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1

Bergstrand, Isak. "”Spelen är ju typ alltid på engelska…” : Elevers medvetenhet om MMO-spels påverkan på engelskkunskaper." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36048.

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Syftet med studien är att undersöka elevers uppfattningar om Massive Multiplayer Online-spels (MMO-spel) inverkan på engelskkunskaper. Studien, likt tidigare forskning inom om-rådet, grundar sig i ett sociokulturellt perspektiv. En kvalitativ metod i form av semistruk-turerade intervjuer har använts för att intervjua deltagare i årskurs 6. Följande frågeställ-ningar har legat som grund för studien: Hur beskriver elever sitt eget och klasskamraters spelande av MMO-spel i förhållande till engelskinlärning? Hur beskriver elever att de och andra lär sig engelska i MMO-spel? Hur ser elever på MMO-spel som ett möjligt verktyg för språkinlärning i engelskundervisning?Intervjuerna analyserades med en fenomenografiskt inspirerad modell i sju steg för att få fram ett resultat. Resultatet visar att eleverna är medvetna om MMO-spels inverkan på eng-elskkunskaper. Medvetenheten hos deltagarna berör inte enbart utvecklingen av engelsk-kunskaper utan även spelvanor och vad i spelen det är som utvecklar engelska. Resultatet visar även att eleverna påstår att det är den sociala sidan i spelen som utvecklar och inte själva spelandet. Flertalet av deltagarna är skeptiska till en potentiell användning av MMO-spel i engelskundervisningen.
The purpose of this study is to inquire into the perceptions of the influence which Massive Multiplayer Online games (MMOs) have on the English language skills of those who play them. This study, like other studies in the same field, departs from a sociocultural perspec-tive. This qualitative study employed semi-structured interviews with participants aged be-tween 12 and 13. The study asked the following questions: How do participants perceive the influence MMOs have on their own and others’ English? How do participants describe the experience of learning English through MMOs? How do participants regard the idea of using MMOs as a tool for English language teaching in a formal educational setting?The interviews were analysed with a fenomenographically inspired model to find a result. The results indicate that participants are aware of the impact MMOs have on their English language skills. This awareness encompassed not only the improvement of English lan-guage skills, but also an awareness of their gaming habits and how they also improve English language skills. Furthermore, participants perceived that it is the social aspect of MMOs which improves English skills, as opposed to the game play mechanics. The majority of the participants are, however, skeptical of the use of MMOs in formal English education.
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2

Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.

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3

Schliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.

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As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations.
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4

Muhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.

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5

Colombo, Simone. "Computer-Mediated Communication as Situated Phenomenon in Massive Multiplayer Online Servers : A Minecraft-based investigation." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185133.

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The present study investigated Computer-Mediated Communication (CMC) as situated phenomenonin Massive Multiplayer Online (MMO) servers. The popular videogame of Minecraft was chosen as a testbed to examine CMC within its simulated environment. Previous research on videogames explored CMC without considering the role of the server. This research suggests that the onlineserver represents an integral part of the digital environment, in which communication is situated. Data were collected from four servers that shared the same game play mode. A total of 11,658 chatmessages were collected and analyzed with Basic Content Analysis based on word frequencies. Codes were developed and sorted into three predetermined categories: socioemotional positive, socioemotional negative and task area. Results showed that communication significantly differed between almost all servers. Furthermore, it also appeared that in three of the four servers, communication varied between the two weeks of recordings. Future research on CMC is encouraged to consider the role of the online servers. The social construct that may be represented by the MMO servers ought to be explored more thoroughly.
I föreliggande studie så undersöks datormedierad kommunikation (CMC) som fenomen baserat iMMO-servrar (Massive Multiplayer Online). Detta utförs genom det populära TV-spelet Minecraft. Tidigare forskning har fokuserat på CMC utan att överväga olika servrar som faktorer. Resultatet av föreliggande studie indikerar att online-servern väsentligen hör ihop med den digitala miljön, där den kontextuella kommunikationen sker. Datainsamling skedde från fyra servrar som har överensstämmande spellägen. Totalt 11 658 chatmeddelanden samlades in samt analyserades genom innehållsanalys vilket baserades på ordfrekvens. Koder utvecklades och sorterades i tre förutbestämda kategorier: socioemotionell positiv, socioemotionell negativ och ”task area”. Resultatet indikerar att kommunikationen skiljde sig signifikant mellan servrar. Dessutom såvarierade kommunikationen mellan de två veckorna av insamlade data på tre av fyra servrar. Framtida forskning rörande CMC bör vidare överväga serverns roll. Därutöver bör det sociala konstrukt som framkommit ur MMO-servrar vidare utforskas.
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6

Lunde, Joacim. "Designprocess MMOFPSRPG: Att förbättra ett spelkoncept." Thesis, Umeå University, Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1748.

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Denna rapport innefattar framtagningen av ett spelkoncept och användningen av testmetoden fokusgrupp för att styra designprocessen i rätt riktning. Rapporten motiverar mina val av designgrepp samt visar vägen till ett tidigt spelkoncept som innefattar element vilka gör konceptet intressant på marknaden.

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7

Bergstrand, Isak, and Sund Viktoria Fritzon. "The Game Changer : MMO-spels inverkan på elevers färdigheter i engelska som andraspråk." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29895.

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Läroplanen i engelska beskriver hur undervisningen ska anknyta till elevnära och vardagliga situationer. Studien utgår därför ifrån de vardagliga situationer där eleverna möter engelska. Flertalet av dagens elever är bekanta med och har deltagit i online-spel, det är därför intressant att undersöka användandet av online-spels inverkan på elevernas engelska språkutveckling. Målgruppen för undersökningen är elever som studerar engelska som andraspråk. Syftet med studien är att undersöka ‘Massive Multiplayer Online’-spels påverkan på elevers språkutveckling i engelska som andraspråk och är en litteraturöversikt på forskning inom området. Materialet består av vetenskapliga artiklar samt en forskningsrapport. Kommunikationsmiljöerna i spelen ses som mer autentiska än de i klassrummet, vilket i sin tur anses leda till ökad språkinlärning och ett stort intresse för att kommunicera hos eleverna. Elever som aktivt spelar ‘Massive Multiplayer Online’-spel på fritiden visar även enligt studierna en högre kommunikativ och vokabulär förmåga inom engelska som andraspråk. Användandet av spelen lämpar sig inte för elever med begränsade engelskkunskaper och används främst av pojkar. Slutsatsen av studien är att MMO-spel i sin nuvarande form inte bör föras in i klassrummet som en allmängiltig undervisningsmetod, utan att spelen ska ses som ett komplement till engelsk språkutveckling.
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8

Maumon, de Longevialle Nathalie. "L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar." Thesis, Nice, 2013. http://www.theses.fr/2013NICE0034/document.

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L’objet de cette recherche est d’étudier les antécédents de l’intention du consommateur de MMO/MMORPG en nous appuyant sur la définition de Bell (2008), qui propose un consensus quant à la définition des mondes virtuels. Par cette définition, tous les mondes virtuels possèdent trois concepts qui leur sont inhérents : la présence d’interactions sociales, la persistance et l’avatar. Nous avons adapté le modèle de l’acceptation technologique en représentant ces trois concepts par l’identité sociale pour laquelle nous distinguons la communauté du MMO et la communauté de la guilde, la perception du flow et l’avatar. Notre travail suit une démarche hypothético-déductive, qui s’est formalisée par l’élaboration d’une analyse qualitative et d’une analyse quantitative, en utilisant les équations structurelles.Les résultats ont montré que les facteurs motivationnels (Yee 2007) d’accomplissement et d’immersion influencent significativement et positivement la personnalisation des déterminants de l’avatar (le physique, l’habillement et les attitudes), a contrario du facteur de sociabilité qui l’influence négativement. Les trois concepts inhérents aux mondes virtuels ont une influence positive sur l’attitude qui, elle-même, influence positivement l’intention. Notre adaptation du modèle de l’acceptation technologique, en intégrant conjointement les trois concepts des MMO/MMORPG que sont l’identité sociale, la perception du flow et la personnalisation des critères de l’avatar, explique à 27,4 % l’intention du consommateur de mondes virtuels
The object of this research is to study the antecedents of the consumer’s intention of MMO/MMORPG by supporting the definition of Bell (2008), which is offering a consensus on the definition of the virtual worlds. By this definition, all the virtual worlds have three concepts which are inherent to them: the presence of social interactions, persistence and avatar. We adapted the model of technological acceptance by representing these three concepts by social identity at which we distinguished the MMO community and the Guild community, perception of the flow and avatar. Our work follows a hypothetico-deductive method, which was formalized by the development of a qualitative and a quantitative analysis, using structural equations method. The results showed that the motivational factors (Yee 2007) of achievement and immersion influence significantly and positively the personalization of the determinants of the avatar (physique, clothing and attitudes), a contrario of the factor of sociability which influences it negatively. The three concepts which are inherent to virtual worlds have a positive influence on the attitude which, itself, influences positively the intention. Our adaptation of the model of technological acceptance, by jointly integrating the three concepts of the MMO/MMORPG which are social identity, perception of the flow and personalization of the criteria of the avatar, explains to 27,4% the consumer’s intention of virtual worlds
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9

Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Doctoral thesis, Högskolan på Gotland, Avdelningen för Spelutveckling och gestaltning, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.

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Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term \textit{semiautonomy} is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
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10

Torstensson, Peter, and Niklas Salo. "Datorspel: ett språkutvecklande tidsfördriv : Datorspelens påverkan på elevernas engelska ordförråd." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35647.

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Syftet med denna studie är att undersöka huruvida datorspel kan utveckla ungdomars språkförråd i engelska samt hur datorspel kan användas i undervisningssyfte. En del studier menar på att datorspel kan vara hämmande för elevernas lärande samt att de kan utveckla ett aggressivt beteende. Forskarna är inte eniga kring detta och ger ingen tydlig bild på hur datorspel påverkar ungdomar som spelar längre perioder. Det finns otaligt många olika datorspel som erbjuder olika sätt att interagera och lära sig nya engelska ord. Skolan har i uppdrag att introducera olika medier för att utveckla kunskaper inom engelskämnet. Denna studie undersöker ifall datorspel kan vara ett av dessa och hur de skulle kunna användas och studien grundar sig på Vygotskijs sociokulturella teori. Vi har sökt bland databaser efter artiklar som behandlar hur datorspel kan påverka ungdomar språkligt, som har engelska som sitt andraspråk. Studien avgränsas till artiklar som undersöker ungdomar mellan åldrarna 9 till 16 och deras relation till datorspel. Resultatet grundar sig även på internationella studier, dock är majoriteten genomförda i Sverige, eftersom syftet berör svenska skolungdomar. Resultatet påvisar att datorspel kan bidra till ett utökat ordförråd bland ungdomar som har ett intresse för datorspel. För att datorspel skall kunna användas som ett framgångsrikt verktyg i undervisningssyfte, fordras engagemang hos läraren samt välplanerade lektioner med välutformat lärarmaterial. Dock visar studien på ett antal olika problem som är kopplade till användandet av datorspel i klassrummet. Det främsta problemet berör utgifterna kopplade till införskaffandet av datorer utrustade för att kunna hantera moderna datorspel. Ett annat problem som lyfts fram är kopplat till den tid som datorspel kräver för att ungdomar ska utvecklas språkligt.
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Bergman, Joakim. "Viral marknadsföring för MMO-spel : Att marknadsföra spel som Dreamlords: The Reawakening." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3252.

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Detta examensarbete består av skapandet samt det praktiskatillämpandet av en metod, som har syftet att med hjälp av viralmarknadsföring få in nya spelare till ett massivt onlinespel1.Syftet med detta examensarbete är att skapa en bättre uppfattningom vad viral marknadsföring är för något, men också hur man kananvända den i marknadsföringssyfte.Metoden går ut på att skapa tre olika faser, även kalladetillämpningsfaser, som alla har sitt eget syfte och sedan tillämpadessa fasers olika beståndsdelar för att sedan uppskatta ett resultatutifrån detta.Om man genom denna metod förbereder och förbättrar speletscommunity tillräckligt bra, är förhoppningen att de potentiella spelarnasom når communityn ska stanna kvar och bli faktiska spelare. För attfå potentiella spelare att nå spelets community krävs det att speletsrepresentation, i detta fall spelets hemsida och communityforum, ärtillräckligt tilltalande och informativ. För att dessa två delar ska spelanågon roll, krävs det något sätt att få in potentiella spelare till speletshemsida. Detta gör man med viral marknadsföring. Lyckas alla dessadelar, har metoden fungerat och nått ett framgångsrikt resultat.
Då området kring examensarbetet är relativt nytt, finns därför brist på detaljspecifierade referenser i examensarbetet.
Dreamlords: The Reawakening
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Šach, Martin. "Počítačové hry a simulace (se zaměřením na MMOG)." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-10339.

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The goal of this Thesis is not only a plain description of common characteristics of Massive Multiplayer Online Games (their sorting and conditions on where they run are included), but also their integration to the wider phenomenon -- to cyberspace. Cyberspace reference is present in all recommendations and game specifics. Cyberspace is it`s base ingredient, the authority, to which all those parts are revoking to. And here it comes our second and main goal. The need of integration of players to that virtual world. To seek her desires, her true nature. That maybe done by describing various game devices and methods of connecting users of those devices to the cyberspace, let alone by expanding reader`s horizons to places, not known to her. All that is lead by one effort -- that the person, who will read that Thesis carefully, will be able to answer the question, if players get exactly what they need. And she`ll be able to do that before reading to the end.
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Lundström, Jonas, and Andreas Mååg. "Strategiskt samarbete For the Win : En studie om interaktioner i World of Warcraft." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-8702.

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Multiplayer online role-playing game (MMORPG) spel har blivit mycket populära. Trots detta finns det begränsad forskning kring spelares interaktion och kommunikation gällande samarbete. Det här arbetet har därför riktat in sig på hur interaktion och kommunikation gällande hur samarbetet fungerar inom MMORPG spelet World of Warcraft.

Syftet med detta arbete var att undersöka möjligheter till förbättringar gällande interaktion och kommunikation för samarbete inom MMORPG spel, och inriktar sig i det här fallet speciellt på World of Warcraft.

Genom att använda tre vanligt förekommande metoder undersöktes nuvarande interaktionsmöjligheter inom World of Warcraft. Dessa metoder var deltagarobservationer som genomförs i testmiljön World of Warcraft. Enkätundersökning som var av typen webbenkät med både öppna och stängda frågor. Deltagarobservationen innefattade även kontextuella intervjuer med mer erfarna spelare som tillsammans med enkätundersökningen stödde och bekräftade resultatet från deltagarobservationen.

Med hjälp av frågeställningar som innefattade interaktion och kommunikation tog uppsatsen reda på viktiga faktorer som att erfarenhet var av avgörande betydelse för hur mycket kommunikation det behövs för ett lyckat samarbete. Textkommunikation var generellt det populäraste verktyget, men som nybörjare tog det längre tid att skriva längre meddelanden samt att förstå alla förkortningar som återkommande förekommer. Erfarenhet och awareness, eller medvetenhet på svenska, hade stor betydelse vid flera situationer. Awareness handlar om att samarbetet bygger på erfarenhet och kunskap, vilket leder till förståelse för hur man ska agera i olika situationer. I spelet handlade det främst om kunskap om de olika karaktärerna och de olika delarna av spelet som till exempel, dungeons. Det var en stor fördel att ha spelat dungeons tidigare annars kan det kännas att man som nybörjare inte har där att göra. Det fanns möjligheter att utveckla samarbetet, speciellt när det gäller spelsituationer där erfarenhet nästan var ett krav, vilket resulterar i en konflikt mellan vana och ovana spelare.

 

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14

Jagad, Lakshmi Ms. "Online Gaming and Teamwork." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.

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This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
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15

Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Doctoral thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1141.

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Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of 'mood'. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can 'feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the 'mental physics' of the MM may open up new possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different 'spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which 'affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term \textit{semiautonomy} is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of 'mood'. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can 'feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the 'mental physics' of the MM may open up new possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different 'spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which 'affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
A thesis submitted in 2009 in partial fulfilment of the requirements of the University ofTeesside for the degree of Doctor of Philosophy. The research programme was carriedout at and with the support of Gotland University.
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Nykl, Scott L. "High-fidelity Distributed Physics for Continuous Interactive Virtual Worlds Using Server Clusters." Ohio University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1226544609.

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17

Passos, Paulina, and Robert Åhs. "Gaming som läromedel : En studie om hur kommersiella digitala spel påverkar lågstadieelevers engelskbruk." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-388435.

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18

Husárik, Braňko. "Nastavení virtuální ekonomiky uvnitř MMOG." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-76034.

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The thesis is dedicated to the proper virtual economy setup of Massive Multiplayer Online Game to make the game competitive in this area to other products on the market. In addition to setting the economy on the example thesis includes a market analysis of computer and console games, comparison of virtual economy with real and comparison of the selected virtual economies based on defined criteria. The primary goal is to make a procedure for setting up the virtual economy and its verification. Another goals are the analysis of the games market, comparison of the games market economies and a demonstration of web game making. Game making is depended on its feasibility analysis, which is also included in the thesis. The work also verify the correctness of the settings according to the defined criteria.
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19

Singh, Arun Kumar. "Le compromis Débit-Fiabilité-Complexité dans les systèmes MMO multi-utilisateurs et coopératifs avec décodeurs ML et Lattice." Thesis, Paris, ENST, 2012. http://www.theses.fr/2012ENST0005/document.

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Dans les télécommunications, le débit-fiabilité et la complexité de l’encodage et du décodage (opération à virgule flottante-flops) sont largement reconnus comme représentant des facteurs limitant interdépendants. Pour cette raison, tout tentative de réduire la complexité peut venir au prix d’une dégradation substantielle du taux d’erreurs. Cette thèse traite de l’établissement d’un compromis limite fondamental entre la fiabilité et la complexité dans des systèmes de communications « outage »-limités à entrées et sorties multiples (MIMO), et ses scénarios point-à-point, utilisateurs multiple, bidirectionnels, et aidés de feedback. Nous explorons un large sous-ensemble de la famille des méthodes d’encodage linéaire Lattice, et nous considérons deux familles principales de décodeurs : les décodeurs à maximum de vraisemblance (ML) et les décodeurs Lattice. L‘analyse algorithmique est concentrée sur l’implémentation de ces décodeurs ayant comme limitation une recherche bornée, ce qui inclue une large famille de sphère-décodeurs. En particulier, le travail présenté fournit une analyse à haut rapport Signal-à-Bruit (SNR) de la complexité minimum (flops ou taille de puce électronique) qui permet d’atteindre a) une certaine performance vis-à-vis du compromis diversité-gain de multiplexage et b) une différence tendant vers zéro avec le non-interrompu (optimale) ML décodeur, ou une différence tendant vers zéro comparé à l’implémentation exacte du décodeur (régularisé) Lattice. L’exposant de complexité obtenu décrit la vitesse asymptotique d’accroissement de la complexité, qui est exponentielle en terme du nombre de bits encodés
In telecommunications, rate-reliability and encoding-decoding computational complexity (floating point operations - flops), are widely considered to be limiting and interrelated bottlenecks. For this reason, any attempt to significantly reduce complexity may be at the expense of a substantial degradation in error-performance. Establishing this intertwined relationship constitutes an important research topic of substantial practical interest. This dissertation deals with the question of establishing fundamental rate, reliability and complexity limits in general outage-limited multiple-input multiple-output (MIMO) communications, and its related point-to-point, multiuser, cooperative, two-directional, and feedback-aided scenarios. We explore a large subset of the family of linear lattice encoding methods, and we consider the two main families of decoders; maximum likelihood (ML) based and lattice-based decoding. Algorithmic analysis focuses on the efficient bounded-search implementations of these decoders, including a large family of sphere decoders. Specifically, the presented work provides high signal-to-noise (SNR) analysis of the minimum computational reserves (flops or chip size) that allow for a) a certain performance with respect to the diversity-multiplexing gain tradeoff (DMT) and for b) a vanishing gap to the uninterrupted (optimal) ML decoder or a vanishing gap to the exact implementation of (regularized) lattice decoding. The derived complexity exponent describes the asymptotic rate of exponential increase of complexity, exponential in the number of codeword bits
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Lesslie, Linnea, and Michelle Kuba. "I feel different when I play : A study of self esteem and well-being in MMO-playing young adults." Thesis, Umeå universitet, Institutionen för psykologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-167028.

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The current study aimed to investigate if there was a difference in self esteem of Swedish young adults when they were playing MMO (Massively Multiplayer Online Games) compared to when they were not playing. Moreover, the purpose was to explore whether any discrepancy in self esteem was associated with well-being and/or the amount of time spent gaming. The sample (N=75) was 19-30 year olds who regularly played MMO. The study consisted of an online survey including the Short Warwick-Edinburgh Mental Well-Being Scale, two versions of the Rosenberg Self Esteem Scale (one directed towards when playing and one towards when not playing) as well as questions concerning gaming habits. The results showed a significant difference in self esteem with a generally lower self esteem when playing compared to when not playing. The results indicated that MMO-playing functions as a separate context, where self esteem manifests differently from otherwise. The group reporting the lowest well-being showed a significant correlation between well-being and the discrepancy. This indicated that people with low well-being may have an increased sensitivity towards a discrepancy in self esteem where it tends to affect well-being negatively. The group that played the most showed a generally larger discrepancy compared to those who played the least. The patterns observed in the study motivate further research regarding why self esteem manifests differently in the MMO-playing context.
Studien ämnade att undersöka om det fanns en skillnad i självkänsla hos svenska unga vuxna då de spelande MMO(Massively Multiplayer Online Games) i relation till när de inte spelade. Vidare var syftet med studien att undersöka om någon diskrepans i självkänsla var associerat med välmående och/eller antal timmar de spelade. Urvalet (N=75) bestod av 19-30 åringar som regelbundet spelade MMO. Studien bestod av en online enkät med en Short Warwick-Edinburgh Mental Well-Being Scale och två versioner av Rosenberg Self Esteem Scale (en riktad mot då de spelande och en riktad mot då de inte spelade). Vidare bestod enkäten av frågor gällande spelvanor. Resultatet visade på en signifikant skillnad i självkänsla med en lägre självkänsla då de spelade än då de inte spelade. Resultatet tyder på att MMO-spelande fungerar som ett kontext där självkänsla manifesteras annorlunda. Gruppen som rapporterade lägst välmående visade på en signifikant korrelation mellan välmående och diskrepans. Detta indikerar att människor med lågt välmående kan ha en ökad känslighet för diskrepans i självkänsla, där diskrepansen verkar påverka välmående negativt. Gruppen som spelade mest tenderade vidare att  generellt ha en större diskrepans i jämförelse med dom som spelade minst. De mönster som observerats i den aktuella studien motiverar framtida forskning gällande varför självkänsla manifesteras annorlunda i MMO-spelande kontext.
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Fritzon, Sund Viktoria. "Gaming and English language development : En kvalitativ studie om samband mellan användande av MMO-spel och engelsk språkutveckling ur ett lärarperspektiv." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36258.

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Syftet med den här studien var att undersöka kopplingar mellan användande av MMO-spel och ökad engelsk språkutveckling hos elever i svensk skola ur ett lärarperspektiv. För att besvara syftesfrågorna i studien användes en kvalitativ metod. Fem lärare som undervisar eller har undervisat i engelska i årskurserna 4-6 intervjuades om sina erfarenheter. Studien har inspirerats av fenomenografi och fokuserar på lärarnas upplevelser och erfarenheter av MMO-spelande elevers språkutveckling i engelska.  Resultatet i studien visar att lärare har följande uppfattningar: elever som spelar MMO-spel har en ökad engelsk muntlig förmåga, mer tillgång till det engelska språket ett naturligt sammanhang för det engelska. Samtidigt finns det nackdelar med MMO-spelens inverkan på elevernas engelska språkutveckling. Dessa nackdelar består av negativt språkbruk, avsaknad av abstraktionsförmåga och svårigheter med att skilja på formellt och informellt språkbruk.
The aim of this study was to investigate the relation between the use of MMO games and increased English language development among pupils in Swedish schools from a teacher perspective. To answer the research questions of this study, a qualitative method was used. Five teachers who teach or have taught English to grade 4-6 pupils were interviewed about their experiences. The study has been inspired by phenomenography and is focused on how teachers experience the phenomenon of MMO playing pupils and their English language development. The result of the study show that teachers hold the following perceptions: pupils have an increased English verbal ability, more access to the English language, and that the MMO games give a natural context for the English language. At the same time, MMO games may have a negative impact on pupils English language development. These disadvantages consist of negative language, lack of abstraction ability, and difficulties in distinguishing between formal and informal English language use.
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22

Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base for custom-made MMORPG research scenarios A.I. agents, impersonating human players, can be used to "bootstrap" the research scenario to reach the necessary massive number of players that define the game genre. This thesis presents a system that makes its human players and A.I. players indistinguishable while preserving the basic characteristics of a typical MMORPG. To better achieve identical perception of human and A.I. players, our system centers around the collection, sharing, and exchange of information while limiting the means of expression and actions of players. A gameplay scenario built on the Panoptyk engine was constructed to imitate gameplay experienced in major MMORPGs. We conducted a user-study where subjects play through the scenario with a varying number of A.I. players unknown to them. Three versions of the scenario were created to assess how indistinguishable human and A.I. players were and vice versa. We found, across 24 participants, there were 32% correct identifications, 30% incorrect identifications, and 38% answers of "I don't know". This was broken down into 20% correct identifications, 42% incorrect identifications, and 38% answers of "I don't know" for bot characters and 46% correct identifications, 16% incorrect identifications, and 38% answers of ``I don't know'' for human characters.
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Gause, Matěj. "Marketing počítačové hry z pohledu youtubera." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-201805.

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The goal of the dissertation Marketing of PC game from the view of Youtuber is to characterize the latest practices in influencing masses of players of War Thunder PC game through video service Youtube and social network Facebook. This is a real project during which author created a large community of fans around the game counting more than 10 000 people on Youtube and almost 4 500 people on Facebook. Author applied the latest trends and the most innovative practices in connection with a traditional promotion of gaming content. This work shows that both channels can have a positive impact on the gaming company revenue from microtransactions based on freemium business model. Author also describes detailed and comprehensive view on one of the biggest gaming phenomenon in history.
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24

Mançour, Billah Saïd. "Etude par spectroscopie vibrationnelle de composes mmo : :(6)x::(14) (m = metal divalent, x = cl et/ou br) presentant le cluster mo::(6)." Rennes 1, 1986. http://www.theses.fr/1986REN10033.

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Interpretation des spectres ir et raman a partir des correlations entre les vibrations correspondant a la maille cristalline et celles d'un motif (mo::(6)x**(i)::(8))x**(a)::(6) isole. Etude des phenomenes ordre-desordre sur les sites "c" et "a" par diffraction rx et par absorption ir sur solution solide pbmo::(6)cl::(14-x)br::(x) (x = o - 14). Calcul d'un champ de force de valence permettant de preciser les modes normaux de vibration et de mettre en evidence la grande stabilite du groupement (mo::(6)x**(i)::(8)) par suite de forces comparables des liaisons mo-mo et mo-x**(i)
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25

Hannesson, Kristófer. "Identifying Important Members in a Complex Online Social Network." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216947.

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The success of Online Social Networks (OSN) is influenced by having the ability to understand who is important. An OSN can be viewed as a graph where users are vertices and their interactions are edges. Graph-based methods can enable identification of people in these networks who for example exhibit the characteristics of leaders, influencers, or information brokers. A Massively Multiplayer Online game (MMO) is a type of OSN. It is a video game where a large number of players interact with each other in a virtual world. Using behavioral data of players' interactions within the space-based MMO EVE Online, the aim of this thesis is to conduct an experimental study to evaluate the effectiveness of a number graph-based methods at finding important players within different behavioral contexts. For that purpose we extract behavioral data to construct four distinct graphs: Fleet, Aggression, Mail, and Market. We also create a ground truth data set of important players based on heuristics from key gameplay categories. We experiment on these graphs with a selection of graph centrality, Influence Maximization, and heuristic methods. We explore how they perform in terms of ground truth players found per graph and execution time, and when combining results from all graphs. Our results indicate that there is no optimal method across graphs but rather the method and graph should be chosen according to the business intention at each time. To that end we provide recommendations as well as potential business case usages. We believe that this study serves as a starting point towards more graph based analysis within the EVE Online virtual universe where there are many unexplored research opportunities.
Framgången hos Online Sociala Nätverk (OSN) påverkas av förmågan att förstå vem som är viktig. Ett OSN kan ses som en graf där användarna är noder och deras interaktioner ärbågar. Grafbaserade metoder kan möjliggöra identifiering av personer i dessa nätverk somtill exempel uppvisar egenskaper hos ledare, påverkare eller informationsförmedlare. Ett Massively Multiplayer Online game (MMO) representerar en typ av OSN. Det är ett datorrollspel där ett stort antal spelare interagerar med varandra i en virtuell värld. Genomatt använda beteendedata om spelarnas interaktioner i den rymdbaserade MMO:n EVE Online är målet med denna avhandling att genomföra en experimentell studie för att utvärdera effektiviteten hos ett antal grafbaserade metoder för att hitta viktiga spelare inom olika beteendemässiga sammanhang. För det ändamålet extraherar vi beteendedata för att konstruera fyra distinkta grafer: Fleet, Aggression, Mail och Market. Vi skapar också ett ground truth" dataset av viktiga spelare baserat på heuristik från viktiga spelkategorier. Vi utför experiment på dessa grafer med ett urval av grafcentralitet, Influence Maximization och heuristiska metoder. Vi undersöker hur metoderna presterar i termer av antal ground truth spelare som finns per graf och över grafer, och i termer av exekveringstid. Våra resultat tyder på att det inte finns någon optimal metod för alla grafer. Metoden och grafen bör väljas beroende på intentionen vid varje tillfälle. För detta ändamål tillhandahåller vi rekommendationer samt potentiella affärsmässiga användningsområden. Vi tror att denna studie tjänar som utgångspunkt för mer grafbaserad analys inom EVEOnlines virtuella universum där det finns många outforskade forskningsmöjligheter.
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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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Koptur, Evren. "TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459175932.

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Stensson, Einar. "The Social Structure of Massive Multiplayer Online Communities : Investigating the social network of a World of Warcraft guild." Thesis, Stockholm University, Stockholm University, Department of Sociology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-28516.

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The growing role of communication using computers in people’s everyday lives is reflected by the debates about massive multiplayer online role playing games (MMOs) like World of Warcraft and the Internet as a whole. While people may be driven by the same psychological drives that have spurred interaction between people in the past, this interaction is increasingly facilitated with the use of computer mediated communication (CMC). Can strong relations form between people that are separated by great distances in space using CMC? The presence of strong relations in MMOs could open the possibility for MMO communities to thrive.

A social network analysis of a MMO guild with 50 members was conducted using an online survey, which produced a non-response rate of 50 percent. Participants were asked about their age, the time they had spent in the guild and their gender in order to explain the social structure of the networks. They were then asked to state the strength of their relations with each of the other members of the guild on a scale from ―one, neutral‖ to ―five, strong friendship‖. The social network analysis program Pajek was used to investigate the characteristics of the social network using so called sociograms.

The essay concludes that numerous strong relations exist within the guild and that a long time spent in the guild increases the number of strong relations a guild member has. The results show that guilds may form the cohesive backbone of MMO communities and proposes that future research be conducted on the brokerage between guilds in MMO communities in order to produce a comprehensive view of the social structure of MMO communities.

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Viamonte, Connie M. "You Crit Like a Girl: the Performance of Female Identity in the Virtual Gaming Community World of Warcraft." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/2273.

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This dissertation examines how gender is expressed and performed in the virtual gaming community of World of Warcraft. Players were approached through the medium of the game and through various on-line bulletin boards to answer surveys and open-ended interview questions about their experiences as a female player or with female players in this virtual society. In addition to answering questions, this project involved participant observations within several different types of realms or servers in World of Warcraft in order to gain a better understanding of community dynamics. The premise for this research is working through an idealistic notion that virtual communities might break down gender lines through allowing members to pick their gender or doing away with biological differences in gender altogether. This research hopes to dissect this idea and, furthermore, fill an important gap in existing sociological studies about virtual societies and games by making the argument that gender stereotypes carry over from the physical world into virtual spaces and, consequently, affect the vabried interactions of players within this virtual community as well as the gender performance of female players, in particular. Observations and game design suggests that many of the aesthetic principles of the female avatars available in World of Warcraft cater to attracting heterosexual male players. Clothing and armor is revealing and female avatars are highly sexualized not just through appearance, but through programmed behaviors in the game. This research examines the effects of such pre-conditioned parameters on the population of this top ranked game.
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Eklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity." Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.

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This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and gamer agency and its importance for social interaction with strangers, using in-game participant observation. Lastly in Study IV, building on interviews, female gamers come to the fore as their gender construction in an online game is examined with the aim of understanding the connection between online and offline. The main result concerns how social gaming takes place in various social relations. How gaming comes to be―what it means―is dependent on the relations between gamers, be they family members, real life friends, Internet friends or strangers. In these interactions, gender and sexual identity are realized; in the relations between gamers, physical proximate or online. Finally, virtuality is shown to be a social accomplishment of the people engaging in games rather than a property of the games themselves. Focus on the relational unveils how gaming comes to be in the process of interaction, a process at the same time dependent on underlying structures, i.e. games as designed platforms with certain affordances for social behaviour. We are able, thus, to reconcile the social constructivist position that (social) gaming is created in the relations between gamers engaging in games with the more formalist approach that games are rule based structures. Games create a foundation for interaction that can further develop into the creation/maintenance of relationships and identity.

At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Manuscript. Paper 2: Manuscript. Paper 3: Manuscript.

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Herner, William, and Edward Leiman. "How does toxicity change depending on rank in League of Legends?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-389338.

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This thesis aims to investigate toxic remarks in three different ranks in League of Legends, Bronze, Gold, and Diamond. The purpose is to understand how toxic communication between players would change depending on rank. A framework from Neto, Alvino and Becker (2018) was adopted to define and count toxic remarks. The method relied on participant observation to gather data; three different ranks were specified for data collection. Fifteen games were played in each of the ranks; Bronze, Gold, and Diamond. Each game was recorded, transcribed and analyzed by dividing each toxic remark registered into Neto, Alvino and Becker’s predetermined categories. The study concluded that domain language is more often used by players with a higher rank, meaning that high ranked players tend to use toxicity that requires previous game knowledge to understand. On the contrary, low ranked players tend to stick to basic complaints and insults when using toxicity to remark teammates while playing.
Syftet med detta examensarbete är att undersöka förekomsten av toxiska yttranden i tre olika ranger i League of Legends: Brons, Guld och Diamant. Målet är att försöka förstå hur toxiska yttranden spelarna emellan ändras beroende på rang. För att kunna definiera och räkna toxiska yttranden användes ett ramverk som utformats av Neto, Alvino och Becker (2018). Som metod för insamlingen av data från de tre olika rangerna användes deltagarobservationer. Femton matcher spelades i var och en av rangerna Brons, Guld och Diamant. Varje match spelades in, transkriberades och analyserades och de toxiska yttrandena delades upp i Neto och Beckers olika kategorier. Utifrån studien kan slutsatsen dras att domänspråk är oftare använt av spelare i högre ranger och att domänspråk är kopplat till slang inom spel som kräver tidigare kunskap i spelet för att förstå. I motsats till detta använder spelare i lägre ranger mer basala klagomål och förolämpningar när toxiska yttranden riktas mot andra spelare.
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Ponsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.

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Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.

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Isaksson, Susanne. "Character Creation Processes in MMORPGs : - A qualitative study of determining important factors." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21028.

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Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; “Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players? To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters.
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Troilo, Giorgia. ""Frezzare la corsia è un'arte proprio come il farmare, la si acquisisce con il tempo" Analisi del linguaggio specialistico derivante e formatosi nel contesto del videogioco MOBA League of Legends." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17154/.

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L'obiettivo della tesi è quello di fornire al lettore una visione composita delle principali caratteristiche del linguaggio specializzato, sviluppato e creato dagli utenti italiani, del videogioco MOBA League of Legends. Tali informazioni saranno accompagnate da un glossario contenente 112 voci, personalmente organizzato dal candidato. Verranno illustrati gli aspetti fondamentali del suddetto prodotto videoludico, dalle peculiarità tecniche alle ragioni del suo successo mondiale. Verranno inoltre descritte le principali tendenze rilevate all'interno della community di giocatori e come queste abbiano influenzato la formazione di un sottocodice settoriale. Tessendo una linea di congiunzione con le teorie concernenti i linguaggi specialistici e l'adozione di forestierismi, si porterà avanti un'analisi sociolinguistica della culla di nascita del linguaggio di League of Legends. Seguirà una descrizione dei principali casi di studio rilevati nel glossario, così come il procedimento seguito per la creazione dello stesso. Infine verranno presentati i risultati derivanti da sondaggi promossi sull'argomento mediante le piattaforme online. La ricerca andrà a documentare la conoscenza generale della terminologia videoludica di League of Legends fra videogiocatori e non, portando alla luce future possibilità di sviluppo dell'argomento.
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36

Laverdet, Caroline. "Aspects juridiques des mondes virtuels." Thesis, Paris 2, 2020. http://www.theses.fr/2020PA020006.

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Les « mondes virtuels », ou « métavers », permettent à de nombreux utilisateurs de s’immerger en ligne, dans des espaces tridimensionnels, interactifs et persistants, par le biais de leur avatar. L’engouement économique suscité par ces univers se heurte à un encadrement juridique encore aujourd’hui quasi-inexistant. Sont par exemple revendiqués des droits de propriété sur les objets virtuels, la protection de la liberté d’expression au sein des univers virtuels, ainsi qu’une protection spécifique de l’avatar, notamment lorsque l’éditeur décide unilatéralement de supprimer le compte d’un utilisateur. Or ces droits et libertés s’opposent généralement aux règles et conditions d’utilisation fixées par les éditeurs, conditions qui doivent impérativement être acceptées par les utilisateurs pour pouvoir accéder aux univers persistants. Dès lors, faut-il appliquer et, plus simplement, adapter les règles juridiques existant dans le monde réel aux mondes virtuels ? A travers l’étude des aspects juridiques des mondes virtuels, l’objectif de cette thèse est de s’interroger sur la manière dont le droit s’est saisi à ce jour des espaces persistants et sur les conditions d’une meilleure appréhension juridique future
"Virtual worlds", or "metavers", allow many users to immerse themselves online, in three-dimensional, interactive and persistent spaces, through their avatars. The economic craze generated by these universes is confronted with a legal framework that is still almost non-existent today. For example, property rights on virtual objects, the protection of freedom of expression within virtual universes, as well as specific protection of the avatar are claimed, particularly when the publisher unilaterally decides to delete a user's account. However, these rights and freedoms generally conflict with the rules and conditions of use set by publishers, which must be accepted by users in order to access persistent universes. Therefore, should we apply and, more simply, adapt the legal rules existing in the real world to virtual worlds? Through the study of the legal aspects of virtual worlds, the objective of this thesis is to question the way in which the law has so far seized persistent spaces and the conditions for a better future legal apprehension
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Schöllmann, Stefan [Verfasser]. "Optimierung des Bandbreiten-Längenproduktes optischer MMF-Übertragungssysteme durch Anwendung der MIMO-Technik / Stefan Schöllmann." Kiel : Universitätsbibliothek Kiel, 2009. http://d-nb.info/1019869968/34.

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38

Le, Duc Minh. "Nouvelle stratégie d’élaboration de la monométhylhydrazine via le procédé Raschig en utilisant la technologie des microréacteurs : synthèse de la chloramine dans des conditions quasi-stoechiométriques et isolement en une seule étape multifonctionnelle." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10335.

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Ce travail effectué dans le cadre d'une collaboration avec le groupe Safran-Heraklès, a pour objectif le développement d'une nouvelle stratégie d'élaboration de la monométhylhydrazine (MMH) par intensification du procédé Raschig, en utilisant la technologie des microréacteurs. Ce composé est aujourd'hui une molécule à fort potentiel dans le domaine de la propulsion, de l'industrie pharmaceutique ainsi que dans le domaine de l'agrochimie. Ce travail a été financé par la Région Rhône-Alpes sous la forme d'une bourse doctorale CIBLE 2008-2011. La première partie de ce travail est consacrée à la synthèse de la monochloramine élaborée dans des conditions quasi-stoechiométriques et à l'étude de sa stabilité. Cette synthèse a été réalisée pour la première fois, en continu, à l'aide de la technologie des microréacteurs. Les conditions optimales de synthèse ont été déterminées ainsi que les paramètres de sécurité, en vue d'un transfert industriel rapide et sécuritaire. La deuxième partie concerne l'objectif majeur du nouveau procédé qui consiste à extraire, sous pression, la totalité des produits organiques (monométhylhydrazine et monométhylamine (MMA)), sous la forme d'une phase condensée, par démixtion des solutions brutes de synthèse. Ce phénomène est lié à l'existence d'une lacune de miscibilité à l'état liquide dans le système ternaire MMA-H2O-NaOH. L'optimisation de la démixtion a nécessité l'établissement systématique des diagrammes de phases impliqués. La dernière partie aborde l'aspect génie des procédés. Une modélisation cinétique de la synthèse de la MMH par voie Raschig a été entreprise afin d'estimer la composition des solutions de synthèse. L'exploitation thermodynamique des diagrammes de phases a permis la détermination des conditions optimales de l'isolement et l'établissement de plusieurs schémas de procédés pour la synthèse de la MMH
This work, conducted as part of a collaboration with the Safran-Heraklès group, aims at developing a new synthesis concept for the monomethylhydrazine (MMH), by process intensification using microreactor technology. The work was funded by the Rhône-Alpes region in the form of a doctoral fellowship TARGET 2008-2011. The first part of this research aims to study the stability of monochloramine solutions prepared in stoichiometric conditions. This synthesis was carried out continuously, for the first time ever, using microreactor technology. Optimal synthesis conditions as well as a set of security parameters have been established for a fast and secured transfer to industrial scale. The second part, also one of the main objectives of this work, is the extraction, under pressure, of all organic products (mostly MMH and monomethylamine) in the form of one condensed phase by demixing the crude reaction liquors. This phenomenon is related to the existence of a miscibility gap in the liquid ternary system H2O-MMA-NaOH. The optimization of the demixing step requires then the study of different solid-liquid-liquid phase diagrams involved. The last part deals with the chemical engineering aspect of the research. A kinetic modeling of the synthesis of MMH by the Raschig way was used in order to estimate the composition of the synthesis solution. These results and the application of phase diagrams allow the determination of optimal conditions for the isolation step and the establishment of process flow-sheets for the synthesis of MMH
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Yamazaki, Kasumi. "Learning to Communicate in a Virtual World: The Case of a JFL Classroom." University of Toledo / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1430389814.

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40

Hejcman, Marek. "Analýza business modelů v oblasti herního průmyslu." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-149993.

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The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
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Ladaycia, Abdelhamid. "Annulation d’interférences dans les systèmes MIMO et MIMO massifs (Massive MIMO)." Thesis, Sorbonne Paris Cité, 2019. http://www.theses.fr/2019USPCD037.

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Les systèmes de communications MIMO utilisent des réseaux de capteurs qui peuvent s’étendre à de grandes dimensions (MIMO massifs) et qui sont pressentis comme solution potentielle pour les futurs standards de communications à très hauts débits. Un des problème majeur de ces systèmes est le fort niveau d’interférences dû au grand nombre d’émetteurs simultanés. Dans un tel contexte, les solutions ’classiques’ de conception de pilotes ’orthogonaux’ sont extrêmement coûteuses en débit utile permettant ainsi aux solutions d’identification de canal dites ’aveugles’ou ’semi-aveugles’ de revenir au-devant de la scène comme solutions intéressantes d’identification ou de déconvolution de ces canaux MIMO. Dans cette thèse, nous avons commencé par une analyse comparative des performances, en nous basant sur les CRB, afin de mesurer la réduction potentielle de la taille des séquences pilotes et ce en employant les méthodes dites semi-aveugles. Les résultats d’analyse montrent que nous pouvons réduire jusqu’à 95% des pilotes sans affecter les performances d’estimation du canal. Nous avons par la suite proposé de nouvelles méthodes d’estimation semi-aveugle du canal, permettant d’approcher la CRB. Nous avons proposé un estimateur semi-aveugle, LS-DF qui permet un bon compromis performance / complexité numérique. Un autre estimateur semi-aveugle de type sous-espace a aussi été proposé ainsi qu’un algorithme basé sur l’approche EM pour lequel trois versions à coût réduit ont été étudiées. Dans le cas d’un canal spéculaire, nous avons proposé un algorithme d’estimation paramétrique se basant sur l’estimation des temps d’arrivés combinée avec la technique DF
MIMO systems use sensor arrays that can be of large-scale (massive MIMO) and are seen as a potential candidate for future digital communications standards at very high throughput. A major problem of these systems is the high level of interference due to the large number of simultaneous transmitters. In such a context, ’conventional’ orthogonal pilot design solutions are expensive in terms of throughput, thus allowing for the so-called ’blind’ or ’semi-blind’ channel identification solutions to come back to the forefront as interesting solutions for identifying or deconvolving these MIMO channels. In this thesis, we started with a comparative performance analysis, based on CRB, to quantify the potential size reduction of the pilot sequences when using semi-blind methods that jointly exploit the pilots and data. Our analysis shows that, up to 95% of the pilot samples can be suppressed without affecting the channel estimation performance when such semi-blind solutions are considered. After that, we proposed new methods for semi-blind channel estimation, that allow to approach the CRB. At first, we have proposed a SB estimator, LS-DF which allows a good compromise between performance and numerical complexity. Other SB estimators have also been introduced based on the subspace technique and on the ML approach, respectively. The latter is optimized via an EM algorithm for which three reduced cost versions are proposed. In the case of a specular channel model, we considered a parametric estimation method based on times of arrival estimation combined with the DF technique
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42

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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43

Giraldi, Márcia Cargnin Martins. "MMG." Florianópolis, SC, 2000. http://repositorio.ufsc.br/xmlui/handle/123456789/79334.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós -Graduação em Computação.
Made available in DSpace on 2012-10-18T02:19:31Z (GMT). No. of bitstreams: 0Bitstream added on 2014-09-25T17:37:22Z : No. of bitstreams: 1 182004.pdf: 1657518 bytes, checksum: 48b6543a2dbf3082c91c876ac1aaab9c (MD5)
O principal objetivo deste dissertação é propor um do ambiente que forneça ao programador de aplicações paralelas uma maior facilidade de programação. O compartilhamento dos dados é feito criando primitivas baseadas nas chamadas de sistema do IPC (InterProcess Communication) que implementam memória compartilhada, para suportar memória compartilhada distribuída. A organização básica do ambiente é formada por um conjunto de nodos (computadores PC compatíveis) conectados por uma rede de interconexão sobre o sistema operacional Linux. A comunicação entre os processos remotos é realizada através de sockets.
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Fletcher, Kathryn DeWitt. "Geographies of the underworld." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24613.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2008.
Committee Chair: Michael Nitsche, Ph.D.; Committee Member: Celia Pearce, Ph.D.; Committee Member: Eugene Thacker, Ph.D.; Committee Member: T. Hugh Crawford, Ph.D.
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Botonjic, Aida. "MIMO kanalmodeler." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2188.

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The objective of this diploma work is to investigate a set of Multiple Input Multiple Output (MIMO) channel models compatible with the emerging IEEE 802.11n standard. This diploma work validates also advanced, innovative tools and wireless technologies that are necessary to facilitate wireless applications while maximizing spectral efficiency and throughput.

MIMO channel models can be used to evaluate new Wireless Local Area Network (WLAN) proposals based on multiple antenna technologies.

The purpose of this thesis is to investigate means of channel models and their implementation in different environments such as: Matlab, C++ and Advanced Design Systems (ADS). The investigation considers also a comparison between the channel models based on theoretical data and parameter setup to the channel models based on statistical characteristics obtained from measured data.

Investigation and comparison of a MIMO channel models consider steering channel matrix H, spatial correlation coefficients, power delay profiles, fading characteristics and Doppler power spectrum.

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Gustafson, William Ivor. "Regional scale modeling of the Madden-Julian Oscillation using MM5 : an investigation of the importance of 30-70 day boundary effects on MJO development /." For electronic version search Digital dissertations database. Restricted to UC campuses. Access is free to UC campus dissertations, 2003. http://uclibs.org/PID/11984.

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Bartholmey, Paul. "Polytopes moments des compactifications sphériques d'un groupe : application au programme des modèles minimaux." Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS033/document.

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Le programme des modèles minimaux (MMP) est l'une des grandes théories développée en géométrie algébrique en vue de classifier les variétés algébriques complexes. Pour certaines familles d'exemples, le MMP est très bien connu. Notamment, pour les variétés toriques et horosphériques, la théorie se résume à une étude assez simple de familles de polytopes, dits polytopes moments, et elle s'étend même à des variétés plus singulières que dans le cas général. Le but de cette thèse est d'étendre ces résultats à des compactifications sphériques d'un groupe. On décrit dans un premier temps ces variétés, et on classifie tous les polytopes moments attachés à de telles compactifications. Puis on démontre que le MMP appliqué sur ces compactifications sphériques se traduit en termes de polytopes moments. Enfin on donne un programme codé en SageMath qui permet de donner les polytopes apparaissant dans le MMP d'une compactification sphérique d'un groupe simple
The Minimal Model Program (MMP) is one of the greatest theories in Algebraic Geometry developped to classify algebraic varieties. For some families of algebraic varieties, the MMP has been studied in depth. In particular, for toric and horospherical varieties, it comes down to a quite easy study of families of polytopes, called moment polytopes, and it could be adapted to weaker hypothesis of singularities. The goal of this thesis is to show that this reduction can be extended to spherical compactifications of a group. First of all we describe these varieties and classify all moment polytopes of such compactifications. Then we prove that the MMP applied on this spherical compactifications reduces to a study of a families of this moment polytopes. Finaly we give a computer program, coded in SageMath, which gives all polytopes appearing in the MMP of a simple group's spherical compactification
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Isacson, Terese. "Mio i folksagan och karnevalen : En tolkning och narratologisk studie av Astrid Lindgrens verk Mio, min Mio." Thesis, Högskolan Dalarna, Litteraturvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21007.

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The purpose of the study is, based on a narratological perspective, to analyze and interpret the novel written by Astrid Lindgren: Mio, min Mio. It is based on the legacy of the folktale tradition, which is also the basis for carnival concept according to Bachtin. The study is based on a narrative model of Gérard Genette. Mio, min Mio is told as a first person narrator and can be interpreted as Bo tells it to himself. It is a frame story in which the outer story is the reality, while the inner story is the structure of the folktale where Mio embarks on a predetermined mission to fight against evil. Carnival concept involves a timed up-and-down-turn that is sanctioned and controlled, this fits well with this story seen from this interpretation. In the fantasy world everything has an idealized counterpart and Bo is, via Mio, in this world for a limited time. Children in our society are powerless, but are allowed to be mighty in children's literature. The story gets a subversive effect as it shows that adult standards are not absolute. Even if Bo turns back to his foster parents, he goes through this inner battle processing his thoughts and feelings. The love Bo will experience in imagination gives him the power to manage his real situation.
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Ma, Shaodan. "Semi-blind signal detection for MIMO and MIMO-OFDM systems." Click to view the E-thesis via HKUTO, 2006. http://sunzi.lib.hku.hk/hkuto/record/B36846569.

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50

Ma, Shaodan, and 馬少丹. "Semi-blind signal detection for MIMO and MIMO-OFDM systems." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2006. http://hub.hku.hk/bib/B36846569.

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