Dissertations / Theses on the topic 'Gaze model'

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1

Jasso, Hector. "A reinforcement learning model of gaze following." Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2007. http://wwwlib.umi.com/cr/ucsd/fullcit?p3259369.

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Thesis (Ph. D.)--University of California, San Diego, 2007.
Title from first page of PDF file (viewed June 22, 2007). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references (p. 104-116).
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2

Murphy, Hunter A. "Hybrid image/model based gaze-contingent rendering." Connect to this title online, 2007. http://etd.lib.clemson.edu/documents/1202498841/.

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3

Matsoukas, Christos. "Model Distillation for Deep-Learning-Based Gaze Estimation." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-261412.

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With the recent advances in deep learning, the gaze estimation models reached new levels, in terms of predictive accuracy, that could not be achieved with older techniques. Nevertheless, deep learning consists of computationally and memory expensive algorithms that do not allow their integration for embedded systems. This work aims to tackle this problem by boosting the predictive power of small networks using a model compression method called "distillation". Under the concept of distillation, we introduce an additional term to the compressed model’s total loss which is a bounding term between the compressed model (the student) and a powerful one (the teacher). We show that the distillation method introduces to the compressed model something more than noise. That is, the teacher’s inductive bias which helps the student to reach a better optimum due to the adaptive error deduction. Furthermore, we show that the MobileNet family exhibits unstable training phases and we report that the distilled MobileNet25 slightly outperformed the MobileNet50. Moreover, we try newly proposed training schemes to increase the predictive power of small and thin networks and we infer that extremely thin architectures are hard to train. Finally, we propose a new training scheme based on the hintlearning method and we show that this technique helps the thin MobileNets to gain stability and predictive power.
Den senaste utvecklingen inom djupinlärning har hjälp till att förbättra precisionen hos gaze estimation-modeller till nivåer som inte tidigare varit möjliga. Dock kräver djupinlärningsmetoder oftast både stora mängder beräkningar och minne som därmed begränsar dess användning i inbyggda system med små minnes- och beräkningsresurser. Det här arbetet syftar till att kringgå detta problem genom att öka prediktiv kraft i små nätverk som kan användas i inbyggda system, med hjälp av en modellkomprimeringsmetod som kallas distillation". Under begreppet destillation introducerar vi ytterligare en term till den komprimerade modellens totala optimeringsfunktion som är en avgränsande term mellan en komprimerad modell och en kraftfull modell. Vi visar att destillationsmetoden inför mer än bara brus i den komprimerade modellen. Det vill säga lärarens induktiva bias som hjälper studenten att nå ett bättre optimum tack vare adaptive error deduction. Utöver detta visar vi att MobileNet-familjen uppvisar instabila träningsfaser och vi rapporterar att den destillerade MobileNet25 överträffade sin lärare MobileNet50 något. Dessutom undersöker vi nyligen föreslagna träningsmetoder för att förbättra prediktionen hos små och tunna nätverk och vi konstaterar att extremt tunna arkitekturer är svåra att träna. Slutligen föreslår vi en ny träningsmetod baserad på hint-learning och visar att denna teknik hjälper de tunna MobileNets att stabiliseras under träning och ökar dess prediktiva effektivitet.
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4

Hnatow, Justin Michael. "A theoretical eye model for uncalibrated real-time eye gaze estimation /." Online version of thesis, 2006. http://hdl.handle.net/1850/2606.

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5

Shimonishi, Kei. "Modeling and Estimation of Selection Interests through Gaze Behavior." Kyoto University, 2017. http://hdl.handle.net/2433/227658.

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6

Reis, Ben Y. (Ben Yitzchak). "Implementation of a line attractor-based model of the gaze holding integrator using nonlinear spiking neuron models." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/39389.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.
Includes bibliographical references (leaves 30-31).
by Ben Y. Reis.
M.Eng.
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7

Taba, Isabella Bahareh. "Improving eye-gaze tracking accuracy through personalized calibration of a user's aspherical corneal model." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/40247.

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The eyes present us with a window through which we view the world and gather information. Eye-gaze tracking systems are the means by which a user's point of gaze (POG) can be measured and recorded. Despite the active research in gaze tracking systems and major advances in this field, calibration remains one of the primary challenges in the development of eye tracking systems. In order to facilitate gaze measurement and tracking, eye-gaze trackers utilize simplifications in modeling the human eye. These simplifications include using a spherical corneal model and using population averages for eye parameters in place of individual measurements, but use of these simplifications in modeling contribute to system errors and impose inaccuracies on the process of point of gaze estimation. This research introduces a new one-time per-user calibration method for gaze estimation systems. The purpose of the calibration method developed in this thesis is to calculate and estimate different individual eye parameters based on an aspherical corneal model. Replacing average measurements with individual measurements promises to improve the accuracy and reliability of the system. The approach presented in this thesis involves estimating eye parameters by statistical modeling through least squares curve fitting. Compared to a current approach referred to here as the Hennessey's calibration method, this approach offers significant advantages, including improved, individual calibration. Through analysis and comparison of this new calibration method with the Hennessey calibration method, the research data presented in this thesis shows an improvement in gaze estimation accuracy of approximately 27%. Research has shown that the average accuracy for the Hennessey calibration method is about 1:5 cm on an LCD screen at a distance of 60 cm, while the new system, as tested on eight different subjects, achieved an average accuracy of 1:1 cm. A statistical analysis (T-test) of the comparative accuracy of the new calibration method versus the Hennessey calibration method has demonstrated that the new system represents a statistically significant improvement.
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8

D'AMELIO, ALESSANDRO. "A STOCHASTIC FORAGING MODEL OF ATTENTIVE EYE GUIDANCE ON DYNAMIC STIMULI." Doctoral thesis, Università degli Studi di Milano, 2021. http://hdl.handle.net/2434/816678.

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Understanding human behavioural signals is one of the key ingredients of an effective human-human and human-computer interaction (HCI). In such respect, non verbal communication plays a key role and is composed by a variety of modalities acting jointly to convey a common message. In particular, cues like gesture, facial expression, prosody etc. have the same importance as spoken words. Gaze behaviour makes no exception, being one of the most common, yet unobtrusive ways of communicating. To this aim, many computational models of visual attention allocation have been proposed; although such models were primarily conceived in the psychological field, in the last couple of decades, the problem of predicting attention allocation on a visual stimuli has started to catch the interest of the computer vision and pattern recognition community, pushed by the fast growing number of possible applications (e.g. autonomous driving, image/video compression, robotics). In this renaissance of attention modelling, some of the key features characterizing eye movements were at best overlooked; in particular the explicit unrolling in time of eye movements (i.e. their dynamics) has been seldom taken into account. Moreover, the vast majority of the proposed models are only able to deal with static stimuli (images), with few notable exceptions. The main contribution of this work is a novel computational model of attentive eye guidance which derives gaze dynamics in a principled way, by reformulating attention deployment as a stochastic foraging problem. We show how treating a virtual observer attending to a video as a stochastic composite forager searching for valuable patches in a multi-modal landscape, leads to simulated gaze trajectories that are not statistically distinguishable from the ones performed by humans while free-viewing the same scene. Model simulation and experiments are carried out on a publicly available dataset of eye-tracked subjects displaying conversations and social interactions between humans.
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9

Wang, Zhong. "A UNIFYING HYPOTHESIS FOR THE MULTIPLE WAVEFORMS OF INFANTILE NYSTAGMUS AND THEIR IDIOSYNCRATIC VARIATION WITH GAZE ANGLE AND THERAPY." Case Western Reserve University School of Graduate Studies / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=case1210605209.

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10

Dodds, Christopher, and chris@iconinc com au. "Avatars and the Invisible Omniscience: The panoptical model within virtual worlds." RMIT University. Creative Media, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080424.100301.

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This Exegesis and accompanying artworks are the culmination of research conducted into the existence of surveillance in virtual worlds. A panoptical model has been used, and its premise tested through the extension into these communal spaces. Issues such as data security, personal and corporate privacy have been investigated, as has the use of art as a propositional mode. This Exegesis contains existing and new theoretical arguments and observations that have aided the development of research outcomes; a discussion of action research as a methodology; and questionnaire outcomes assisting in understanding player perceptions and concerns. A series of artworks were completed during the research to aid in understanding the nature of virtual surveillance; as a method to examine outcomes; and as an experiential interface for viewers of the research. The artworks investigate a series of surveillance perspectives including parental gaze, machine surveillance and self-surveillance. The outcomes include considerations into the influence surveillance has on player behaviour, security issues pertaining to the extension of corporations into virtual worlds, the acceptance of surveillance by virtual communities, and the merits of applying artworks as proposition.
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11

Dahlin, Fredrik. "Investigating user behavior by analysis of gaze data : Evaluation of machine learning methods for user behavior analysis in web applications." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-190906.

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User behavior analysis in web applications is currently mainly performed by analysis of statistical measurements based on user interactions or by creation of personas to better understand users. Both of these methods give great insights in how the users utilize a web site, but do not give any additional information about what they are actually doing. This thesis attempts to use eye tracking data for analysis of user activities in web applications. Eye tracking data has been recorded, labeled and analyzed for 25 test participants. No data source except eye tracking data has been used and two different approaches are attempted where the first relies on a gaze map representation of the data and the second relies on sequences of features. The results indicate that it is possible to distinguish user activities in web applications, but only at a high error-rate. Improvement are possible by implementing a less subjective labeling process and by including features from other data sources.
I nuläget utförs analys av användarbeteende i webbapplikationer primärt med hjälp av statistiska mått över användares beteenden på hemsidor tillsammans med personas förökad förståelse av olika typer av användare. Dessa metoder ger stor insikt i hur användare använder hemsidor men ger ingen information om vilka typer av aktiviteter användare har utfört på hemsidan. Denna rapport försöker skapa metoder för analys av användaraktiviter på hemsidor endast baserat på blickdata fångade med eye trackers. Blick data från 25 personer har samlats in under tiden de utför olika uppgifter på olika hemsidor. Två olika tekniker har utvärderats där den ena analyserar blick kartor som fångat ögonens rörelser under 10 sekunder och den andra tekniken använder sig av sekvenser av händelser för att klassificera aktiviteter. Resultaten indikerar att det går att urskilja olika typer av vanligt förekommande användaraktiviteter genom analys av blick data. Resultatet visar också att det är stor osäkerhet i prediktionerna och ytterligare arbete är nödvändigt för att finna användbara modeller.
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12

Dwyer, Angela Ellen. "Teaching girls a lesson : the fashion model as pedagogue." Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16259/1/Angela_Dwyer_Thesis.pdf.

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There appears to be little doubt about the nature of the relationship between the fashion model and the young girl in contemporary Western culture. Dominant literature, emerging from medico-psychological and feminist research, situates the model as a disorderly influence, imbued with the capacity to infect and, hence, distort the healthy minds and bodies of 'suggestible' young girls. Opposing these perspectives is a smaller, more recent body of literature, emerging from post-feminist work that argues that the model-girl relationship is a delightful influence. Thus, the contemporary field of scholarship reveals an increasingly dichotomous way of thinking about fashion model influence: the model influences young girls in ways that are disorderly or delightful, never both. This thesis argues that to assume that the model-girl encounter is 'neatly' disorderly or delightful is shifty at best. It suggests that, in their rush to judge the fashion model as either pernicious or pleasurable, existing literature fails to account for the precision with which young girls know the fashion model. Using poststructuralist theory, the thesis argues that 'influence' may be more usefully thought of as a discursive effect, which may produce a range of effects for better and worse. Following Foucault (1972), fashion model influence is interrogated as a regime of truth about the model-girl encounter, constituted discursively under specific social, cultural and historical conditions. In so doing, the thesis makes different sense of fashion model influence, and questions influence as an independently-existing 'force' that bears down on vulnerable young girls. Drawing on a poststructural conceptual architecture, this thesis re-conceptualises the model-girl encounter as a pedagogical relationship focused on the (ideal) female body. It suggests that the fashion model, as an authoritative embodied pedagogue, transmits knowledge about 'ideal' feminine bodily conduct to the young girl, as attentive gazing apprentice. Fashion model influence is re-interrogated as the product of certain forms of disciplinary training (Foucault, 1977a), with young girls learning a discursive knowledge about how to discipline the body in ways that are properly feminine. Such a perspective departs from the notion that fashion model influence is necessarily disorderly or delightful, and makes possible a re-reading of influence in terms of learning outcomes. A problematic arises conceptualising the fashion model in this way. To consider the model as a 'good' teacher breaches a number of discursive rules for best pedagogical practice in postmodern times: She is not a pedagogue of the mind; she is not student-centred, facilitative, asexual, interpersonally engaged, relational, or authentic. To create a space for thinking differently about the model as a teacher, then, the thesis looks to ancient historical times and places in which female-to-female and body-to-body pedagogies were practised and understood. The first phase of the research project embedded in this thesis defamiliarises pedagogical work using historical texts from ancient Greece. It examines in particular the erotically embodied pedagogical relationships conducted between older, authoritative elite prostitutes known as hetairae, and their younger female apprentices. The discursive rules governing these pedagogical relationships are examined with a view to diagnosing the model-girl encounter in terms of these rules. These rules are then used to interrogate ethnographic data generated through observation of the model-girl encounter in situ in a modelling course, and through focus group interviews with groups of young girls. Working through notions of corporeal embodiment, self as art, desire, discipline, stillness, spectacle, the gaze and the conduct of conduct, the study interrogates the model-girl encounter as a contemporary pedagogical encounter. To avoid reaffirming more traditional binaries, the reading of data is ironic, working within and between binaries such as disorder/delight. Three ironic categories of femininity are produced out of the analysis: unnaturally natural, stompy grace and beautifully grotesque. These categories 'speak' the fragmentation, fissure, contradiction, inconsistency and absurdity that permeate the talk of young girls and model-girl pedagogy in the modelling classroom. Thus, the thesis offers up an analysis of the model-girl encounter that refuses the neatness and uni-dimensionality that characterises existing literature.
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13

Dwyer, Angela Ellen. "Teaching girls a lesson : the fashion model as pedagogue." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16259/.

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There appears to be little doubt about the nature of the relationship between the fashion model and the young girl in contemporary Western culture. Dominant literature, emerging from medico-psychological and feminist research, situates the model as a disorderly influence, imbued with the capacity to infect and, hence, distort the healthy minds and bodies of 'suggestible' young girls. Opposing these perspectives is a smaller, more recent body of literature, emerging from post-feminist work that argues that the model-girl relationship is a delightful influence. Thus, the contemporary field of scholarship reveals an increasingly dichotomous way of thinking about fashion model influence: the model influences young girls in ways that are disorderly or delightful, never both. This thesis argues that to assume that the model-girl encounter is 'neatly' disorderly or delightful is shifty at best. It suggests that, in their rush to judge the fashion model as either pernicious or pleasurable, existing literature fails to account for the precision with which young girls know the fashion model. Using poststructuralist theory, the thesis argues that 'influence' may be more usefully thought of as a discursive effect, which may produce a range of effects for better and worse. Following Foucault (1972), fashion model influence is interrogated as a regime of truth about the model-girl encounter, constituted discursively under specific social, cultural and historical conditions. In so doing, the thesis makes different sense of fashion model influence, and questions influence as an independently-existing 'force' that bears down on vulnerable young girls. Drawing on a poststructural conceptual architecture, this thesis re-conceptualises the model-girl encounter as a pedagogical relationship focused on the (ideal) female body. It suggests that the fashion model, as an authoritative embodied pedagogue, transmits knowledge about 'ideal' feminine bodily conduct to the young girl, as attentive gazing apprentice. Fashion model influence is re-interrogated as the product of certain forms of disciplinary training (Foucault, 1977a), with young girls learning a discursive knowledge about how to discipline the body in ways that are properly feminine. Such a perspective departs from the notion that fashion model influence is necessarily disorderly or delightful, and makes possible a re-reading of influence in terms of learning outcomes. A problematic arises conceptualising the fashion model in this way. To consider the model as a 'good' teacher breaches a number of discursive rules for best pedagogical practice in postmodern times: She is not a pedagogue of the mind; she is not student-centred, facilitative, asexual, interpersonally engaged, relational, or authentic. To create a space for thinking differently about the model as a teacher, then, the thesis looks to ancient historical times and places in which female-to-female and body-to-body pedagogies were practised and understood. The first phase of the research project embedded in this thesis defamiliarises pedagogical work using historical texts from ancient Greece. It examines in particular the erotically embodied pedagogical relationships conducted between older, authoritative elite prostitutes known as hetairae, and their younger female apprentices. The discursive rules governing these pedagogical relationships are examined with a view to diagnosing the model-girl encounter in terms of these rules. These rules are then used to interrogate ethnographic data generated through observation of the model-girl encounter in situ in a modelling course, and through focus group interviews with groups of young girls. Working through notions of corporeal embodiment, self as art, desire, discipline, stillness, spectacle, the gaze and the conduct of conduct, the study interrogates the model-girl encounter as a contemporary pedagogical encounter. To avoid reaffirming more traditional binaries, the reading of data is ironic, working within and between binaries such as disorder/delight. Three ironic categories of femininity are produced out of the analysis: unnaturally natural, stompy grace and beautifully grotesque. These categories 'speak' the fragmentation, fissure, contradiction, inconsistency and absurdity that permeate the talk of young girls and model-girl pedagogy in the modelling classroom. Thus, the thesis offers up an analysis of the model-girl encounter that refuses the neatness and uni-dimensionality that characterises existing literature.
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14

Moffett, Jeffrey P. "Applying Causal Models to Dynamic Difficulty Adjustment in Video Games." Digital WPI, 2010. https://digitalcommons.wpi.edu/etd-theses/320.

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We have developed a causal model of how various aspects of a computer game influence how much a player enjoys the experience, as well as how long the player will play. This model is organized into three layers: a generic layer that applies to any game, a refinement layer for a particular game genre, and an instantiation layer for a specific game. Two experiments using different games were performed to validate the model. The model was used to design and implement a system and API for Dynamic Difficulty Adjustment(DDA). This DDA system and API uses machine learning techniques to make changes to a game in real time in the hopes of improving the experience of the user and making them play longer. A final experiment is presented that shows the effectiveness of the designed system.
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15

Gomez, Abraham. "2D concept to 3D game model : Production of 3D models for top down games." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64297.

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This work goes through the mindset and ways of analyzing the problem of realizing 2D concept art into the 3D game model used in game. Specifically targeted for top down games and the effects the top down view have on the 3D game model. Studies in Principles and design concepts are used to create a 3D game character that works well for the top down view. The method used where an experimental study which resulted in a 3D model and implementation of principles and design concepts.  Based on the results it is concluded that it could be a useful tool. In the discussion a deeper analysis is conducted and it´s concluded that further research are necessary and the purpose and questions were answered.
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16

Agi, Egemen. "Mathematical Modeling Of Gate Control Theory." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12611468/index.pdf.

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The purpose of this thesis work is to model the gate control theory, which explains the modulation of pain signals, with a motivation of finding new possible targets for pain treatment and to find novel control algorithms that can be used in engineering practice. The difference of the current study from the previous modeling trials is that morphologies of neurons that constitute gate control system are also included in the model by which structure-function relationship can be observed. Model of an excitable neuron is constructed and the response of the model for different perturbations are investigated. The simulation results of the excitable cell model is obtained and when compared with the experimental findings obtained by using crayfish, it is found that they are in good agreement. Model encodes stimulation intensity information as firing frequency and also it can add sub-threshold inputs and fire action potentials as real neurons. Moreover, model is able to predict depolarization block. Absolute refractory period of the single cell model is found as 3.7 ms. The developed model, produces no action potentials when the sodium channels are blocked by tetrodotoxin. Also, frequency and amplitudes of generated action potentials increase when the reversal potential of Na is increased. In addition, propagation of signals along myelinated and unmyelinated fibers is simulated and input current intensity-frequency relationships for both type of fibers are constructed. Myelinated fiber starts to conduct when current input is about 400 pA whereas this minimum threshold value for unmyelinated fiber is around 1100 pA. Propagation velocity in the 1 cm long unmyelinated fiber is found as 0.43 m/s whereas velocity along myelinated fiber with the same length is found to be 64.35 m/s. Developed synapse model exhibits the summation and tetanization properties of real synapses while simulating the time dependency of neurotransmitter concentration in the synaptic cleft. Morphometric analysis of neurons that constitute gate control system are done in order to find electrophysiological properties according to dimensions of the neurons. All of the individual parts of the gate control system are connected and the whole system is simulated. For different connection configurations, results of the simulations predict the observed phenomena for the suppression of pain. If the myelinated fiber is dissected, the projection neuron generates action potentials that would convey to brain and elicit pain. However, if the unmyelinated fiber is dissected, projection neuron remains silent. In this study all of the simulations are preformed using Simulink.
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17

Hollander, Henrik. "Modeling of an IGBT and a Gate Unit." Thesis, KTH, Elektrisk energiomvandling, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-124545.

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The purpose of this master thesis was to create a model of an IGBT in a single pulse test circuit and connect this model to a model of a Gate Unit. The IGBT model and the single pulse test circuit were both implemented in MATLAB and the Gate Unit was implemented in Simulink. The purpose of this model was to test the actions of the gate unit, so that the initial tuning could be done before going to the lab. Since no tests were performed in the lab, it was not possible to see how much of the testing that could have been done by simulations. However, the actions of the IGBT model much resembled the actions of the real component, even though some drawbacks were clear, such as the lack of tail current and tail voltage. These comparisons could be made between simulated characteristics and recordings from a previous test with the same component.
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Farhana, Mosarrat, and Daniel Swietlicki. "Is it game over for physical retailers? : A study on Swedish video game industry." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978.

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Purpose - The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores focusing on the impact of digital platforms on the retailing industry within the context of video game industry considering different actor’s perspectives like retailers and consumers. Design/methodology/approach - This is a multiple-case study based on deductive reasoning. In this qualitative study, two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively. Both primary and secondary data have been used to conduct the study. Findings - Findings show that video game retailers need to encourage engagement through incentives and other activities in order to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness.  Research limitations - A major limitation has been the COVID-19 pandemic spreading during the writing of this paper, which resulted in companies backing out to refocus their efforts. Another limitation has been the legal aspect as companies owned by bigger publishers denied to take part in the study to avoid revealing sensitive information. Practical implications - It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Originality - Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contribute in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.
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19

Dorr, Michael [Verfasser]. "Computational models and systems for gaze guidance / Michael Dorr." Lübeck : Zentrale Hochschulbibliothek Lübeck, 2010. http://d-nb.info/1004914482/34.

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Prescott, Julie. "Model of career influences : female game workers." Thesis, University of Liverpool, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.540070.

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Jaako, J. (Janne). "Developing EHD-model for mobile game evaluation." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706022410.

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Heuristics are a much researched, scientifically studied way to solve usability issues in user interface. However, the way of conducting usability evaluation is based on abstract models. As the heuristics as guidelines are abstract and their interpretation depends on the researcher, the gap between scientifically created heuristics and the practitioners’ methods of developing games has grown. This study introduces the Explicit Heuristics Design-model (EHD). It has been developed by using design science research methodology. This model can be implemented by using heuristic evaluation and expert evaluation methods. The EHD-model enables the extraction of explicit heuristics data from the games. The hypothesis proposed a connection between the heuristics and the revenue. The final evaluation phase of the EHD-model revealed that a correlation between the heuristics and the revenue generated by Android mobile fighting games exist. The EHD-model was also able to point out the most important heuristics affecting the generated revenue. This study reduces the gap between the scientific community and practitioners. It offers the scientific community a new view and results concerning heuristics and the practitioners a tool to enhance the profitability of a game.
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22

Tereshchuk. "GAME OF LIFE AS A MATHEMATICAL MODEL." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33916.

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Tereshchuk. "GAME OF LIFE AS A MATHEMATICAL MODEL." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33715.

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Norman, William. "Evolutionary Game Dynamics and the Moran Model." Thesis, Uppsala universitet, Analys och sannolikhetsteori, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420672.

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Bernigaud, Charlotte. "Nouvelles approches experimentales pour optimiser la prise en charge thérapeutique de la gale humaine." Thesis, Paris Est, 2018. http://www.theses.fr/2018PESC0075.

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La gale humaine, récemment reconnue comme maladie tropicale négligée par l’OMS est due à l'acarien Sarcoptes scabiei variété hominis. La gale est un problème majeur de santé publique avec une prévalence mondiale estimée à 200 millions de cas/an. La morbidité est surtout liée aux surinfections bactériennes par Streptococcus pyogenes et Staphylococcus aureus. L’arsenal thérapeutique demeure limité. Plusieurs molécules sont disponibles, surtout des traitements topiques (dont la perméthrine). L’ivermectine de la famille des lactones macrocycliques est la seule molécule orale disponible. Elle a une efficacité prouvée mais pas absolue. La plupart des molécules ne sont pas ovicides et leurs demi-vies, plus courtes que le cycle du parasite, impliquent de proposer systématiquement une deuxième application/prise à une semaine d’intervalle. Des inquiétudes concernant l'apparition de sarcoptes résistants à la perméthrine et à l’ivermectine apparaissent. Des alternatives sont donc nécessaires à courte échéance. Le traitement de la gale comprend toujours un traitement médical pour le patient et ses contacts mais également une désinfection de son environnement mais aucune mesure de décontamination n’a pu réellement faire la preuve de son efficacité.L’objectif de cette thèse a été de proposer et d’évaluer des alternatives thérapeutiques pour la prise en charge de la gale en utilisant de nouveaux modèles expérimentaux, in vitro et in vivo, notamment dans un modèle animal porcin. Dans la première partie de la thèse, deux spécialités vétérinaires de la famille des lactones macrocycliques (moxidectine) ou des isoxazolines (afoxolaner) ont été évaluées dans deux essais thérapeutiques. L’efficacité d’une administration orale unique de moxidectine et d’afoxolaner a été évaluée sur des porcs expérimentalement infestés. Une évaluation pharmacologique plasmatique et cutanée a aussi pu être réalisée. La deuxième partie de la thèse a porté sur une meilleure connaissance des molécules déjà disponibles et sur leur amélioration. L’activité ovicide de différentes molécules a été évaluée. La possibilité d’utiliser une dose plus importante d’ivermectine a pu elle aussi être étudiée. Dans la troisième partie de la thèse, nous avons travaillé sur la prise en charge de l’environnement. Nous avons évalué in vitro l’efficacité́ de différentes procédures de lavage en machine pour l’éradication d’une population de Sarcoptes scabiei ainsi que l’effet de la congélation, du séchage en lave-linge et de l’utilité de sacs en plastique occlus. Nous avons aussi étudier l’activité de molécules répulsives ou de produits acaricides pour la prise en charge des sarcoptes dans l’environnement.L’ensemble des résultats de ces différentes études va nous permettre de proposer de nouvelles alternatives pour la prise en charge thérapeutique de la gale. Certaines nouvelles alternatives vont pourvoir être évaluées chez l’homme prochainement. Pour l’environnement, des recommandations précises et universelles à l’échelle individuelle mais aussi collective pourront être proposées dans les pays développés mais aussi dans les pays en voie de développement
Human scabies is caused by the mite Sarcoptes scabiei variety hominis. Scabies was recently recognized as a neglected tropical disease, due to its high global prevalence estimated to be around 200 million cases/year and its high morbidity mainly related to bacterial superinfection by Streptococcus pyogenes and Staphylococcus aureus. The therapeutic arsenal remains limited. Several molecules are available, including topical treatments. Ivermectin, a member of the macrocyclic lactone family is the only oral drug available. It has proven efficacy but not absolute. Most molecules are not ovicidal and their half-lives are too short to cover the entire parasite cycle. Indeed, a second application/intake at one week interval is mandatory. Furthermore, resistance to the main acaricides has been reported. Thus, alternatives need to be found in the short term. Treatment of scabies always includes medical treatment for the patient and his contacts, but also a disinfection of his environment. However, the efficacy of decontamination procedures, especially those possible in resource poor settings, has not been determined with a good level of evidence.The aim of this thesis was to propose and evaluate therapeutic alternatives for the management of scabies by using new experimental models, in vitro and, in vivo in an experimental porcine animal model.In the first part of the thesis, two veterinary molecules from the macrocyclic lactones family (moxidectin) or the isoxazolines (afoxolaner) were evaluated in two therapeutic trials. Efficacy of a single oral administration of moxidectin and afoxolaner was evaluated in experimentally infested pigs. A plasma and cutaneous pharmacological evaluation was also possible.The second part of the thesis focused on increasing our knowledge on molecules already available and on their improvement. We studied the ovicidal activities of currently available molecules for human scabies treatment and molecules use in the veterinary clinic. Furthermore, we studied the potential of a higher dose of ivermectin for scabies treatment.In the third part of the thesis, we worked on the management of the environment. We evaluated in vitro the effectiveness of different machine washing procedures for the eradication of a population of Sarcoptes scabiei as well as the effect of freezing, drying and the usefulness of closed plastic bags. We also studied the activity of repellent molecules or acaricide products for the management of Sarcoptes mites in the environment.Using the results of these different studies it will be possible to propose new alternatives for the therapeutic management of human scabies. New alternatives will be evaluated in humans in the next future. For the environment, specific and universal recommendations at individual and collective level will be proposed
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26

Eriksson, Gustav, and Erik Almér. "Understanding the business model in the video game industry : A case study on an independent video game developer." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43808.

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Background: Tough competition, time- and resource constraints, and changing consumer demands in the video game industry requires business models that can cope with the pressure.    Purpose: The purpose of this thesis is to use business model framework in order to better understand how independent video game developers develop their business models. We aim to contribute to the development of business model literature within the context of independent video game development by further the understanding of how a business model framework can be utilized in this new context.   Method: A case study method was used, focusing on a single-case and interviews with participants from the case company.   Conclusion: We further develop the BMC by proposing to divide the BMC for independent video game developers into a pre-release and post-release BMC to better describe the business model for an independent video game developer and the business model evolution from pre-release to post-release.
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27

Hernandez, Urena Luis Gustavo. "Pricing of Game Options in a market with stochastic interest rates." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7005.

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An in depth study of the pricing of Game contingent claims under a general diffusion market model, in which interest rate is non constant, is presented. With the idea of providing a few numerical examples of the valuation of such claims, we present a detailed description of a Bootstrapping procedure to obtain interest rate information from Swaps rates. We also present a Stripping procedure that can be used to obtain initial spot (caplet) volatility from Market quotes on Caps/FLoors. These methods are of general application and could be used in the calibration of diffusion models of interest rate. Then we show several examples of calibration of the Hull--White model of interest rates. Our calibration examples are later used in the numerical approximation of the value of a particular form of Game option.
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Hallqvist, Stina, and Johanna Moström. "ABB Gate Model : En processledningsmetod för ABB:s produktutveckling." Thesis, Linköping University, Department of Management and Economics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1901.

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Organisations tend to focus more and more on product and process development to increase their competitiveness. Several major organisations, among them ABB, have developed models aimed to more effectively control and manage product development processes. ABB is using its standardised model ABB Gate Model for this. The purpose of this thesis is to analyze how the introduction of ABB Gate Model has affected the outcome of decisions and also the decision-making in the product development process. The study is limited to elucidate the version of ABB Gate Model handling product development projects. No deeper study is conducted regarding the information used or the criteria for the gate decisions; instead, the focus is to findelements in basis for the decision- making that have a greater significance for the outcome at some gate or at specific types of gate decisions. The empirical data of the thesis has to a great extent been collected through interviews with respondents from both of the studied units and also the unit in charge of the implementation and development of ABB Gate Model. The study shows that ABB Gate Model does not to any significant extent affect the outcome of the decisions in the product development projects. In general, the same decisions are made as before and projects are seldom cancelled. The foremost effects of ABB Gate Model at the units are: increased clarity and support to the operational work, improved co- ordination between the units functional departments, and contributed to make essential aspects of the product development projects visible and taken into consideration.

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29

Bildtgård, Marcus. "Applying the Five-Factor Model to Game Design." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227628.

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What makes us like or dislike certain games? Is there relation between our tastes in games and our personalities and can it be measured? This dissertation examines gamer personalities and game attributes with the help of the Five-Factor Model, also called The Big Five. It treats an experiment on how to apply the Five-Factor Model to games and their players and what it may be used for. By interviewing gamers, recording their favored and unfavored games, letting the gamers take a Big Five personality test and then juxtapose their personalities with their games' attributes, those questions may be answered.
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30

Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.

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This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need to develop a career-oriented instructional design model for education of game programming; (b) identify the disparities that caused the mismatch of instructional content between academia and the game industry; (c) review research that contributed to the identification of three disparities: curriculum objectives and structure, instructional content, and curriculum orientation; (d) discuss theories and models of instructional design, student engagement, and related pedagogies; and (e) explore how these theories and models might be instrumental in improving education of game programming. The results obtained from the literature review were also used to formulate guidelines for investigating the status of currently available curricula in game programming. The research design and the research methods utilized by this study to examine the research questions are also described in detail. Four research questions were used to guide the study with the goal of identifying or forming a guiding principle for developing an instructional design model for a career-oriented education of game programming professionals. The results of this study indicated that all of the investigated game programming curricula had not yet produced graduates whom the game companies are interested in hiring as game programmers and that educational institutions had missed an opportunity to equip students with the proper programming skills for the game industry. Furthermore, this study identified that an accreditation standard as well as an industry-accepted instructional design model was not yet available to reflect the personnel hiring requirements of the game industry. The curriculum and coursework must be career-oriented and instructional content must center on game programming. Game programming pedagogy must lead to development of core competencies. In reviewing these findings, the guiding principles for developing an instructional design model became clear. The contribution of this study was to present an immediately applicable instructional design model that could be used as a basis by schools to create or fine tune their game programming curricula. The completed model is provided as an attachment to this dissertation. This proposed instructional design model is intended to provide an initial basis towards a solution to minimize the disparities between academia and the game industry in educational areas of curriculum orientation, curriculum objectives and structure, and instructional content. As with any problem solution, future study and analysis should be done in order to optimize and standardize a game programming curriculum that will be accepted by the game industry as well as accredited by a mutually accepted accreditation body.
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31

Marston, Matthew C. "Game based design : a game theory based approach to engineering design." Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/15877.

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32

Hájek, Jiří. "Zkoumání chování distribučního řetězce na příkladu Beer Game." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-76112.

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The paper examines the behavior of the supply chain through a system dynamic model. The theoretical part presents system dynamics, the Beer game and the simulation environment in which the model was created. In the practical part, the response of five surveyed decision-making order rules on the 4 patterns of demand is analyzed.
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33

Knudsen, Kasper, and Vilhelm Söderström. "When the investors choose : Analysis of business models within the Swedish video game industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451195.

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Many Swedish video game companies have in recent years been very successful in terms of share price development. Why is it like that? With the purpose to gain an increased understanding of the investor's choice, we here examine which business models are used in the Swedish video game industry. More specifically, we try to identify what similarities do the business models in the successful companies share and what similarities do the non-performing companies share. The analytical framework used is based on Business Model Canvas adapted to the video game industry. We use a qualitative approach with case studies of 10 listed Swedish video gaming companies, five successful and five non-performing, in terms of share price development. The data collected is from secondary sources, mainly the companies' annual reports, fitting the investors narrative with the assumption that secondary data is generally what influences the stock price.In general, the results suggest that similarities between business models among the successful companies largely coincide with similarities between the non-performing companies, which makes the information less valuable for understanding investors' choices. Nevertheless, one unique similarity among successful companies applies to that they in general have broad gaming portfolios that target several unrelated customer segments, i.e. a diversified market. The non-performing companies instead mainly target a niche market. Another unique similarity among successful companies’ business models concerns their use of acquisition strategies. In the non-performing companies' business models, acquisition strategies are largely lacking.
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Farokhnejad, Atieh. "Compact Modeling of Intrinsic Capacitances in Double-Gate Tunnel-FETs." Doctoral thesis, Universitat Rovira i Virgili, 2020. http://hdl.handle.net/10803/669806.

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La miniaturització dels MOSFET en els circuits integrats ha elevat la tecnologia microelectrònica. Aquesta tendència també augmenta el grau de complexitat d'aquests circuits i els seus components bàsics. En els MOSFET convencionals, el corrent es basa en l'emissió termoiònica de portadors de càrrega, que per això limita el pendent subumbral en aquests transistors a 60 mV / dec. Per tant, per superar aquest límit i continuar amb la miniaturització per mantenir el ritme de la llei de Moore, es requereixen estructures alternatives. Entre aquestes, el transistor d'efecte de camp per túnel (TFET) es considera un possible successor de l'MOSFET. A causa del seu mecanisme alternatiu de transport de corrent, conegut com a túnel de banda a banda (B2B), el pendent subumbral en TFET pot fer-se inferior al límit de 60 mV / dec. Per comprendre i estimar el comportament dels TFET, no només com un element únic sinó també a nivell de circuit, es requereix un model compacte d'aquest dispositiu. En aquesta tesi es presenta un model basat en càrrega per descriure el comportament capacitiu d'un TFET de doble porta (DG TFET). No obstant això, la simplicitat i la flexibilitat de el model permeten usar-lo per a un altre tipus d'estructures TFET, com els TFET planars o de nanofils d'una sola porta (SG TFETs). El model és verificat amb les simulacions TCAD, així com amb mesures experimentals de TFET fabricats. El model de capacitància també inclou l'efecte dels elements paràsits. A més, en el context d'aquest treball també s'investiga la influència dels contactes de barrera Schottky en el comportament capacitiu dels TFET. Aquest model finalment es combina amb un model DC compacte existent per formar un model TFET compacte complet. A continuació, el model compacte s'implementa per a simulacions transitòries de circuits oscil·ladors d'anell basats en TFET.
La miniaturización de los MOSFET en los circuitos integrados ha elevado la tecnología microelectrónica. Esta tendencia también aumenta el grado de complejidad de estos circuitos y sus componentes básicos. En los MOSFET convencionales, la corriente se basa en la emisión termoiónica de portadores de carga, que por ello limita la pendiente subumbral en estos transistores a 60 mV/dec. Por tanto, para superar este límite y continuar con la miniaturización para mantener el ritmo de la ley de Moore, se requieren estructuras alternativas. Entre estas, el transistor de efecto de campo por túnel (TFET) se considera un posible sucesor del MOSFET. Debido a su mecanismo alternativo de transporte de corriente, conocido como túnel de banda a banda (B2B), la pendiente subumbral en TFET puede hacerse inferior al límite de 60 mV/dec. Para comprender y estimar el comportamiento de los TFET, no sólo como un elemento único sino también a nivel de circuito, se requiere un modelo compacto de este dispositivo. En esta tesis se presenta un modelo basado en carga para describir el comportamiento capacitivo de un TFET de doble puerta (DG TFET). Sin embargo, la simplicidad y la flexibilidad del modelo permiten usarlo para otro tipo de estructuras TFET, como los TFET planares o de nanohílos de una sola puerta (SG TFETs). El modelo es verificado con las simulaciones TCAD, así como con medidas experimentales de TFET fabricados. El modelo de capacitancia también incluye el efecto de los elementos parásitos. Además, en el contexto de este trabajo también se investiga la influencia de los contactos de barrera Schottky en el comportamiento capacitivo de los TFET. Este modelo finalmente se combina con un modelo DC compacto existente para formar un modelo TFET compacto completo. A continuación, el modelo compacto se implementa para simulaciones transitorias de circuitos osciladores de anillo basados en TFET.
Miniaturization of the MOSFETs on the integrated circuits has elevated the microelectronic technology. This trend also increases the degree of complexity of these circuits and their building blocks. In conventional MOSFETs the current is based on the thermionic—emission of charge carrier, which therefore limits the subthreshold swing in these transistors to 60 mV/dec. Hence, to overcome this limit and continue with down scaling to keep pace with the Moor’s law, alternative structures are required. Among these, the tunnel—field—effect transistor (TFET) is considered as a potential successor of the MOSFET. Due to its alternative current transport mechanism, known as band—to—band (B2B) tunneling, the subthreshold swing in TFETs can overcome the 60 mV/dec limit. In order to comprehend and estimate the behavior of TFETs, not only as a single element but also on the circuit level, a compact model of this device is required. In this dissertation a charge –based model to describes the capacitive behavior of a double—gate (DG) TFET is presented. However, simplicity and flexibility of the model allow to use it for other type of TFET structures such as single—gate (SG) planar or nanowire TFETs. The model is verified with the TCAD simulations as well as the measurement data of fabricated TFETs. The capacitance model also includes the effect of the parasitic elements. Furthermore, in the context of this work also the influence of Schottky barrier contacts on the capacitive behavior of TFETs is investigated. This model is finally combined with an existing compact DC model to form a complete compact TFET model. The compact model is then implemented for transient simulations of TFET—based inverter and ring—oscillator circuits.
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35

Gebauer, Corinna Mirjam. "Ein mathematisches Kompartimentmodell der murinen Erythro- und Granulopoese unter simultaner Gabe von Erythropoietin und G-CSF." Doctoral thesis, Universitätsbibliothek Leipzig, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-66715.

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In dieser Arbeit wird das in vivo-Verhalten der murinen Erythro- und Granulopoese, einschließlich der hämatopoetischer Stammzellen, unter dem Einfluß von exogen appliziertem G-CSF und Erythropoietin mit Hilfe eines mathematischen Kompartimentmodelles untersucht. Der Schwerpunkt liegt auf der Identifizierung von linienübergreifenden Wachstumsfaktoreffekten. Zu diesem Zweck werden experimentelle Daten mit den Modellsimulationen unter Berücksichtigung verschiedener Modellannahmen verglichen. Die experimentellen Daten für die Modellentwicklung stammen zum einem kleinen Teil aus der Literatur, hauptsächlich betrachtet wurden jedoch Daten einer kooperierenden niederländischen Arbeitsgruppe. Die beiden Wachstumsfaktoren wurden kontinuierlich und simultan mittels osmotischer Minipumpen subkutan über einen längeren Zeitraum appliziert. Die experimentellen Daten werden zunächst mit Hilfe eines nichtlinearen Regressionsmodelles analysiert und quantitativ beschrieben, wobei Interaktionseffekte zwischen den Wachstumsfaktoren besondere Berücksichtigung finden. Es wird dann ein umfassendes mathematischen Differentialgleichungsmodell der murinen Erythro- und Granulopoese unter Berücksichtigung der linienübergreifenden Wachstumsfaktoreffekte und Interaktionen aufgestellt. Es wird zunächst überprüft, ob sich die beobachteten Daten unter Simultanstimulation durch die einfache Zusammenschaltung zweier bereits existierender Einzelmodelle der Erythro- und Granulopoese ohne weitere Modellannahmen erklären lassen. Dazu werden Daten von normalen als auch splenektomierten Tieren berücksichtigt. Es zeigt sich nach Prüfung verschiedener Hypothesen, dass erst unter Annahme einer durch Erythropoietin potenzierten Amplifikation der primär G-CSF-abhängigen Zellstufe der lienalen CFU-GM die experimentell beobachteten Effekte erklärt werden können. Es wird außerdem gezeigt, daß sich mit demselben Modell und denselben Modellparametern die bei splenektomierten Tieren zu beobachtetende G-CSFabhängige Entwicklung einer EPO-resistenten Anämie gut erklärt wird. In einem zweiten Teil der Arbeit wird ein Modellkonzept erarbeitet, mit welchem sich die Effekte nach Langzeitgabe von G-CSF mittels rezeptorvermitteltem G-CSF-Abbau erklären lassen. In einem dritten Teil wird geprüft, ob sich die hämatopoetische Zellzahldynamik nach Absetzen der G-CSF-Gabe durch eine aktive Rückmigration von Progenitoren aus der Milz in das Knochenmark erklären läßt. Das in dieser Arbeit entwickelte kombinierte Modell der Erythro- und Granulopoese impliziert eine Reihe von weiteren Fragen und bedarf der Überprüfung und Weiterentwicklung anhand weiterer experimenteller Daten. Dafür werden entsprechende Vorschläge erarbeitet, die weitere Einblicke in das komplexe Systemverhalten der Hämatopoese liefern könnten.
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36

Gasson, Catherine Emma. "Game-theoretic models of parental care." Thesis, University of Bristol, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.299330.

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37

Katsikas, Stamatios. "Game theoretic models of networks security." Thesis, University of Warwick, 2017. http://wrap.warwick.ac.uk/102611/.

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Decision making in the context of crime execution and crime prevention can be successfully investigated with the implementation of game-theoretic tools. Evolutionary and mean-field game theory allow for the consideration of a large number of interacting players organized in social and behavioural structures, which typically characterize this context. Alternatively, `traditional' game-theoretic approaches can be applied for studying the security of an arbitrary network on a two player non-cooperative game. Theoretically underpinned by these instruments, in this thesis we formulate and analyse game-theoretic models of inspection, corruption, counter- terrorism, patrolling, and similarly interpreted paradigms. Our analysis suggests optimal strategies for the involved players, and illustrates the long term behaviour of the introduced systems. Our contribution is towards the explicit formulation and the thorough analysis of real life scenaria involving the security in network structures.
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38

Enache, Andreea. "Structural Econometrics for Game Theoretical Models." Paris, EHESS, 2015. http://www.theses.fr/2015EHES0126.

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Cette thèse inclut quatre chapitres réunis autour d'un thème commun: les problèmes inverses dans les jeux stochastiques en information incomplète. L'objectif de cette thèse est d'étudier l'identification et l'estimation d'un paramètre fonctionnel dans le contexte des variables inobservables, situation courante dès qu'il y a une asymétrie d'information. On cherche à retrouver la distribution des primitives dans des modèles d'enchères et de la théorie des contrats à partir des variables observées et du concept d'équilibre "Bayesian Nash Equilibrium". La méthodologie d'identification et d'estimation dans tous les quatre essais est basée sur une réécriture du modèle économique en termes de quantiles et l'analyse économétrique est conduite entièrement dans un contexte non paramétrique. Néanmoins, pour une certaine classe de problèmes que l'on appelle "problèmes bien-posés", la vitesse de convergence de nos estimateurs est une vitesse paramétrique. En général, les modèles de la théorie des jeux mènent souvent à des problèmes inverses non-linéaires mal-posés. Cependant, les deux premiers essais de cette thèse traitent des exemples des problèmes inverses bien-posés (l'enchère au troisième prix et le modèle d'anti-sélection). Le troisième essai est une généralisation de la méthodologie proposée dans les deux premiers articles et introduit une nouvelle classe de problèmes bien-posés que l'on appelle "hazard-rate game models". Le dernier article étudie l'enchère au premier prix en utilisant l'approche par les quantiles ce qui permet d'obtenir, par opposition avec la littérature existante, une forme explicite pour la fonction des quantiles des variables latentes
This thesis consists of four essays articulated around the topic of inverse problems in games of incomplete information. The objective of the dissertation is to study the identification and the estimation of a functional parameter in a context of unobserved variables, situation often encountered in the presence of asymmetric information. We recover the distribution of primitives in auctions and contract-theory models using the data and the concept of Bayesian Nash Equilibrium. All chapters use a quantile approach both in terms of identification and estimation methodology. Another common feature is that all the economic issues are studied in a fully nonparametric setting. In spite of that, for a class of problems that turn out to be well-posed inverse problems, we find parametric speed of convergence for our estimators. Usually, many game-theoretical models belong to a class of ill-posed inverse problems. Nevertheless, the two first papers (the third-price auction model and the pure adverse selection model) of this thesis treat models that belong in fact to a class of well-posed inverse problems. The third essay generalizes the results of the first two articles by considering a general form for the strategy function of the game and introduces a new class of well-posed games called "hazard-rate game models". The last chapter of the dissertation studies the first-price auction model using the quantile approach which, by contrast with the existing literature, leads to a closed-form solution for the quantiles of the latent variables
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39

Sedláček, Adam. "Multiagentní modely kooperativních her." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-165143.

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The diploma thesis describes design and creation of agent-based model of cooperative games and its subsequent analysis. The created model combines assumptions of game the-ory with other findings; it examines the dynamics of coalition formation and the influence of external and internal factors on this formation. The first theoretical part introduces the game theory and clarifies basic principles and con-cepts of N - player cooperative games. It evaluates the benefits and disadvantages of solu-tions introduced by this theory. The thesis further deals with multi-agent systems focused on agent-based models as an analytical and computational method for analyzing complex systems. There are also explained basic principles of agent-based modeling, including ap-proaches of their creation. Furthermore, there are presented distinctions between different types of agents, environments and models. The second practical part specifies assumptions and principles that are essential for the created multi-agent model. The diploma thesis describes the development of agent-based model of cooperative games by itself, including its characteristics and behavior. Final analysis of the created model clarifies impact of individual variables on the coalition for-mation process and confirms its ability to investigate given area.
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40

Manninen, T. (Tony). "Rich interaction model for game and virtual environment design." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514272544.

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Abstract The focus of this thesis is on perceivable interaction forms that can be utilised in multi-player computer games and Collaborative Virtual Environments (CVEs). Interaction forms are manifestations of user-user and user-environment interaction. These forms convey the actions of the user to others, and to oneself, during synchronous communication and interaction partially resembling face-to-face encounters in the physical world. The communication, co-ordination and collaboration difficulties in current 3D CVEs have yet to be overcome. The aim of this thesis is to conceptualise and delineate the available mutually perceivable interaction forms. The research analyses entertainment industry solutions and examines their potential as providers of design implications for CVE systems in general. Furthermore, games are used as platforms in the construction phases of the research. The research answers the problems of what interaction forms exist in multi-player games and what are their main characteristics and how to apply the understanding of possible interaction forms in order to help the design of games and professionally used CVEs? The problems are approached with conceptual analytical and constructive methods. Delineation and categorisation of various interaction forms in games and CVEs is presented. The gap between theoretical models and practical design is bridged by using several empirical cases as a constructive part of the research. The significance of this research is related to the increasingly important role of CVEs in global organisations and virtual enterprises, as well as in the everyday life of people. The communicational and functional enhancements of the virtual environments and multi-player games make the interpersonal interaction more usable and applicable in computer mediated settings. The research provides a deeper understanding of the concept of interaction forms in the context of CVEs and multi-player games. The results can be used to create more supportive, appealing and communicative applications by applying interaction models and theories in the form of rich interaction design guidelines. The main contributions of this research are the conceptual models of interaction forms and corresponding rich interaction design suggestions. The results reveal important and neglected aspects of interaction forms to the world of game and virtual environment designers. Combined with the descriptions of interaction design processes the overall outcome of the work is applicable to a wide audience designing or using computer systems that support communication, co-ordination and collaboration.
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41

Esquivel, Karla Cristina Munoz. "Playphysics: an emotional student model for game-based learning." Thesis, Ulster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.582814.

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Game-based learning (GBL) environments introduced a new generation of Intelligent Tutor- ing Systems (ITSs) that provide personalised instruction by being constantly aware of stu- dent reactions to the system. Student motivation, attitudes, self-efficacy and affective state have been the key focus of such developments. Current models of student emotion have shown promise in laboratory environments. However, the problem of accurately recognising and inferring student emotions within learning environments persists. The majority of already existing computational models of student emotion employ cognitive theories that are not de- rived from the learning context. Control-value theory (Pekrun et al. 2007) assumes that control and value appraisals are the most meaningful for determining emotions in educational settings. Our proposed compu- tational emotional student model uses the Control-value theory for reasoning about learners' emotions in GBL environments settings. The main hypothesis is that this model will recog- nise student achievement emotions, i.e. emotions relevant to the educational context, with reasonable accuracy (not random). The definition, implementation and evaluation of our computational emotional student model in PlayPhysics, an emotional game-based learning environment for teaching physics, are discussed. Our emotional model is implemented with a dynamic sequence of Bayesian networks for representation of learners' achievement emo- tions. Probabilistic Relational Models (PRMs) are employed to facilitate their derivation. The Necessary Path Condition algorithm is employed in combination with Pearson correlations and Binary and Multinomial logistic regression for defining network structure. The Expecta- tion Maximisation (EM) learning algorithm is employed for network parameter learning. Our model employs answers to questions in-game dialogues, contextual variables and physio- logical variables for recognising student emotion. Results show a fair accuracy of classification of student achievement emotions for the PlayPhysics' emotional student model when only contextual and behaviour variables are considered (values of Cohen's Kappa in a range larger than 0.2 but lower than or equal to 0.4), which then improves when physiological variables, i.e. Galvanic Skin Response (GSR), are incorporated (values of Cohen's Kappa in a range larger than 0.4 and lower than or equal to 0.6). Our emotional model provides enhanced understanding about the factors involved in reasoning about emotion. PlayPhysics GBL environment is assessed to attain an enhanced understanding of the student experience of achievement emotions. Future work may focus on creating further game challenges, identifying enhanced predictors for control and value, e.g. using sentiment analysis and analysis of facial expressions. Numerous applications, in areas ranging from biology to e-commerce, are envisioned for the application of our ap- proach to create intelligible and dynamic genetic and emotional consumer data models.
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42

Dickinson, Ted Michael. "A Proposed Accessibility Model of In-Game Advertising Effects." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1469128159.

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43

Laine, Emmi. "Desirability, Values and Ideology in CNN Travel -- Discourse Analysis on Travel Stories." Thesis, Stockholms universitet, Institutionen för mediestudier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-102742.

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Title: Values, Desirability and Ideology in CNN Travel -- a Discourse Analysis on Travel Stories Author: Emmi Laine Course: Journalistikvetenskap, Kandidatkurs, H13 J Kand (Bachelor of Journalism, Fall 2013), JMK, Stockholm University, Sweden Aim: The aim is to examine which values and ideologies CNN Travel fulfills in their stories. Method: Qualitative discourse analysis. Summary: This Bachelor ́s thesis asks what is desirable, which are the values of CNN Travel, the major U.S. news corporation CNN ́s online travel site. The question has been answered through a qualitative discourse analysis on 20 chosen travel stories, picked by their relevancy, diversity, and their expressive tone. Due to the limited space and the specific textual method, the analysis was restricted to the editorial texts of these stories. The chosen method was discourse analyst Norman Fairclough ́s model of evaluation, which revealed the explicit and implicit ways the media texts suggest desired characteristics. These linguistic devices took the readers ́ agreement for granted, as they imposed a shared cultural ground with common values, which is a base for a mutual understanding. After identifying the explicit and implicit evaluations, they were organized according to some major discursive themes found in the texts, and finally analyzed in order to expose their underlying values. The results showed how these certain values brought forth certain ideologies, to some extent in keeping with recent research of tourism and travel journalism. As the study has been put into a larger context of related research, the following pages will first explain some larger concepts of discourse analysis, such as representation, cultural stereotypes, ideology and power. A cross-section from older to more contemporary theories in culture studies has been utilized; moving from Edward Said ́s postcolonial classic Orientalism, an example of cultural stereotyping, to the more recent topics of ‘promotion culture’ and consumerism, and tourism researcher John Urry ́s ideas about the consumption of places and the ‘tourist gaze.’ In the end, the study considers what kind of power does travel journalism possess over the represented tourism destinations. Finally, when questioning the travel journalists ́ legitimacy and power to represent the travel destinations, poststructuralist Michel Foucault ́s theory about the ‘regime of truth,’ as well as Antonio Gramsci ́s ideas of ‘hegemony,’ theory of dominance through consent, were discussed and confirmed.
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44

Doddannagari, Uday. "A p-cell approach to integer gate sizing." [College Station, Tex. : Texas A&M University, 2007. http://hdl.handle.net/1969.1/ETD-TAMU-2443.

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45

Geisler, David [Verfasser]. "Beyond the tracked line of sight : Gaze-driven user models / David Geisler." Tübingen : Universitätsbibliothek Tübingen, 2021. http://d-nb.info/1226756611/34.

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46

Gandhi, Aniruddh. "Automata and game theoretic models of computation." Thesis, University of Auckland, 2012. http://hdl.handle.net/2292/19427.

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In this thesis we investigate two finite state models of computation: automata and games on graphs. First we investigate the state complexity of finite word and tree automata from two directions. One direction is to study the interplay between non-deterministic automata (NFA) and deterministic automata (DFA) state complexity. In particular, we show that the exponential gap of the state explosion caused by the subset construction and the complementation of NFA may be filled. Another direction is to investigate the DFA state complexity of natural subclasses of regular languages. We focus on finite word and tree languages and provide improved upper bounds on the state complexity of union and intersection of such languages. Secondly we generalize finite automata by introducing automata over arbitrary algebraic structures. For a structure S, we use the term S-automata for the class of automata operating over S. An S-automaton has a fixed number of registers and processes finite sequences of elements from the (possibly infinite) domain of S. At every stage, it may test the input against the values in the registers using the relations of S and then based on the outcome of this test, move to another state after applying some operations from S to the registers. We investigate certain natural problems such as the validation problem and the emptiness problem and show that they may become decidable or undecidable if we change the underlying structure or the structure of the automaton in various natural ways. Lastly we investigate the problem of solving Bu��chi and parity games on trees with back-edges. We present an efficient algorithm that solves a Bu��chi game played on trees with back-edges and then apply our analysis to parity games. We then present experimental evidence which shows that our algorithm for Bu��chi games performs asymptotically better than the classical algorithm in many cases. Also we present a concrete class of Bu��chi games for which the classical algorithm has a quadratic running time and our algorithm has linear running time.
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47

Ker, Andrew D. "Innocent game models of untyped lambda calculus." Thesis, University of Oxford, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.365708.

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48

Mio, Matteo. "Game semantics for probabilistic modal μ-calculi." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/6223.

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The probabilistic (or quantitative) modal μ-calculus is a fixed-point logic designed for expressing properties of probabilistic labeled transition systems (PLTS’s). Two semantics have been studied for this logic, both assigning to every process state a value in the interval [0, 1] representing the probability that the property expressed by the formula holds at the state. One semantics is denotational and the other is a game semantics, specified in terms of two-player stochastic games. The two semantics have been proved to coincide on all finite PLTS’s. A first contribution of the thesis is to extend this coincidence result to arbitrary PLTS’s. A shortcoming of the probabilistic μ-calculus is the lack of expressiveness required to encode other important temporal logics for PLTS’s such as Probabilistic Computation Tree Logic (PCTL). To address this limitation, we extend the logic with a new pair of operators: independent product and coproduct, and we show that the resulting logic can encode the qualitative fragment of PCTL. Moreover, a further extension of the logic, with the operation of truncated sum and its dual, is expressive enough to encode full PCTL. A major contribution of the thesis is the definition of appropriate game semantics for these extended probabilistic μ-calculi. This relies on the definition of a new class of games, called tree games, which generalize standard 2-player stochastic games. In tree games, a play can be split into concurrent subplays which continue their evolution independently. Surprisingly, this simple device supports the encoding of the whole class of imperfect-information games known as Blackwell games. Moreover, interesting open problems in game theory, such as qualitative determinacy for 2-player stochastic parity games, can be reformulated as determinacy problems for suitable classes of tree games. Our main technical result about tree games is a proof of determinacy for 2-player stochastic metaparity games, which is the class of tree games that we use to give game semantics to the extended probabilistic μ-calculi. In order to cope with measure-theoretic technicalities, the proof is carried out in ZFC set theory extended with Martin’s Axiom at the first uncountable cardinal (MAℵ1). The final result of the thesis shows that the game semantics of the extended logics coincides with the denotational semantics, for arbitrary PLTS’s. However, in contrast to the earlier coincidence result, which is proved in ZFC, the proof of coincidence for the extended calculi is once again carried out in ZFC +MAℵ1.
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49

Nicole, Robin Maxime Jacques. "Fluctuations and large deviationsin game theoretical models." Thesis, King's College London (University of London), 2017. https://kclpure.kcl.ac.uk/portal/en/theses/fluctuations-and-large-deviationsin-game-theoretical-models(9123000e-e9c7-4c23-891c-ef1748ab3f4f).html.

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This thesis uses advanced methods from statistical physics to investigate collective effects in game theoretical models with a large number of players. Specifically, I study the strategy distributions in a large game that models how agents choose among double auction markets. I provide a classification of the possible mean field Nash equilibria, which include potentially segregated states where an agent population can split into subpopulations adopting different strategies. I compare this classification with the results of Experience-Weighted Attraction (EWA) learning, which in the long run leads to Nash equilibria in the appropriate limits of large intensity of choice, low noise (long agent memory) and perfect imputation of missing scores (fictitious play). Non-trivially, depending on how the relevant limits are taken, more than one type of equilibrium can be selected. These include the standard homogeneous mixed and heterogeneous pure states, but also heterogeneous mixed states in which different agents play different strategies that are not all pure. I also investigate the influence of heterogeneity in traders’ behaviour on the emergence of segregation described previously. The theoretical machinery is then extended from the study of systems with two markets, to the analysis of multi-agent systems where traders can choose between multiple markets. The last part of the thesis focuses on how the interaction among players in a repeated game can be represented as an evolutionary process in a “population of ideas”. I propose the interpretation of reinforcement learning as a stochastic process in a finite population of this type. The resulting birth-death dynamics has absorbing states and allows for the extinction of ideas, which marks a key difference with mutation-selection processes. I characterise the outcome of evolution in populations of ideas for several classes of symmetric and asymmetric games.
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50

"A reinforcement learning model of gaze following." UNIVERSITY OF CALIFORNIA, SAN DIEGO, 2007. http://pqdtopen.proquest.com/#viewpdf?dispub=3259369.

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