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1

Jugulytė, Lina. "Augimo reguliatoriaus CCC įtaka darželinės našlaitės (Viola x wittrockiana Gams) auginimui." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130621_111352-59005.

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Darbo objektas – našlaičių (Viola x wittrockiana Gams) daigai apdoroti skirtingos koncentracijos augimo reguliatoriaus CCC tirpalais (0,15 %, 0,30 % ir 0,45 %), skirtingais būdais (laistant ir purškiant) ir dažniais (kas 7 dienas ir 14 dienų). Darbo metodai: Tirti našlaičių biometriniai rodikliai pagal J. Vaidelio (2005) sudarytą metodiką. Matavimai atlikti balandžio 20 d., augalams pasiekus žydėjimo tarpsnį (BBCH 60 - 65), kurio metu vertinta našlaičių daigų žiedų dydis, žiedstiebių ir lapkočių ilgiai, kerelių aukštis bei plotis, apskaičiuotas žiedpumpurių ir lapų skaičius bei nustatyta žydėjimo pradžia. Darbo rezultatai. Panaudotas augimo reguliatorius CCC, turėjo įtakos našlaičių (Viola x witrockiana Gams) daigų kokybiniams rodikliams. Didinant tirpalo koncentraciją (0,15 %, 0,30 %, 0,45 %) nustatyta lapų, žiedpumpurių skaičiaus didėjimo tendencija ir vėlino žydėjimo pradžią. Skirtinga koncentracija statistiškai patikimai veikė (mažino) našlaičių kerelių aukštį, žiedstiebio ir lapkočio ilgį bei kerelių skersmenį. Patikimai daugiausiai lapų užaugino, našlaitės, kurios buvo laistytos kas 14 dienų lyginant su kontroliniu variantu. Žydėjimo trukmę labiausiai įtakojo laistymas kas 14 d. didžiausios koncentracijos tirpalu, tuo tarpu anksčiausiai žydėti pradėjo daigai, purkšti kas 7 dienas, 0,15 % CCC tirpalu. Didžiausią įtaką lapkočio ir žiedstiebio ilgiui turėjo laistymas kas 14 d., 0,45 % tirpalu. Didinant koncentraciją, tačiau ribojant purškimų skaičių, našlaičių daigai... [toliau žr. visą tekstą]
Object of the work: pansy (Viola x wittrockiana Gams) seedlings treated with different concentrations of growth regulator CCC solutions (0,15 %, 0,30 % and 0,45 %) in different ways (spraying and watering) and frequency (every 7 and 14 days ). Methods of the work: pansy biometric parameters were measured using the methodology by J. Vaidelys (2005). Measurements were carried out on 20th April. When plants reached the flowering stage (BBCH 60 - 65) during which assessment of pansy size of flowers, and the stalks lengths, seedling height and diameter, calculated the number of flower buds and leaves and set the beginning of flowering. The results of the work: growth regulator CCC, had an impact on pansy’s (Viola x witrockiana Gams) seedling quality parameters. Increasing the concentration of the solution (0,15%, 0,30%, 0,45%), amount of leaves and buds increasing trend. Different concentrations were significantly reduced pansy seedling height, stalk length and diameter of the plant, but did not affected the flower size. The biggest impact was 0,45 % concentration of the solution. Reliably produced the most leaves, pansy, which watered every 14 days compared with the control treatment. Flowering time was much influenced by watering every 14 days with the highest concentration of a solution, while the earliest flowering started when pansy was spray every 7 days with 0,15 % CCC solution. The biggest impact on the stalk and the length was watering every 14 days with 0,45% solution... [to full text]
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2

Dove-Rumé, Janine. "Quête, communication et connaissance : étude des "Gams" dans Moby-Dick ; or, The Whale de Herman Melville." Paris 8, 1986. http://www.theses.fr/1987PA080053.

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Il existe dans Moby-Dick; or, The Whale de Herman Melville, ecrit en 1851, neuf rencontres entre baleiniers en mer. Ces rencontres designees sous le nom de "gams" ne correspondent nullement a la definition donnee par melville. Par une etude textuelle approfondie, je montre que ces "gams" depassent le cadre de la narration pour s'inscrire dans une trame symbolique complexe; qu'ils representent, en quelque sorte, une miniaturisation du roman dans son ensemble; et que leur message profond est en relation etroite avec le probleme de l'ecriture et du langage, problemes qui font l'objet de mon introduction. La "White whale" constitue leur objectif commun, et a travers elle, Melville pose des problemes fondamentaux sur la creation, la transcendance, la vie et la mort, l'absence et le neant. Les "gams" s'inscrivent dans une trajectoire initiatique qui concerne aussi bien le narrateur que le lecteur, et forment un ensemble tres structure. A travers le ludique qui les caracterise, l'auteur renverse les valeurs de la civilisation judeo-chretienne pour refaire le monde a sa facon. Monde dans lequel ce qui est rejete par la societe occidentale-reprouves et excrements par exemple-- est dote de connotations posi- tives et sacrees. Le systeme digestif a une place de choix au sein de la symbolique des "gams" et, a la lumiere de recoupements divers-- gnose, alchimie et mythes de la digestion-- je montre que Melville tente d'abolir des poles apparemment divergents tels l'humain et le divin, le materiel et le spirituel. Le narrateur, parti a la recherche d'un transcendant, decouvrira son unite dans les limites memes de l'ex- perience humaine et de la matiere. Les neuf rencontres du pequod sont caracterisees par l'absence de communication, mais le mot "gam" lui ( qui ne signifie pas rencontre), symbolise une coincidentia oppositorum de la communication initiatique entre elements opposes
In Moby-Dick; or, The Whale, written by Herman Melville, in 1851, the pequod meets nine other ships at sea. The meetings, supposed to be "gams", do not correspond to Melville's definition of the word. Through a detailed study of the text, i try to show that the gams are to be viewed beyond the narrative frame properly speaking, that they are very well structured, and that they represent the book in miniature. They are closely related to the problems of language and writing, which constitute the main part of my introduction. The meaning of the white whale is their main objective, and through that quest, the narrator questions whiteness, creation, transcendence, life and death, absence and nothingness. Both narrator and reader are involved in the initiatic path imposed by the gams. Through the play atmosphere that pervades the gam-chapters, the narrator topples judeo-christian values to build a world of his own in which he rehabilitates whatever is rejected by western traditions, e. G. Castaways and faeces. At the heart of the symbolic web of the gams, is the digestive process, which melville elaborates fully, and, through cross-checkings with gnosis, alchemy and digestion myths, as well as through the christ image, he attempts at abolishing any dichotomy between the human and the divine, matter and spirit etc. In his search for the transcendent, the narrator will discover his own unity and identity within the limits of human experience and of matter. If the nine meetings of the pequod are characterized by the absence of any communication, the word "gam", different in meaning, symbolizes coincidentia oppositorum and initiatic communication between opposite poles
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3

Cain, Mark J. "A GAMS-based model of the U.S. Army Wartime Ammunition Distribution System for the Corps level." Thesis, Monterey, California. Naval Postgraduate School, 1985. http://hdl.handle.net/10945/23244.

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Approved for public release; distribution is unlimited
The U.S. Army Wartime Ammunition Distribution System (WADS) will experience an unprecedented demand for ammunition under the operational concept of Airland Battle. To meet demand, proper storage facility location and an efficient flow through the distribution network will be required. Using information from Army Field Manuals, maps and simulation data for demand, both a mixed integer program (MIP) and a sequential, optimization-based heuristic are developed to model the WADS. The Generalized Algebraic Modelling System is used to implement both models. The sequential heuristic locates ammunition facilities with a binary integer program and then directs ammunition through those facilities utilizing a network flow model with side constraints. The MIP integrates location and flow decisions in the same model. For a general scenario, the sequential heuristic locates a 21 node, 30 arc network with ammunition flows over 30 time periods in 22 CPU seconds on an IBM 3033AP. For the same scenario the MIP obtains a solution for only a 3 time period problem in 87 CPU seconds. Keywords: Ammunition, Integer programming, Heuristic, Networks
http://archive.org/details/gamsbasedmodelof00cain
Captain, United States Army
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4

Dove-Rumé, Janine. "Quête, communication et connaissance étude des "gams" dans "Moby-Dick" or "The Whale" de Herman Melville." Lille 3 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb37597439w.

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5

Poignant-Molina, Léo. "Primary controls on iron and manganese distribution in sphalerite of the Gams Formation, Gamsberg zinc deposit, Namaqualand, South Africa." Thesis, Rhodes University, 2018. http://hdl.handle.net/10962/63775.

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The Gamsberg deposit is a 200 Mt zinc reserve belonging to the world class base metalrich Aggeneys-Gamsberg mining district. A rifting environment permitted the development of four proximal SEDEX-type deposits whereby Gamsberg is localized in the eastern side of the district and characterised by a peculiar enrichment in manganese. This study investigates the geochemistry of sphalerite in the Gams Formation holding the economic units of the deposit. Microscopic petrography revealed that most of primary textures have been overprinted by recrystallization, alteration, replacement and deformational textures produced during the polyphase metamorphism of the Namaquan Orogeny. Therefore, EPMA analysis provided the bulk of information to define the geochemical distribution of sphalerite. A lateral variation was noticed throughout the Gams Formation, whereby the North orebody presents Zn-rich and Fe+Mn-poor sphalerite while the West and East orebodies contain Zn-poor and Fe-Mn-rich sphalerite. This feature has been interpreted as the association of a chemocline and a variation in the basin topography defining deep Mn+Fe-rich zones and shallow Mn+Fe-poor zones in the primitive basin. It is suggested that mineralized hot brines mixed with seawater developed the chemocline. The uneven topography shaped the geochemical variation between the actual orebodies.
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6

Cachon, Henri. "Stérilité mâle chez la pensée (Viola Wittrockiana Gams. ) : induction, déterminisme génétique et utilisation pour la création de variétés hybrides." Paris 11, 1985. http://www.theses.fr/1985PA112291.

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Ce travail, réalisé à la demande des sélectionneurs privés, a pour but de faciliter et d'accroître la production de nouvelles variétés hybrides F1 de pensée par l'acquisition d'une stérilité mâle. Les hybrides entre V. Tricolor V. Lutea ont joué un rôle important dans l'évolution des pensées. En effet, les anomalies observées en méiose sont sans doute à l'origine de la variabilité structurale chromosomique que nous avons constatée dans les variétés actuelles. La stérilité mâle, obtenue par traitements mutagènes (méthane sulfonate d'éthyle) de la variété "Paramount" F1 jaune, est monogénique récessive et se disjoint de façon tétrasomique. Un programme de sélection récurrente par rétrocroisements pour introduire ce gène dans diverses lignées est proposé. Les génotypes mâles stériles doivent être clonés, par bouturage pour tester leur aptitude à la combinaison, et ensuite par culture in vitro pour produire des semences hybrides F1. La complexité de ce programme est liée : à la variabilité des lignées, avec des impossibilités d'introduction pour certaines d'entre elles. A la nature autopolyploïde de la pensée ; les recombinaisons recherchées n'apparaissant qu'avec un taux très faible. -à la baisse de vigueur liée à la consanguinité et aux difficultés rencontrées pour rechercher un hétérosis maximum dans les F1
The purpose of this work carried out upon request of private breeders is to facilitate and to increase the production of new F1 hybrid pansy varieties by introducing male sterility. The crossing between V. Tricolor and V. Lutea has played a major part in the evolution of pansies. The structural chromosome variability in current varieties is probably due to the abnormalities observed in meiosis. -The male sterility obtained by mutagenic treatments (E. M. S. ) of the yello F1 variety "Paramount" is recessive monogenic, and disjoins following a tetrasomic pattern. A bacKcrossing programme of recurrent selection is proposed in order to introduce this gene into various lines. The male sterile genotypes must be cloned first by cuttings in order to test their combining ability, and then by culture in vitro in order to produce F1 hybrid seeds. The complexity of this programme is due to : variability of lines because such a gene cannot be introduced into some lines. The autopolyploid nature of pansies there is only a low rate of desired recombinations. Loss of vigour related to inbreeding, and to the difficulties encountered in the search for maximum heterosis in F1 hybrids
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7

Ono, Ricardo Terumichi. "Estudo de viabilidade do transporte marítimo de contêineres por cabotagem na costa brasileira." Universidade de São Paulo, 2001. http://www.teses.usp.br/teses/disponiveis/3/3135/tde-16012002-102949/.

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O presente trabalho apresenta o panorama atual do transporte marítimo de contêineres por cabotagem no Brasil. Fez-se um breve descritivo do contexto em que se situa tal segmento do transporte marítimo, avaliando as condições para a sua viabilidade e apontando os principais entraves e reformas necessárias no setor portuário. O grande potencial de crescimento encontrado no setor motivou a elaboração de uma metodologia para desenvolvimento de uma ferramenta de apoio à decisão, na qual parâmetros relativos à demanda de mercados e características da frota podem ser testados para o dimensionamento desta, bem como a programação dos navios estabelecendo rotas e escalas nos portos que configuram esse cenário. A metodologia empregada pode ser dividida em duas etapas: a primeira consiste na geração de todos os roteiros viáveis, juntamente com os parâmetros relativos a cada uma das rotas para cada classe de embarcação. A segunda etapa consiste no desenvolvimento de um modelo de programação linear, cujo objetivo é a minimização do custo total da operação de cabotagem. Os modelos foram estruturados de forma a apresentar o dimensionamento da frota por classe de embarcação, a rota para cada embarcação da frota e a freqüência de atendimento ou escala em cada porto.
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8

Sanyang, Sidi. "Studies on the mixtures of Metarhizium flavoviride Gams & Rozsypal oil formulated conidia and lambda-cyhalothrin insecticide against locust and grasshoppers." Thesis, University of Reading, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.363664.

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9

Hosny, Sameh Shawky Ibrahim. "LARGE SCALE LINEAR OPTIMIZATION FOR WIRELESS COMMUNICATION SYSTEMS." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1482232039296433.

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10

Palmer, Django. "Estimating the LES demand system using Finnish household budget survey data." Thesis, Uppsala universitet, Statistiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-376293.

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11

Schwarz, Ondřej. "Vybrané optimalizační modely pro redukci rizik v letecké přepravě." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2015. http://www.nusl.cz/ntk/nusl-233167.

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The diploma thesis deals with mathematical modeling of the situation when due to the increased risks occurring around Europe there is a need of immediate transport of Czech citizens back to the Czech Republic. The model takes into account the general level of random fluctuations in demand and transportation costs. The optimization model is then built on the ideas of stochastic programming and includes real and expert data in the field of air transportation, which are later implemented into GAMS. The results are discussed. The survey part of the diploma thesis is devoted to the possibility of applying linear and stochastic programming, the interpretation of the mathematical transportation theory. It describes the basic tools and development environment and the realization of mathematical model based on real data in GAMS. The second part of the thesis deals with a proposal of possible improvements in aviation by applying the real data into the model and by analyzing the obtained results.
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Stone, Brian Edward. "Species landscape relations at multiple scales: case studies with two owl species, powerful owl (Ninox strenua) and Southern Boobook (Ninox novaeseelandiae)." Thesis, The University of Sydney, 2015. http://hdl.handle.net/2123/12805.

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Models of complex natural systems often demonstrate significant limitations in addressing issues such as the distribution of animal species, particularly in relation to long recognised “problems of scale”. One of the more important theories of scale is Hierarchy Theory (HT). Not surprisingly this theory provides an important framework for surveying and modelling a range of complex, multi-scale natural systems. In this thesis a range of models are developed that focus on contrasting sized Hawk Owls, the larger Powerful Owl (Ninox strenua) and the smaller Southern Boobook (Ninox novaeseelandiae). The models are used to investigate owl distributions from the micro scale (sampling sites) through the meso scale (250 km2 study area) in forests east of Bathurst NSW, to the macro scale (Bioregion). Two different types of modelling were used. The first is Regression (i.e. Generalised Additive Models (GAMs)). The second type is Spatial Point Process (SPP) modelling. Whilst HT has a valuable role as a conceptual construct for multi scale ecological studies, the results from this study challenge some of the presumptions of HT and its relevance to cost effective, practical management. In this thesis I demonstrate that both regression models and spatial point process models have a role to play in predictive modelling. However, they require an adequate number of data points derived from rigorous spatial sampling design and survey methodology. Furthermore, the results of such models utilised within a specific landscape may lack the capacity to be extrapolated to other landscapes, as well as other locations in a species’ range. Important questions have been addressed relating to the value and role of multi scale spatial species distribution and species environment modelling. For some key species and for some broad scale landscapes, management and species conservation practices may require modelling studies, appropriate spatial sampling design and consequently, costly data requirements.
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13

Philip, Jean-Marc. "Dynamique intertemporelle et équilibre général calculable : Une application à l'accord de partenariat économique entre l'Union européenne et le Ghana." Thesis, Aix-Marseille 2, 2011. http://www.theses.fr/2011AIX24019.

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L’objectif de la thèse est d’identifier la pertinence des modèles en équilibre général calculable (MEGC) pour analyser la problématique posée par les Accords de Partenariat Économique (APE) entre l’Union européenne et les pays ACP. Une revue de la littérature est d’abord réalisée, puis un modèle en équilibre général calculable (MEGC) à dynamique intertemporelle est construit pour analyser l’impact de l’APE sur un pays spécifique : le Ghana. À partir du constat portant sur la diversité des résultats de simulations, qui dépendent essentiellement de la structure du modèle et des modes de fermeture choisis par le modélisateur, ce travail cherche à mettre en évidence la largeur du faisceau de résultats possibles et l’impossibilité de mettre en avant les bénéfices potentiels qui peuvent être attendus d’un tel accord en s’appuyant simplement sur des MEGC néoclassiques standards
This work aims to analyze to what extent the use of an applied general equilibrium model (AGE) allows to correctly assess the potential economic impact of EPAs between ACP countries and the European Union. First, a review of the literature is conducted and then an intertemporal dynamic AGE model is built in order to assess the potential impact of EPA on a specific country: Ghana. From the variety of results resulting from the models simulations and depending on hypothesis made on the model structure and the type of closure chosen by the modeler, our work aims to stress the risk of using standard neoclassical Walrasian models to assess the potential benefits of an EPA on ACP countries economy
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14

Beyá, Marshall Ignacio Nicolás. "Optimización de la Operación del Sistema Embalse Puclaro Incorporando el Objetivo de Generación Hidroeléctrica." Tesis, Universidad de Chile, 2010. http://www.repositorio.uchile.cl/handle/2250/103713.

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En la cuenca del río Elqui, región de Coquimbo, están ubicados los Embalses La Laguna y Puclaro. Recientemente en el año 2008 al embalse Puclaro se le integró la central hidroeléctrica del mismo nombre concebida como central de pasada, manteniéndose las decisiones de operación del embalse dominadas por el uso del agua para riego. El esquema de operación actual, considerado como conservador, apunta principalmente a tener los embalses, La Laguna y Puclaro, llenos al inicio de la temporada de riego. Tal esquema resulta a menudo en vertimientos desde los embalses durante la época de deshielo, con la consiguiente pérdida de energía generable. El objetivo del presente trabajo es explorar posibles mejoras de la operación actual de los sistemas de control de aguas en la cuenca del río Elqui que no solamente consideren el uso del agua en riego, sino que también la generación hidroeléctrica. Específicamente, se busca un esquema de operación que permita incrementar la generación eléctrica sin perjuicio de la producción agrícola. Se desarrolló una herramienta capaz de proponer una política y secuencia de operación que maximiza la producción eléctrica considerando las demandas de riego. Se utilizó el programa computacional de modelamiento algebraico GAMS para modelar el sistema y optimizar la operación en base a un pronóstico de caudales afluentes a la cuenca. La herramienta desarrollada utiliza dos modelos acoplados, donde el primero de ellos, denominado Modelo de Valor Futuro del Agua Embalsada entrega, mediante el método Value iteration (programación dinámica), entrega una aproximación de las funciones de valor futuro del agua embalsada. Los resultados de este primer modelo son utilizados por el segundo modelo, de Re-optimización, el que tiene el objetivo de generar una secuencia óptima de operación en el periodo de simulación, a partir de un pronóstico de caudales afluentes a la cuenca y las funciones de valor futuro. El análisis de los resultados obtenidos permite concluir que se desarrolló una herramienta de apoyo a la toma de decisiones que optimiza el recurso hídrico disponible en la cuenca y se espera que el trabajo realizado sea un aporte real al mejoramiento de la operación de los sistemas de control de aguas en la cuenca del río Elqui. Los modelos generados en este trabajo están ajustados para ser utilizados en la cuenca del río Elqui. Sin embargo, pueden ser implementados en otras cuencas que posean uno o más embalses y centrales hidroeléctricas, y que además no necesariamente tengan como objetivo principal suplir las demandas de riego.
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Franěk, Martin. "Optimalizační modely rizik v produkci ryb." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-446782.

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This diploma thesis deals with the risk associated with fish production. Selected risks are further taken into account. The risks are further described and addressed using the FMEA matrix. The thesis contains a mathematical model that solves the optimal population of the pond in order to maximize profits. The model includes fixed input parameters, which includes the price of hatchery material and the market price of fish. Furthermore, the model contains random input parameters that are limited by the intervals and includes the growth coefficient and the size of the population in the pond. The optimization model is based on simulated data, which are based on real data and statistically determined estimates. The used data are processed into tables in MS Excel for better visualization. GAMS software is used for software implementation of the model.
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Wenzel, Inajá Marchizeli [UNESP]. "Patogenicidade de Lecanicillium lecanii (ZIMM.) Zare & GAMS ao ácaro rajado Tetranychus urticae (Acari:Tetranychidae) e sua compatibilidade a agrotóxicos e organismos biocontroladores utilizados na cultura do crisântemo." Universidade Estadual Paulista (UNESP), 2005. http://hdl.handle.net/11449/105419.

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Made available in DSpace on 2014-06-11T19:35:00Z (GMT). No. of bitstreams: 0 Previous issue date: 2005-11-01Bitstream added on 2014-06-13T18:45:54Z : No. of bitstreams: 1 wenzel_im_dr_botfca.pdf: 544393 bytes, checksum: f67161337e2bde1fdbfde14613c06462 (MD5)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Secretaria Agricultura
Este trabalho teve como objetivo avaliar a patogenicidade do isolado JAB 02 de Lecanicillium lecanii (Zimm.) Zare & Gams ao ácaro rajado Tetranychus urticae e a sua compatibilidade com agrotóxicos, nematóides entomopatogênicos e ácaros predadores. Os conídios do fungo, produzidos em arroz, foram avaliados nas concentrações de 5 x 106, 1 x 107, 5 x 107, 1 x 108 e 5 x 108 conídios/mL. A partir das porcentagens de mortalidade de T. urticae, que variaram entre 49 e 90% no décimo dia de avaliação, foi determinada a CL50 de 5,25 x 106 con./mL. A compatibilidade em laboratório foi verificada misturando-se os agrotóxicos em meio de cultura BDA e os parâmetros utilizados para a avaliação foram crescimento vegetativo, esporulação e viabilidade do entomopatógeno. Em condições de estufa, as suspensões dos produtos químicos e, posteriormente, a do fungo foram pulverizadas em plantas de crisântemo. Após a aplicação, quatro folhas foram coletadas e lavadas obtendo-se uma suspensão que foi plaqueada em BDA, sendo então avaliado o crescimento das colônias do fungo. Verificou-se, em laboratório, que a maioria dos inseticidas e os acaricidas foram compatíveis ao fungo, com exceção do inseticida Thiodan® classificado como muito tóxico. Todos os fungicidas testados foram classificados como tóxico e muito tóxico. Em condições de estufa, no tratamento com o fungicida Rovral® foi observado um número de colônias fúngicas formadas compatível com a testemunha. Essa compatibilidade repetiu-se para os produtos Alto 100® e Thiodan® em alguns dos tempos avaliados. No teste de patogenicidade, os conídios produzidos em meio de cultura com inseticidas e acaricidas, a partir da compatibilidade em laboratório, não tiveram sua viabilidade afetada e foram patogênicos ao ácaro rajado Tetranychus urticae. Além disso, foram realizados...
The objective of this study was to evaluate the pathogenicity of Lecanicillium lecanii (Zare & Gams), isolate JAB 02, to the two-spotted mite Tetranychus urticae (Koch), its compatibility with agrochemical products and its selectivity to entomopathogenic nematodes and predatory mites. The pathogenicity of the fungus produced in rice to T. urticae was evaluated at the concentrations of 5 x 106, 1 x 107, 5 x107, 1 x 108 and 5 x 108 conidia/mL. The mortality rates of T. urticae ranged from 49 and 90 % in the tenth evaluation day and the LC50 was 5,25 x 106 conidia/mL. The compatibility in laboratory was verified by adding chemical products to the PDA media and the evaluated parameters were the vegetative growth, sporulation and viability of the entomopathogen. In greenhouse, L. lecanii were sprayed on chrysanthemum plants after the pulverization of the chemical products; subsequently, four leaves of each treatment were collected and washed to obtain a suspension that were transferred to PDA medium to evaluate the growth of the fungus colonies in laboratory conditions. The acaricides and the most of insecticides were compatible to the isolate JAB 02, except the insecticide Thiodan®, which was classified as very toxic. All the evaluated fungicides were classified as toxic or very toxic. In greenhouse assays, the fungicide Rovral® produced a number of grown colonies similar to those of the control and this compatibility was also showed by the products Alto 100® and Thiodan® in some of the evaluated periods. In another pathogenicity test, when L. lecanii were grown in culture media containing the insecticides, the conidia viability were not affected and the fungus were pathogenic to T. urticae, with mortality rates superior to the control in some cases. Also, compatibility bioassays involving L. lecanii at 5 x 106, 1 x 107 and 5 x 107 con./mL and the entomopathogenic nematodes Steinernema sp. (CB n6) and Heterorhabditis indica (CB n5) were conducted.
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17

Wenzel, Inajá Marchizeli 1976. "Patogenicidade de Lecanicillium lecanii (ZIMM.) Zare & GAMS ao ácaro rajado Tetranychus urticae (Acari:Tetranychidae) e sua compatibilidade a agrotóxicos e organismos biocontroladores utilizados na cultura do crisântemo /." Botucatu : [s.n.], 2005. http://hdl.handle.net/11449/105419.

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Orientador: Antonio Batista Filho
Banca: Carlos Frederico Wilcken
Banca: Antonio Carlos Monteiro
Banca: Jose Eduardo Marcondes Almeida
Banca: Luis Garrigos Leite
Resumo: Este trabalho teve como objetivo avaliar a patogenicidade do isolado JAB 02 de Lecanicillium lecanii (Zimm.) Zare & Gams ao ácaro rajado Tetranychus urticae e a sua compatibilidade com agrotóxicos, nematóides entomopatogênicos e ácaros predadores. Os conídios do fungo, produzidos em arroz, foram avaliados nas concentrações de 5 x 106, 1 x 107, 5 x 107, 1 x 108 e 5 x 108 conídios/mL. A partir das porcentagens de mortalidade de T. urticae, que variaram entre 49 e 90% no décimo dia de avaliação, foi determinada a CL50 de 5,25 x 106 con./mL. A compatibilidade em laboratório foi verificada misturando-se os agrotóxicos em meio de cultura BDA e os parâmetros utilizados para a avaliação foram crescimento vegetativo, esporulação e viabilidade do entomopatógeno. Em condições de estufa, as suspensões dos produtos químicos e, posteriormente, a do fungo foram pulverizadas em plantas de crisântemo. Após a aplicação, quatro folhas foram coletadas e lavadas obtendo-se uma suspensão que foi plaqueada em BDA, sendo então avaliado o crescimento das colônias do fungo. Verificou-se, em laboratório, que a maioria dos inseticidas e os acaricidas foram compatíveis ao fungo, com exceção do inseticida Thiodan® classificado como muito tóxico. Todos os fungicidas testados foram classificados como tóxico e muito tóxico. Em condições de estufa, no tratamento com o fungicida Rovral® foi observado um número de colônias fúngicas formadas compatível com a testemunha. Essa compatibilidade repetiu-se para os produtos Alto 100® e Thiodan® em alguns dos tempos avaliados. No teste de patogenicidade, os conídios produzidos em meio de cultura com inseticidas e acaricidas, a partir da compatibilidade em laboratório, não tiveram sua viabilidade afetada e foram patogênicos ao ácaro rajado Tetranychus urticae. Além disso, foram realizados...(Resumo completo, clicar acesso eletrônico abaixo)
Abstract: The objective of this study was to evaluate the pathogenicity of Lecanicillium lecanii (Zare & Gams), isolate JAB 02, to the two-spotted mite Tetranychus urticae (Koch), its compatibility with agrochemical products and its selectivity to entomopathogenic nematodes and predatory mites. The pathogenicity of the fungus produced in rice to T. urticae was evaluated at the concentrations of 5 x 106, 1 x 107, 5 x107, 1 x 108 and 5 x 108 conidia/mL. The mortality rates of T. urticae ranged from 49 and 90 % in the tenth evaluation day and the LC50 was 5,25 x 106 conidia/mL. The compatibility in laboratory was verified by adding chemical products to the PDA media and the evaluated parameters were the vegetative growth, sporulation and viability of the entomopathogen. In greenhouse, L. lecanii were sprayed on chrysanthemum plants after the pulverization of the chemical products; subsequently, four leaves of each treatment were collected and washed to obtain a suspension that were transferred to PDA medium to evaluate the growth of the fungus colonies in laboratory conditions. The acaricides and the most of insecticides were compatible to the isolate JAB 02, except the insecticide Thiodan®, which was classified as very toxic. All the evaluated fungicides were classified as toxic or very toxic. In greenhouse assays, the fungicide Rovral® produced a number of grown colonies similar to those of the control and this compatibility was also showed by the products Alto 100® and Thiodan® in some of the evaluated periods. In another pathogenicity test, when L. lecanii were grown in culture media containing the insecticides, the conidia viability were not affected and the fungus were pathogenic to T. urticae, with mortality rates superior to the control in some cases. Also, compatibility bioassays involving L. lecanii at 5 x 106, 1 x 107 and 5 x 107 con./mL and the entomopathogenic nematodes Steinernema sp. (CB n6) and Heterorhabditis indica (CB n5) were conducted.
Doutor
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18

Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.

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The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to achieve the appearance of intelligence. By practical application of the methods learned it became apparent certain theoretical ideas was not optimally compatible with the provided framework. And a redesign of the conflicting module was nescecary.The system implemented performed well within the industry standards. But no experimental prototyping of unorthodox methods could be made with the system due to lack of time to implement such features. A couple of optimality tweaks been discovered since the end of the implementation phase of the project and the author will keep theese in mind when continuing work on the system in the future.
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19

Gams, Franziska [Verfasser], Stefan M. [Akademischer Betreuer] Leucht, and Johann [Akademischer Betreuer] Förstl. "Psychoedukation von schizophren Erkrankten: Wertigkeit des video-geleiteten Verfahrens im Vergleich zur Therapeuten- bzw. Peer- geleiteten Methode / Franziska Gams. Gutachter: Stefan M. Leucht ; Johann Förstl. Betreuer: Stefan M. Leucht." München : Universitätsbibliothek der TU München, 2014. http://d-nb.info/1051934958/34.

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20

Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.

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Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. The game was rendered using a simple hardware accelerationlibrary. A simple story was invented and there was some research on learning andprogramming in games.A set of levels was made, matching the story and introducing puzzles related tosimple programming. These levels were used in testing to collect data on usability,entertainment, and learning. There were also tests of the performance of the gameon several systems, and an evaluation was made on creating content for the game.The game has potential for being used to teach programming to first yearstudents, as testers found it to be both fun and educational. We do not know if itwould be possible to use it, as it does not currently run on thin clients. If studentscan run it, we feel that it should be possible for teachers to create puzzles thatemulate the teaching goal.
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21

Kutílek, Vladislav. "Optimalizační modelování rizik v GAMSu." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-446787.

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The diploma thesis deals with the possibilities of using the optimization modelling software system GAMS in risk management. According to the assignment, emphasis is placed on a detailed approach to the program for those, who are interested in its use in the field of risk engineering applications. The first part of the thesis contains the knowledge to understand what the GAMS program is and what it is used for. The next part of the work provides instructions on how to download, install, activate the program and what the user interface of the program looks like. Thanks to mathematical programming, it will be explained on a project on the distribution of lung ventilators, what basic approaches may be used in risk modelling in the GAMS program on a deterministic model. The following are more complex wait-and-see models, which contains the probability parameters and here-and-now models, where we work with demand scenarios and verify whether if they meets the requirements of other scenarios or calculate costs for the highest demands. The two-stage model is also one of the here-and-now models, but it is significantly more complex in its size and range of input data, it includes additional price parameters for added or removed pieces of lung ventilators from the order.
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22

Silva, Consuelo Cristina Gomes. "Aplicação de metodos de otimização para o calculo do equilibrio quimico e de fases combinados para processos com gas de sintese." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/266233.

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Orientadores: Reginaldo Guirardello, Gustavo Paim Valença
Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Quimica
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Resumo: Essa pesquisa consiste em aplicar métodos de otimização global para o cálculo do equilíbrio químico e de fases combinados para misturas com gás de síntese. O gás de síntese tem grande interesse industrial, pelas inúmeras possibilidades de produção de diversos compostos químicos. Dessa forma, é fundamental conhecer as condições termodinâmicas que favoreçam a obtenção de determinado produto. A aplicação de métodos de otimização global é de grande interesse para a determinação do equilíbrio, uma vez que permite realizar em um único procedimento o cálculo de equilíbrio e a análise de estabilidade de fases. Como estudos de caso, o método é aplicado em um conjunto de situações que consiste em 280 compostos em potencial que geram como produtos: o gás de síntese a partir do metano e vapor d¿água ¿ já que os reatores operam em condições próximas ao equilíbrio; a produção de hidrocarbonetos e a produção de metanol a partir do gás de síntese. Afim de atingirmos o objetivo dessa pesquisa, observamos que apenas as situações para produção de gás de síntese não necessitam de restrições para incluir a influência do catalisador. Os demais produtos derivados requerem algum tipo de restrição adicional, como evitar a formação de metano e coque. Trabalhamos com o software comercial GAMS, aplicamos o solver CONOPT 2 o qual utiliza-se da PNL (Programação Não-Linear) para a resolução, o modelo caracteriza-se como convexo. Aplicamos métodos de programação matemática diferenciados no intuito de estudarmos o desempenho de cada um
Abstract: This research consists of applying methods of global optimization for chemical equilibrium calculation and combined phases for mixtures with synthesis gas. The synthesis gas has great industrial interest, for the innumerable possibilities of various chemical composite productions. Of this form, is basic to know the thermodynamic conditions which favor the attainment of definitive product. The application of methods of global optimization has great interest for the determination of the equilibrium, a time that allows determining through in an only procedure the calculation of equilibrium and the analysis of stability of phases. As case study, the method is applied in a set of reactions that generate as product the synthesis gas. Since the reactors operate in conditions near the equilibrium, we will apply methods of similar mathematical programming differentiated to study the performance of each one
Doutorado
Desenvolvimento de Processos Químicos
Doutor em Engenharia Química
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23

Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.

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In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of the rules of the game. Changes to the rules are invoked in an attempt to remove their fringe of incompleteness in governing game-conduct and in the interests of creating and sustaining a viable game. These case-studies and a typification of game-rules provides the basis for analysis of the constituting of institutionalised 'invasion' games such as basketball, rugby union, soccer, rugby league, and netball. Interview material and documentary evidence is provided to argue that rule-changes are principally the outcome of a dynamic between legislators and players. Players explore the insufficiency of rules in precisely determining conduct in the game, and legislators respond by modifying the rules, to consolidate the game and thereby preserve characteristic features of game-identity and game-viability. This is elaborated by applying Elias's figurational analysis: changes to game rules are conceived as an unintended and unanticipated consequence of powerbalances and the different interests of the functionally interdependent groups who produce game-processes. By virtue of their separate functions in this process, each group seeks to mobilise their power and resources in pursuit of their interests in the game-process. Confirmation for the perspective upon game-constitution developed in this project is sought in an analysis of one contemporary initiative to establish an invasion game as constituted by a set of hybrid rules from Australian Rules and Gaelic Football. This analysis of game-processes and game-rules is designed to both exemplify and inform social theory, and also to make a significant contribution to sociological analysis of the development of contemporary sport.
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24

Ulverová, Michaela. "Optimalizační modely pro podporu strategického rozhodování." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2009. http://www.nusl.cz/ntk/nusl-228545.

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The thesis deals with possibilities of mathematical modeling for public university budgets. Firstly, external conditions of public university financial inflows are discussed and~illustrated by using particular data. The related basic legislature is introduced. In~the~next part, internal financial flows are described the help of a general scheme. Step-by-step, a mathematical model of the university budget was built with using analysis of existing data, rules and formulas. The proposed model represents nonlinear multi–stage scenario-based stochastic programme, involving linear and network-flow like constraints. It allows to take into account more objective functions and related parametric analysis. The model was implemented in the algebraic modeling system GAMS with~interface to MS Excel. The aim of the presented mathematical model was not to offer a tool that would be used for automatic distribution of financial resources of the university, but to give flexible possibilities to its user to realize computational experiments and in this way to achieve a deeper insight into the modeled problem.
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25

Pluskal, Jaroslav. "Pokročilé optimalizační modely v oblasti oběhového hospodářství." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2019. http://www.nusl.cz/ntk/nusl-400459.

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This diploma thesis deals with application optimization method in circular economy branch. The introduction is focused on explaining main features of the issue and its benefits for economy and environment. Afterwards are mentioned some obstacles, which are preventing transition from current waste management. Mathematical apparatus, which is used in practical section, is described in the thesis. Core of the thesis is mathematical optimization model, which is implemented in the GAMS software, and generator of input data is made in VBA. The model includes all of significant waste management options with respect to economic and enviromental aspect, including transport. Functionality is then demostrated on a small task. Key thesis result is application of the model on real data concerning Czech Republic. In conclusion an analysis of computation difficulty, given the scale of the task, is accomplished.
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26

Sowunmi, Ololade. "Finanční optimalizace." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2020. http://www.nusl.cz/ntk/nusl-417164.

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This thesis presents two Models of portfolio optimization, namely the Markowitz Mean Variance Optimization Model and the Rockefeller and Uryasev CVaR Optimization Model. It then presents an application of these models to a portfolio of clean energy assets for optimal allocation of financial resources in terms of maximum returns and low risk. This is done by writing GAMS programs for these optimization problems. An in-depth analysis of the results is conducted, and we see that the difference between both models is not very significant even though these results are data-specific.
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27

Álvarez, Mendiola Eduardo. "Diseño de una política eficiente de precios del agua integrando costes de oportunidad del recurso a escala de cuenca. Aplicación a la Directiva Marco europea del Agua." Doctoral thesis, Universitat Politècnica de València, 2011. http://hdl.handle.net/10251/9310.

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La gestión del agua cobra cada vez mayor importancia debido a la escasez hídrica que se presenta a nivel mundial. Las tendencias actuales van en la línea de mejorar la eficiencia en la gestión del recurso considerando también la eficiencia económica. En este último aspecto, la Unión Europea (a través de la Directiva Marco del Agua (DMA), 2000) ha hecho énfasis en la recuperación de costes y en el planteamiento de políticas eficientes de precios del agua. El agua, como recurso escaso es un bien que tiene alto valor para aquellos que lo requieren. Por ello, ya no es suficiente realizar el estudio hidrológico por sí solo, sino que es menester considerar los aspectos económicos para evaluar la eficiencia en el suministro a las demandas del sistema de explotación. En una asignación económicamente eficiente, el beneficio marginal del uso de los recursos deberá ser igual para todos los sectores, con el fin de maximizar el bienestar social. En otras palabras, el beneficio de usar una unidad adicional del recurso en uno de los sectores, debería ser el mismo que en otro sector. Las políticas de precios del agua se establecen con el fin de lograr que la asignación del recurso hídrico entre los diferentes usos y usuarios sea eficiente, equitativa y sostenible. En la práctica al agua se le asigna sistemáticamente un precio por debajo de su valor real. Esto es evidente cuando se observa que la cantidad demandada frecuentemente excede el suministro. El énfasis en la suficiencia de ingresos promueve la idea de la tarifación a precios medios. Si el precio unitario es igual al precio medio, los ingresos igualan a los costes totales. Sin embargo, es importante determinar e incorporar costes marginales (en el precio) de forma que se transmita a los usuarios una señal del valor del recurso y su escasez mediante el precio. En esta tesis doctoral se presenta una metodología que permite la valoración práctica de los costes de oportunidad del recurso hídrico (CMOR) a escala de cuenca y su incorporación en el diseño de una política eficiente de precios del agua a nivel de cuenca tomando en cuenta los requerimientos de la DMA. La metodología propuesta se basa en el desarrollo de modelos hidro-económicos a escala de cuenca. Para ello se parte de la caracterización hidrológica y económica del sistema mediante series mensuales de aportaciones al sistema, la aplicación de la ecuación de continuidad en los nudos del esquema planteado y la ecuación de balance en los embalses del sistema, incluyendo las ecuaciones empíricas que determinan las pérdidas por filtraciones y evaporaciones en embalses y conducciones. La caracterización económica comprende la utilización de funciones económicas de demanda para cada uso que conforma el sistema. La estimación del CMOR se hace mediante dos enfoques: simulación de la gestión según prioridades y modus operandi actual y optimización económica.
Álvarez Mendiola, E. (2011). Diseño de una política eficiente de precios del agua integrando costes de oportunidad del recurso a escala de cuenca. Aplicación a la Directiva Marco europea del Agua [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/9310
Palancia
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28

Kovalčík, Marek. "Optimalizační modelování rizik ve strategických aplikacích." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-446785.

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The aim of this diploma thesis is to design and efficiently implement a framework to support optimization modelling. The emphasis is placed on two-stage stochastic optimization problems and performing calculations on large data. The computing core uses the GAMS system and with using its application interface and Python programming language, the user will be able to efficiently acquire and process input and output data. The separation of the data logic and the application logic then offers a wide range of options for testing and experimenting with a general model on dynamically changing input data. The thesis is also focused on an evaluation of the framework complexity. The framework performance was evaluated by measuring the time required to complete the required task for various use cases, on the increasing sample size of input data.
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29

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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30

Drummond, Daniela Medeiros Devienne. "Otimização do setor de prensagem por meio de planejamento de produção em uma industria de papel." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/266229.

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Orientadores: Reginaldo Guirardello, Maria Teresa Moreira Rodrigues, Ignacio E. Grossmann
Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Quimica
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Resumo: A seção de prensagem é uma importante parte da máquina de papel, afetando as propriedades do produto, bem como interferindo no custo final de fabricação. O setor de prensagem é responsável pela retirada da água da folha, através de ação mecânica no NIP (zona de contato entre por dois rolos). Baixa eficiência deste setor acarreta inconveniente como à elevação do número de quebras da folha, pela diminuição da resistência à tração; aumento no consumo de vapor na seção secadora da máquina, e em muitos casos, a redução da produtividade devido à redução da velocidade da máquina. A eficiência da prensagem é muito importante: primeiro, uma grande quantidade de água deve ser removida da folha nas prensas para se obter economia na secagem; em segundo lugar, a maior eficiência na remoção de água produz uma folha mais seca e, portanto, mais resistente e menos sujeita a quebras. Na entrada das prensas, o conteúdo seco da folha varia entre 18 a 26 % e na saída varia entre 44 até 50 %. Nos últimos anos, observou-se uma evolução bastante rápida dos conceitos de prensas, buscando uma adequação das exigências tais como economia no processo operacional, aumentando a remoção de água neste setor e ao mesmo tempo mantendo ou melhorando as características da folha de papel; e ainda novas demandas de eficiências exigidas nas máquinas. A redução de 1% de umidade da folha provoca uma redução do consumo de vapor na ordem de 4 a 5%. Este trabalho apresenta o desenvolvimento de um modelo matemático para otimização do setor de prensagem de uma máquina de papel através do seqüenciamento de produção de bobinas. O modelo foi desenvolvido em MILNP, o software utilizado para a modelagem foi o GAMS e o solver utilizado foi CPLEX10. Obtivemos uma redução média 46% nas trocas de feltros, juntamente com um aumento de 5% na remoção de água e 12% na produção de bobinas
Abstract: The process of paper manufacture is essentially the removal mechanics of a fiber suspension, starting in the formation where relatively low level of force mechanics is used to remove the free water between staple fibers. The biggest force mechanics used for continuous removal of this water is in the section of presses, where the located one between them in such a way involves the compression of the leaf for water withdrawal of the interior of staple fibers how much. The more compressed the leaf, greater the amount of water is removed. The pressing is made with the leaf in contact with one or two felts in NIP (zone of contact between two rolls). The press sector is an important part of the machine, affecting the properties of the paper, as the smoothness and the density, as well as intervening with the final cost of manufacture. Low efficiency of this sector causes inconvenience as to the rise of the number of in additions the leaf, for the reduction of the tensile strength; increase in the vapor consumption in the drying section, and in many cases, the reduction of the productivity due to reduction of the speed of the machine. The reduction of 1% of humidity of the web the reduction of the steam consumption in the order of 4 5%. This work has as objective the development of a mathematical model for optimization of the press section of a machine of paper through the sequence of production of reels. The model was developed in MILNP, the software used for the modeling was the used GAMS and solver was CPLEX10. We got an average reduction 46% in the replacement of felts, together with an increase of 5% in the removal of water and 12% in the production of reels
Doutorado
Desenvolvimento de Processos Químicos
Doutor em Engenharia Química
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Billings, Roger L. "Scheduling ammunition loading and unloading for U.S. Navy ships in San Diego." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Mar%5FBillings.pdf.

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Barras, Anne Helen Susan. "The great game : games-playing and imperial romance." Thesis, Royal Holloway, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368875.

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Crone, Logan. "Determinacy of Schmidt's Game and Other Intersection Games." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1703306/.

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Schmidt's game, and other similar intersection games have played an important role in recent years in applications to number theory, dynamics, and Diophantine approximation theory. These games are real games, that is, games in which the players make moves from a complete separable metric space. The determinacy of these games trivially follows from the axiom of determinacy for real games,ADR, which is a much stronger axiom than that asserting all integer games are determined, AD. One of our main results is a general theorem which under the hypothesis AD implies the determinacy of intersection games which have a property allowing strategies to be simplified. In particular, we show that Schmidt's (α,β,ρ) game on R is determined from AD alone, but on Rn for n≥3 we show that AD does not imply the determinacy of this game. We then give an application of simple strategies and prove that the winning player in Schmidt's (α,β,ρ) game on R has a winning positional strategy, without appealing to the axiom of choice. We also prove several other results specifically related to the determinacy of Schmidt's game. These results highlight the obstacles in obtaining the determinacy of Schmidt's game from AD
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Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game design pattern.Then we created a questionnaire to collect opinions from designers that have experience in stealth game area. Based on such data, we designed and created a prototype of application. Unlike other websites or books, the application shown game design pattern for a single type of game(stealth game). From the application designers can check stealth game design patterns based on design document. The application can introduce stealth game design patterns to designers, and show how to use them in stealth game design.
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Falk, Anders. "Sacred Games - Becoming Gods : Priming digital game ethics." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18570.

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The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. Digital games are far-reaching. In February 2019, ‘Apex Legends’ reached over 10 million players in less than 72 hours. Nonetheless, the idea of games as separate from the ‘real’ is persisting. Digital games have become a cyclopean gathering of liminality, and there are still no form-based ethics emerging, from either industry or society. Even though society is now undergoing the same abstracting digitisation, that has been a base for game design for a long time, there is a continuing separation in the knowledge applying to games or ‘reality’. The purpose of this thesis is to explore different ontological, epistemological, and ethical understandings of digital games as media, technology, modes of experience, and form. This is undertaken by using the situated and reality producing grating1 of technoscience, together with an eclectic range of concepts such as media as a message, agential reality, liminal phases, anticipation, and ergon. The research delineates a primer for applied studies within the rhizomatic structure of digital games, digitisation, technoscience, and media-technology. In accordance with this aim, the thesis has a fragmented, non-linear, and mosaic approach. This licentiate thesis is a compilation of three papers with a complementary introduction and an epilogue.
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Gong, Haojue. "RESEARCH ON THE GAME MECHANISM OF EDUCATIONAL GAMES – THINK ABOUT HOW TO CHOOSE THE SUITABLE GAME MECHANISMS WHEN DESIGNING EDUCATIONAL GAMES." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20957.

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With the development of media technology and game evolution, games are endowed with multiple purposes and functions. Some scholars believe that the game is the supplement of the real world, which can affect the players' psychology and behaviour. Numerous studies show that games can make players accept challenges, overcome obstacles, arouse positive emotions and solve problems. Therefore, academia's research on games and related topics in learning has become increasingly popular. In response, different models have emerged to evaluate the design of active educational games.This research discusses how different game mechanisms affect players. Also, this study used a prototype game as output media to examine the impact of various game mechanisms on learning. The purpose of this study is to explore how to choose a more suitable game mechanism in the design of educational games. The research results include that some game mechanisms promote learning motivation and improve learning outcomes. At the same time, some game mechanisms have the risk of reducing learning motivation. Through these findings, the researcher of this study believes that educational games can bring positive influence and help to players' learning. However, how to choose a suitable game mechanism in the design of educational games is worthy of serious consideration for making design decisions.
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Holá, Lucie. "Matematický model rozpočtu." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2008. http://www.nusl.cz/ntk/nusl-227938.

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The idea of this diploma thesis is an origin application of optimization models to solve a wage funds allocation problem on various institutes of each faculty. This diploma thesis includes an outline of linear programming models, nonlinear programming models, multiply programming models and parametric programming models. Studied questions are debating in wider context of distributing financial resources from the Budget of the Czech republic, through Ministry of education, youth and sports, universities, faculties after as much as various institutes. The accent is given on question of definition assessment scales of achievement criteria with general-purpose kvantification.
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Kalenský, Vít. "Modely matematického programování pro směšovací úlohy." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2018. http://www.nusl.cz/ntk/nusl-392839.

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This diploma thesis deals with optimization models with design of a new waste management infrastructure in the Czech Republic, such that combustible waste, which is not utilized by the material recovering, can be used by energy recovering. This task is handled by optimization models, including trac and mixing problems. First of all, the concepts of graph theory and optimization are presented in this paper. Subsequently, some of the GAMS functions are discussed, and later the VBA programming language used to handle the larger data quickly is presented. In the main part, three gradually expanding models are developed. At the end the data from the waste management information system are implemented into them.
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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using Game Maker. It is an easy to use program for creating small computer games. The result of the project was two game skeletons. One for a scrolling shooter game and one for a strategy game. The skeletons were according to the requirements stated.

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Bruin, Boudewijn Paul de. "Explaining games on the logic of game theoretic explanations /." Amsterdam : Amsterdam : Institute for logic, language and computation ; Universiteit van Amsterdam [Host], 2004. http://dare.uva.nl/document/73758.

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41

Li, Xiaopeng. "Playful Advertising: In-Game Advertising for Virtual Reality Games." Thesis, KTH, High Performance Computing and Visualization (HPCViz), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175593.

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We present an early exploration of in-game advertising for virtual reality games. The study investigates what the impacts of interactivity and immersion on consumer learning and game experience are. First, we establish a theoretical grounding for understanding interactivity and immersion in virtual gaming environments. Then, we form a research framework and propose hypotheses around the research question. Next, we report the results of the field research, prototype design, and user study. The prototypes run in mobile browsers and are tested on virtual reality goggles with smartphones attached. Based on the results, we discuss the design of interactivity and immersion, the design’s impacts on consumer learning and game experience as well as the correlation between game experience and consumer learning. The main contributions of the work are an original research framework and a set of design considerations that can be utilized to evaluate and improve the effectiveness of in- game advertisements for virtual reality games.
Vi presenterar en tidig utforskning av reklam i spelet för virtuell verklighet-spel. Studien undersöker hur interaktivitet och inlevelse påverkar konsumentlärande och - spelupplevelse. Först etableras en teoretisk grund för att förstå interaktivitet och inlevelse i virtuella spelmiljöer. Sedan skapas ett ramverk för forskning samt hypoteser kring frågeställningen. Sedan rapporterar vi resultaten från fältforskning, prototyp och användarstudie. Prototyperna körs i mobila webbläsare och testas på virtuell verklighet- glasögon med smartphones inuti. Baserat på resultaten, diskuteras utformning av interaktivitet och inlevelse, dess effekter på konsumentlärande och -spelupplevelse, samt sambandet mellan spelupplevelse och konsumentlärande. De viktigaste bidragen från arbetet är ett ramverk för forskning och en uppsättning av designöverväganden som kan användas för att utvärdera och förbättra effektiviteten hos reklam i virtuell verklighet-spel.
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Jin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.

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This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different narrative types on this basis. In addition, this thesis designs a study that includes different dimensions of immersion to investigate the impact of narratives conveyed through visual elements on player immersion.
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Ho, Xavier. "Idea Network Visualisations in Game Jams & Roguelike Games." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/20405.

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This thesis aims to conceptualise ideas as a network via a curiosity-driven, reflective, research-through-design process as an approach to address how ideas are connected. It is inspired by John Guare’s Six Degrees of Separation phenomena in social distances, Mark Lombardi’s aesthetically handcrafted financial connection network art, and Eugene Garfield’s scientific citation index. It channels Ted Nelson’s notion of intertwingularity to describe the complex interrelations of ideas as a network, which it calls an idea network. An idea network is systemic epistemology network. It is constructed by strategically observing, documenting, and validating sources of inspiration and influence from a chosen point of view, which sometimes contains multiple, conflicting perspectives. Specifically, the aim is achieved by using two domains within the field of game design, which frequently sees wild and improbable combinations of influences. First, it uses game jams, a type of game creation event where participants form teams to make games in a short timeframe, serving as a research environment for observing brainstorming and idea refinement. Second, it uses roguelike games, a subgenre of videogames that challenge the player with ‘permadeath’, serving as a knowledge domain for constructing real-world idea networks that span over four decades. The contributions are four. 1) Structure of idea networks, 2) Significant properties of idea networks, 3) Visualisations of idea networks, and 4) Design insights extracted from idea networks. Idea networks serve the needs of many disciplines: that of the researcher searching for a starting point, that of the designer seeking new inspiration, that of the consumer exploring related creative works of interest, and that of the archivist documenting and presenting information in a structured way. Future directions hint at open research fields in their applications, translational research, and archival use.
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Shah, Aditya Arunkumar. "Combining mathematical programming and SysML for component sizing as applied to hydraulic systems." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33890.

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In this research, the focus is on improving a designer's capability to determine near-optimal sizes of components for a given system architecture. Component sizing is a hard problem to solve because of the presence of competing objectives, requirements from multiple disciplines, and the need for finding a solution quickly for the architecture being considered. In current approaches, designers rely on heuristics and iterate over the multiple objectives and requirements until a satisfactory solution is found. To improve on this state of practice, this research introduces advances in the following two areas: a.) Formulating a component sizing problem in a manner that is convenient to designers and b.) Solving the component sizing problem in an efficient manner so that all of the imposed requirements are satisfied simultaneously and the solution obtained is mathematically optimal. In particular, an acausal, algebraic, equation-based, declarative modeling approach is taken to solve component sizing problems efficiently. This is because global optimization algorithms exist for algebraic models and the computation time is considerably less as compared to the optimization of dynamic simulations. In this thesis, the mathematical programming language known as GAMS (General Algebraic Modeling System) and its associated global optimization solvers are used to solve component sizing problems efficiently. Mathematical programming languages such as GAMS are not convenient for formulating component sizing problems and therefore the Systems Modeling Language developed by the Object Management Group (OMG SysML ) is used to formally capture and organize models related to component sizing into libraries that can be reused to compose new models quickly by connecting them together. Model-transformations are then used to generate low-level mathematical programming models in GAMS that can be solved using commercial off-the-shelf solvers such as BARON (Branch and Reduce Optimization Navigator) to determine the component sizes that satisfy the requirements and objectives imposed on the system. This framework is illustrated by applying it to an example application for sizing a hydraulic log splitter.
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LEITE, LEONARDO CARDARELLI. "MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8600@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Game Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claramente definida, e sua linguagem e potencialidades estão longe de serem enxergadas em sua totalidade. O exorbitante retorno financeiro da indústria a tornou conservadora e esta tendência está ofuscando a criação de um conteúdo significativo e exploratório. Com o objetivo de identificar e justificar as decisões de Game Design recorrentes em jogos eletrônicos multi-plataforma, questiona-se quais são as características presentes nestes jogos que influenciam a maneira em que são percebidos e jogados quando em diferentes plataformas e situações de uso, e quais as qualidades destas situações que devem ser relevadas durante o processo de sua criação e desenvolvimento. A pesquisa analisa o Game Design de quatro títulos, comparando suas diferentes versões de acordo com seus usos em contextos público, privado e móvel, adotando uma abordagem que compreende as percepções de um jogador e também as de um designer.
Game Design is the process of creating a game, which includes defining its functionality, describing its composing elements, as well as transmiting these informations to the development team. The current work approaches the study of the Game Design present on multi-platform electronic games, analysing how they´re being designed. Being a maturing medium, the academic profile needed for its professionals still isn´t clearly defined, and its language and potencials haven´t been fully explored. The industry´s exorbitant financial return has made it conservative, blinding the creation of meaningful content. With the objective of identifying and justifying the Game Design decisions recurrent on multi-platform electronic games, it is questioned what characteristics affect the way theses games are percepted and played when in different platforms and situations, and which qualities of these situations must be considered during the creative and development processes. The study analyses the Game Design of four titles, comparing their different versions according to their uses on public, private and mobile contexts, through a point-of-view that corresponds to both player and designer.
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Fristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.

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Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also made purchases to avoid grinding and to gain competitive advantages. In summary people think that their purchases were justifiable since the games are free but the common consensus is that while cosmetic items are acceptable, pay-towin items which provide a competitive advantage are not.
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Ngai, Anita Ching Yi. "Cultural Influences On Video Games: players' preferences in narrative and game-play." Thesis, University of Waterloo, 2005. http://hdl.handle.net/10012/770.

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As an entertainment media, video games provide pleasure and enjoyment through interactions with various game elements. Some games are more successful in one part of the world than others, which sales data have clearly shown over the years. Games designed in various parts of the world often have distinct differences, as developers implicitly or subconsciously convey their values and culture in their creations. Thus, in examining ?what is fun,? one must move beyond technical aspects of game design and look into immersion and emotional experiences.

In this paper, sales data for 2004 were first examined, followed by a case study to investigate any differences between Japan and the US, where major game console manufacturers and game developers reside. Although they indicated differences in popularity of genres and design approaches, results from the survey were not able to verify conclusively major statistical difference between the two groups of respondents.

The survey was constructed with a focus on narrative and game-play elements, in hopes to get a better understanding of players? preferences through the concept of immersion, which were anticipated to be influenced by cultural differences. Although no major differences were found, given the small sample population, it could be seen that there was a greater sense of character attachment from Japanese respondents, while American respondents did not like to be forced away from their actions by ?long? narrative elements.
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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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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
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Faltin, Elias, and Mikael Ferroukhi. "From conceptual level to playable game : An exemplary investigation of applying game design theory to practice through the process of design and development." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-415728.

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The reflective game design theory outlined by Rilla Khaled (2018) argues for designing disruptive experiences to promote reflection within the player. We decided to design and produce a game based on her theory to then engage with Khaled’s theory critically. We define the act of making a game as a three-step process consisting of ideation (influenced by Khaled’s theory), articulation of the design based on a framework (SGDA Framework by Mitgutsch & Alvarado, 2012), and finally the implementation of it (based on principles outlined by Swink, 2009 and Boyer, 2010). We make a theoretical argument for our design decisions, test the game in a user study, and then discuss the successes and shortcomings of our design. To conclude we tie our discoveries to the steps taken in the application of theory into practice. We discover that the best design intentions often cannot reach the player because their interaction with the game is hindered by un-polished implementation. We identify further gaps between theory and practice and are stating what designers should watch out for when making reflective games.
I Rilla Khaled´s (2018) teori Reflective game design theory, argumenterar hon för fördelen med att skapa omvälvande upplevelser i syfte att uppmana spelaren till reflektion. Vi beslöt oss för att designa och utveckla ett spel baserat på hennes teori, för att sedan undersöka och utvärdera teorin. Vi definierar spelutvecklande som en process i tre steg, bestående av ”ideation” (grundat ur Khaleds teori), artikulering av designen baserat på ett ramverk s.k. ”SGDA Framework” ( Mitgutsch & Alvarado, 2012), och slutligen realisering (grundat på principer framtagna av Boyer, 2010 och Swink, 2009). Vi argumenterar för besluten som ligger bakom vår design, utför praktiska test av spelet i en användarstudie och diskuterar sedan framgångar samt eventuell tillkortakommanden med vår design. Slutsatsen består av en redogörelse för hur våra upptäckter står i förhållande till applikationen av teori till praktik. Vi upptäckte att genomtänkta och välmotiverade beslut inom spelutveckling inte alltid når spelaren, då interaktionen mellan spelare och spel hindras av tillkortakommanden i hur dessa beslut tillämpats. Vi identifierade ytterligare klyftor mellan teori och realisering, och konstaterar vad spelutvecklare bör vara uppmärksamma på under utveckling av s.k. ”reflective games”.
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