video game we made and we introduced our ideas for future research on Queer Game Design.
Temat för detta kandidatarbetet var Queer Spel. Vi diskuterade hur queerhet appliceras i digitala spel för HBTQ personer. Vi gjorde några observeringar kring hur HBTQ karaktärer representerades inom några spel som innehöll representationer av queer upplevelser. Vi undersökte ämnet “Queer Mechanics” som presenterades av spelskaparen Avery Mcdaldno (2014) och undersökte diskussioner från vissa forskare om Queerhet i Spel. Nämligen, Bonnie Ruberg (Campus Gotland GAME, 2017), Naomi Clark (2017, Kapitel 1) and Edmond. Y. Chang (2017, Kapitel 2). Vi förklarade varför vi använde “Gay Memes” som vår huvudämne för vår Queer-Spelgestaltning och sedan tydliggjorde våra metoder och designprocess som vi hade under utvecklingen av vår Queer-Spelgestaltning. Dessa metoder inkluderade Innovation By Boundary Shifting (Löwgren and Stolterman, 2004), Design Pillars (Max Pears, 2017) och The Crystal Clear method (New Line Technologies, 2018). Sedan bröt vi ner designprocessen till sina olika steg från hur vi kom fram till spelkonceptet till vilka “Design Pillars” vi använde och vilka datorprogram och verktyg vi använde för att utveckla spelgestaltningen. Vi förklarade också relationen mellan designprocessen och informationen vi lärde oss från de sistnämnda forskare och spelskapare. I slutet av detta kandidatarbetet diskuterade vi hur bra de valda metoderna fungerade och resultaten vi hittade genom vår undersökning. Dessa inkluderade att ifrågasätta rollen av empati och vikten av att ha roligt i spel, att lägga mindre fokus på ytliga former av representation och att skapa spelmekanik som är Queer. Vi beskrev den färdiga spelgestaltningen som vi skapade och introducerade våra egna idéer för framtida undersökningar om Queer Speldesign.

Arbetets resultat ledde till ett digitalt spel som kan laddas ner via denna länken https://ahmad-al-shehabi.itch.io/boyles-queer-quest-for-tea 

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Benkar, Rohan Sudhir. "Configurable Persuasive Games." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1373323538.

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Rossin, Samuel. "Steiner Tree Games." Oberlin College Honors Theses / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1464700445.

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Benson, Roy Michael. "Games based learning." Thesis, University of Warwick, 2014. http://wrap.warwick.ac.uk/76586/.

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The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered 'fun' to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system. A literature review was conducted into the motivations for using educational games, the educational and conventional approaches to games design, and finally the development frameworks/software tools available for the purposes of implementation. Building upon the literature review, a questionnaire based survey and a games design pilot were conducted in order to establish what constitutes educational games design 'best practice'. Based on the feedback/results obtained, a small number of educational games were developed (using the package "GameMaker") and piloted for use within the subsequent main study. The main study consisted of a series of educational game playing sessions (supported by questionnaires) aimed at addressing the thesis research questions. The results of the study (in combination with an additional literature review) suggest the following: • It is possible for teachers (as non-game developers) to create 'fun' educational computer games, although this may not always be the most practical or preferred approach. • Low fidelity graphics do not negatively impact the successful use of computer games within an educational environment. • Educational games can be used practically within the education system, but with constraints and barriers preventing their mainstream adoption, unless schools, government and educational game advocates work together towards a shared vision. • Due to limitations within the study, the influence of genre on the use educational games remains unresolved. This thesis contributes new knowledge through the discovery that computer games do not require high fidelity graphics in order to be used successfully within an educational environment (at the primary school level), and addresses a gap within the current literature through the documentation of the author's 'real world' experience of developing educational computer games (from a teacher's point of view).
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Casanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira, and Canales Erick Dyan Pflucker. "Video Games Xchange." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.

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Video Games Xchange (VGX) se crea con la finalidad de interactuar y conectar a aquellos usuarios que gustan de los videojuegos en nuestro país; ya que dicha industria en el Perú, en estos últimos años, mueve 138 millones de dólares cada año; que nos ubica en el puesto 49 a nivel mundial en este rubro. Nuestra empresa se inicia con un estudio de mercado en los diversos sectores del país donde haya más demanda de videojuegos, y poder ver el comportamiento de los usuarios tanto en la variedad que pueda existir en nuestro mercado interior como en el exterior. En la actualidad en el Perú el 76% de Gamers son hombres a diferencia del 24% que son mujeres, de los cuales el 32% juega en plataformas de consolas como el Play Station, XBOX, Nintendo 64, entre otros. Como dato a resaltar en Latinoamérica se genera el 3.6% del total de 137, 900 billones de dólares en el mundo por ingresos de videojuegos. Para llevar a cabo nuestro proyecto se va requerir una inversión inicial de S/ 92,580.00, financiado un 40% de inversionistas y un 60% con el aporte los socios, que se estima recuperarlo en el tercer año de su operación.
Video Games Xchange (VGX) was created with the idea of implementing a platform that allows people, who enjoy video games in our country, to connect and interact, given that such industry (video gaming) in Peru has generated about $138 million dollars in last the year, placing Peru in 49th place worldwide in this industry. The idea of the business starts with a market study of the gaming industry in the different sectors of the Peruvian population, segregated by the different regions, given that the preferences vary based on the local culture. Furthermore, we have analyzed and compared the local and international market to fully understand and forecast the development of our gaming platform and their futures grow in the global market. Nowadays and while reviewing the statistical data, we have identified that in Peru about 76% of gamers are men and 24%, are women. Of this population, approximately 32% use video consoles such as Play Station, XBOX and Nintendo Switch. This information is key for our project since it shows that a there is a solid gaming market in Perú. For the execution our business project, we will require funds in the sum of S/92,000, part of this will be financed, with an initially structured to be 40% funded by investors and 60% with paid in capital from our shareholders. The return of the invested capital is estimated to be fulfilled in the second year of operations, as it is reflected in the cash flow of our business plan.
Trabajo de investigación
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40

Palmieri, Anthony. "Constraint games revisited." Thesis, Normandie, 2019. http://www.theses.fr/2019NORMC207/document.

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Cette thèse présente de nouvelles techniques pour les Constraint Games.La manière de résoudre un Constraint Game est repensée en terme de propagation de contraintes.Les préférences des joueurs sont maintenant considérées comme des contraintes globales permettant une intégration transparente dans les solveurs de contraintes ainsi que d'améliorer l'efficacité du framework.Notre nouveau solveur ConGA est diffusé en open source.Celui-ci est plus rapide que les travaux connexes et est capable de trouver tous les équilibres de Nash, et cela même dans des jeux avec 200 joueurs voir 2000 pour certains jeux graphiques.Grâce à cette perspective, le framework a pu être utilisé pour résoudre un problème de routage dans le domaine des télécommunications. Les aspects centralisé et décentralisé ont été étudiés.La comparaison de ces derniers est très importante pour évaluer la qualité de service dans les applications multi-utilisateurs. L'évaluation de cette dernière peut être très coûteuse, c'est pourquoi nous proposons plusieurs techniques permettant d'améliorer la résolution de ce problème et ainsi d'améliorer la résolution du problème
This thesis revisits the Constraint games framework by rethinking their solving technique in terms of constraint propagation.Players preferences are considered as global constraints making transparently the integration in constraints solvers.It yields not only a more elegant but also a more efficient framework.We release our new solver ConGA in open source.Our new complete solver is faster than previous state-of-the-art and is able to find all pure Nash equilibrium for some problems with 200 players or even with 2000 players in graphical games.This new perspective enables us to tackle real-worlds Telecommunication problems.This problem is solved with a centralized perspective and a decentralized one.The comparison of the two last approaches is really important to evaluate the quality of service in multi-users application, but computationally consuming.That is why, we propose new techniques in order to improve the resolution process
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41

COSTA, LEANDRO DEMENCIANO. "WHAT THE ENTERTAINMENT GAMES HAVE THAT THE EDUCATIONAL GAMES DO NOT HAVE: PRINCIPLES TO PROJECT EFFICIENT EDUCATIONAL GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11728@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Determinar a diversão e o entretenimento como prioridades de projeto de um jogo com finalidade pedagógica parecia um tanto incoerente. Mas esta decisão nasceu da percepção de que jogos de entretenimento, que divertem e entretêm seus jogadores, funcionam muito bem em ambientes de ensino e aprendizagem - isto é notável no RPG e no Xadrez, por exemplo. Deste desafio, nasceu um jogo com fim pedagógico - A Dama da Música - que se mostrou mais efetivo que muitos jogos projetados com este objetivo. Isto confirmou a percepção inicial e reforçou uma hipótese a respeito dela, motivando a pesquisa desenvolvida na presente dissertação. Apoiando-se fundamentalmente na ótica estruturalista da Gestalt, com Max Wertheimer e Kurt Lewin, e com o respaldo de Jean Piaget, iniciou-se uma investigação sobre casos onde a aplicação de jogos de entretenimento para fins pedagógicos produziu resultados muito acima da média dos jogos projetados com este objetivo. Guiada pela pergunta: O que os jogos de entretenimento têm que os jogos com fins pedagógicos não têm? a pesquisa desenvolveu-se por meio do estudo detalhado de jogos existentes no mercado que têm fins pedagógicos declarados. Realizou-se, também, uma análise do projeto A Dama da Música com a finalidade de compreender o método projetual realizado.
Determining fun and entertainment as priorities of a educational game project was a little bit incoherent. However, this decision has its source in the well function perception of the entertainment games, which give its players amusement and entertainment, in an educational environment - it can be realized in RPG games and Chess, for example. This challenge resulted in a educational game - A Dama da Música - which is more effective than many other games with the same purpose. This fact confirmed the initial perception and reinforced a hypothesis about it, motivating the research that is developed in this paper. Based on the Gestalt structuralist view, defended by Max Wertheimer and Kurt Lewin, and according to Jean Piaget`s endorsement, an investigation about the cases where the use of entertainment games for pedagogical purposes produced results much better than the average produced by the games projected to this objective was started. Guided by the question: What the entertainment games have that the educational games do not have?, the research was developed through a detailed study of the games that have pedagogical purposes. An analysis of the project A Dama da Música was also developed in order to understand the method used on its project.
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42

Unéus, Danielle, and Emil Christenson. "Transgender in Games : A Comparative Study of Transgender Characters in Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-330774.

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This thesis contains an analysis of transgender characters in games. The method for selecting the characters was based on the importance of the character in the game with the requirement that the game must have sold at least half a million units. The goal was to analyse well-known characters in gaming history to get an overview of how the game industry has represented transgender in games. Out of 102 characters only six of them met the requirements and have been analysed with the use of queer theory. Gender and how the characters break the norms of what is feminine and what is masculine is in focus. In the analysis, the characters are examined through their mannerism, design, personality and dialogue. The analysis is then summarized into identifiable patterns. The result of this thesis is a better understanding of how transgender characters are portrayed in the game industry.
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43

Järleberg, ERik. "Pomax games: A new class of partizan games played on posets." Thesis, KTH, Matematik (Avd.), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-129532.

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A new class of partizan games (Pomax games) played on posets is presented. It is shown that all Pomax games are integer valued, and that it is NP-hard to determine the winner of an arbitrary Pomax game. Pomax games played on trees are solved, and also for Pomax games played on a chess-colored Young diagram.
En ny klass av partiska spel (Pomax-spel) som spelas på pomängder introduceras i detta exjobb. Vi visar att Pomax-spel är heltal, samt att det är NP-svårt att bestämma vinnaren hos godtyckliga Pomax spel. Vi visar även hur man kan lösa Pomax spel som spelas på träd, och även hur man löser Pomax-spel som spelas på Young diagram med schackfärgning.
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44

Taylor, Nicholas. "Gamo syntax." Thesis, SOAS, University of London, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.388500.

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45

Karlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.

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The following study investigates how recent games (2014 - 2018) visualize health and health changes, with a focus on the player character’s health, the player character taking damage and the graphical user interface (GUI). 50 games were coded via gameplay videos on YouTube and then analysed. The codes were then grouped together based on patterns and theoretical grounding. These groups were then examined with other studies and game design practices.
Följande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelarkaraktärens hälsa, när spelarkaraktären tar skada och GUI. 50 spel kodades via s.k. “gameplay” videor på YouTube och har sedan blivit analyserade. Koderna var sedan grupperade baserad på mönster och teori. Dessa grupper var sedan undersökta med andra studier och speldesign sedvänjor.
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46

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

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Melbourne is making a concerted bid to obtain the centenary 1996 Olympic Games. While much of its bid is occupied with explanations of the city’s ability to meet the International Olympic Committee’s (IOC) requirements, it is underpinned by a common theme that the city possesses a unique quality of “Friendliness”. (For complete abstract open document)
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47

Savett, Susan Mallard. "Games as theater for soul| An archetypal psychology perspective of virtual games." Thesis, Pacifica Graduate Institute, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3686802.

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Millions of people are spending billions of hours each week playing digital games. These astonishing numbers point to a vast reservoir of psychic material that has been relatively unexamined by the field of depth psychology. Yet, in a realm of virtual games where image is primary and fantasy is played out, soul (psyche) is clearly present in its various disguises.

Through play and fantasy, unconscious content of the psyche is able to express its deep longings. Hypnogogic landscapes of video games provide immersive realms in which players enact psychological dramas. However, to date most psychological research of game experiences has been primarily empirical analysis within cognitive behavioral psychology and neuroscience. The question of soul-making within games is rarely approached.

In this qualitative interdisciplinary study of game studies and depth psychology, the relationship between digital games and psyche is explored through the lens of archetypal psychology. The overarching goal is to address whether the constructs of archetypal psychology provide an adequate psychological framework for understanding the phenomena of digital game worlds.

This study looks primarily to archetypal psychologist and Jungian psychoanalyst James Hillman, to ground the research in depth psychological concepts of archetype, image, and soul. Hillman’s four concepts of personifying, pathologizing, psychologizing, and soul-making, as conveyed in Re-Visioning Psychology (1975/1992), provide the guideposts for the structure of interviews with four prominent game narrative designers, fieldwork discussions, and hermeneutic investigation of the literature.

The results of this dissertation demonstrate games as a virtual theater where psyche can play; the psychological necessity of personification and regression through fantasy; the role of archetypes in the creation process of game experiences; and the importance of archetypal influences within game realms for broader and richer context for soul’s participation. In addition, this study provides initial languaging allowing archetypal psychologists and game designers to enter into both game analysis and exploratory conversations, resulting in deeper meaning-making in gameplay. This work introduces depth psychologists to the important domain of digital games for soul and suggests to game designers a new access path as game designs evolve in new directions.

Keywords: Archetypal psychology, Jung, Hillman, videogames, pathology, soul.

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48

Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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49

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

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50

Långberg, Joakim. "Coevolution and turnbased games." Thesis, University of Skövde, School of Humanities and Informatics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-958.

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Artificial intelligence plays an increasingly important role in modern computer games. As the complexity of the games increase, so does the complexity of the AI.

The aim of this dissertation is to investigate how AI for a turnbased computer game can coevolve into playing smarter by combining genetic algorithms with neural networks and using a reinforcement learning regime.

The results have shown that a coevolved AI can reach a high performance in this kind of turnbased strategy games. It also shows that how the data is coded and decoded and which strategy that is used plays a very big role in the final results

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