Dissertations / Theses on the topic 'Simulation game'
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Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.
Full textCommittee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Jintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.
Full textDominguez, Angel E. "The hotel management simulation/game : an evaluation of game mechanics and learning outcomes /." Online version of thesis, 1993. http://hdl.handle.net/1850/11572.
Full textEliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.
Full textHood, Linda Christine. "The formative evaluation of a retirement simulation game." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0015/MQ47755.pdf.
Full textRojas, Vanessa. "Real time wind simulation in a 3D game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176704.
Full textElnourani, Mohamed. "COGNITIVE RADIO AND GAME THEORY : OVERVIEW AND SIMULATION." Thesis, Blekinge Tekniska Högskola, Avdelningen för signalbehandling, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5646.
Full textGustafsson, Christoffer, and Filip Björklund. "Wind Simulation in Networked Games." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420299.
Full textFraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.
Full textLeemkuil, Hendrik Harmanus. "Is it all in the game? learner support in an educational knowledge management simulation game /." Enschede : University of Twente [Host], 2006. http://doc.utwente.nl/56172.
Full textKiss, Tibor. "Design and development of a flexible business simulation game." Thesis, Middlesex University, 1997. http://eprints.mdx.ac.uk/6636/.
Full textLOPES, GUILHERME ALVES. "A FRAMEWORK FOR MICROBAYS SIMULATION AS A SERIOUS GAME." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2013. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=23150@1.
Full textCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
FUNDAÇÃO DE APOIO À PESQUISA DO ESTADO DO RIO DE JANEIRO
PROGRAMA DE EXCELENCIA ACADEMICA
Esta dissertação apresenta um framework para simulação de um ambiente de microbacias como serious game, onde o compromisso de representação mais realista de personagens, processos e ambientes está alinhado com as características usuais de jogos de entretenimento. O jogo tem por objetivo auxiliar na educação e na discussão de tópicos sobre sustentabilidade econômica e preservação do meio ambiente. Além da simulação física do terreno, este trabalho agrega uma nova funcionalidade ao simulador capaz de simular a interação dos habitantes de uma microbacia com o terreno e a interação entre eles na forma de um jogo. O framework permite a implementação de lógicas nos agentes, que simulam os habitantes, e as conjurações para atualização de preços e de valores de produção.
This dissertation presents a framework for the simulation of a watershed environment as a serious game, where the commitment of a more realistic representation of characters, processes and environment is aligned with the usual features of entertaining games. The game aims to assist education and discussing topics on economic sustainability and environmental preservation. In addition to the physical simulation of the terrain, this work adds a new functionality to the simulator which makes it capable of simulating the interaction of the inhabitants of a small watershed with the terrain and the interaction between them as a game. The framework allows us to implement logic in the agents that simulate inhabitants, and the settings for updating prices and values of production.
Garrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.
Full textThesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
Hájek, Jiří. "Zkoumání chování distribučního řetězce na příkladu Beer Game." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-76112.
Full textLei, Tianyu. "Traffic Cop: the serious game report." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/1174.
Full textSotomayor, Teresita. "EVALUATING TACTICAL COMBAT CASUALTY CARE TRAINING TREATMENTS EFFECTS ON COMBAT MEDIC TRAINEES IN LIGHT OF SELECT HUMAN DESCRIPTI." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3017.
Full textPh.D.
Other
Engineering and Computer Science
Modeling and Simulation PhD
Praiwattana, P. "Investigation into game-based crisis scenario modelling and simulation system." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/9188/.
Full textZhou, Qili. "Game traffic analysis and simulation in first person shooter environment." Thesis, Abertay University, 2008. https://rke.abertay.ac.uk/en/studentTheses/4eab6f5e-5387-4687-a12c-aa1e743f6d0c.
Full textOno, Teruo S. M. Massachusetts Institute of Technology. "Game theoretic analysis and agent-based simulation of electricity markets." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33857.
Full textIncludes bibliographical references (p. 91-92).
In power system analysis, uncertainties in the supplier side are often difficult to estimate and have a substantial impact on the result of the analysis. This thesis includes preliminary work to approach the difficulties. In the first part, a specific electricity auction mechanism based on a Japanese power market is investigated analytically from several game theoretic viewpoints. In the second part, electricity auctions are simulated using agent-based modeling.
by Teruo Ono.
S.M.
Zunis, Anthony Alan. "A Game Theoretic Analysis and Simulation of Non-Incumbent Elections." University of Akron / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=akron1396541701.
Full textCheung, Priscilla 1980. "Charles River City : an educational augmented reality simulation pocket PC game." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/27096.
Full textIncludes bibliographical references (p. 79).
This thesis has designed and implemented Charles River City, an educational, location-based augmented reality simulation game that uses Pocket PC devices and GPS technology. As mobile devices and processing power become more common and affordable, high school teachers can take advantage of these technological advances to explore new channels for teaching and motivating students. The Charles River City game seeks to engage middle to high school students in learning science in a fun and innovative way. The story and background in the game is loosely based on a previous work called River City, a desktop multi-player virtual simulation game. In Charles River City, students work in teams to investigate the cause of several illnesses in a virtual town. Through interviewing virtual characters, gathering water samples, and analyzing collected data, students learn to think and solve problems as a scientist would. A test run of the game shows that the simulation game is an effective teaching tool that gives students a hands on experience in solving a real world problem that is fun and challenging.
by Priscilla Cheung.
M.Eng.
Poonnawat, Waranya. "A framework for teaching decision support using a business simulation game." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.763529.
Full textÖhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.
Full textNihlén, Karl, and Sebastian Lind. "Interactive Evolution as a Game Mechanic." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20222.
Full textPunyalert, Sansanee, and Sansanee Punyalert. "Game-Enhanced Simulation as an Approach to Experiential Learning in Business English." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625617.
Full textXu, Dong. "An Integrated Simulation, Learning and Game-theoretic Framework for Supply Chain Competition." Diss., The University of Arizona, 2014. http://hdl.handle.net/10150/338942.
Full textKetelhohn, Niels. "Development of an interactive simulation game for ISE-5204 Manufacturing Systems Engineering." Thesis, This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-03242009-040732/.
Full textNeto, Pedro Ribeiro de Andrade. "Game theory and agent-based modelling for the simulation of spatial phenomena." Instituto Nacional de Pesquisas Espaciais, 2010. http://urlib.net/sid.inpe.br/mtc-m19/2010/11.21.17.15.
Full textAgent-based modelling (ABM) provides a bottom-up method for building complex systems. It has been gaining growing acceptance in various fields of science, such as economics, sociology, and anthropology, because of its capacity to show how collective social actions emerge from individual behaviour. One of the important research challenges for ABM concerns how to represent human actions in a landscape. The agents have to be grounded to a representation of the world, on which they can sense and act. In these studies, ABM toolkits need to support different types of geospatial data. However, the demands and formalisms for creating agent-based models for geospatial problems are not well established in the literature. This work presents advances on methodologies to represent and develop agent-based models of geospatial phenomena. First, it describes an architecture for studying geospatial phenomena using an agent-based approach. Second, it presents a couple of models that uses game theory as basis for the behaviour of agents. Agents compete for space, and their interactions are expressed as non-cooperative games. A definition of mobility is presented, and the effect of this and other parameters on the development of the models are investigated.
Romero, Margaurete. "Comparing Game Simulation to Concept Models for Student-Centered Learning in Biology." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6577.
Full textAndre, Randall S. "The factors required for winning the business simulation game| A regression analysis." Thesis, Capella University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10032418.
Full textThe belief that business students are ready for work in the real world is mostly false (Fabris, 2015). Fabris found just 24% of employers believed college graduates were ready to start their careers. Research has shown that 61% of business decision-makers and 63% of corporate recruiters indicated a real problem with how well college graduates were prepared for their first job. Colleges and universities are increasingly under criticism for using outdated pedagogy and not preparing students for the future. To that end, business simulations have now become mainstream as an instructional tool at universities worldwide. Simulations provide experiences similar to those in the real business world. Through simulations students learn how their business decisions affect revenues, net income, market share, and stock prices. Since the 1970s business simulations have been studied from many perspectives to determine which factors relate to successfully competing in the workplace. One such perspective is that a student’s previous academic performance is an indication of how well the student will navigate the simulation. Previous research is dated and of mixed findings. Further, the factors of leadership, commitment and teamwork in business simulations have only begun to be studied. This dissertation used the GLO-BUS business simulation to determine to what extent a student’s previous academic performance (indicated by the student’s GPA and grades on prerequisite courses), and the concepts of leadership, commitment, and teamwork predict the team composite score earned on the business simulation. A regression analysis of the data was performed for all factors. The average team grade in the Marketing course and the Commitment factor were the only two factors providing any predictive ability of the team’s performance on the simulation.
Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.
Full textQC20100708
Lupi, Paolo. "The evolution of collusion : three essays in computational economics." Thesis, University of York, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341598.
Full textValldeperas, Roger. "Production Cell Simulation Visualization in 3D." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27964.
Full textPan, Zhengzheng. "Learning, Game Play, and Convergence of Behavior in Evolving Social Networks." Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/27460.
Full textPh. D.
Benson, Karen L. 1958. "Simulation-game enactment for heightened motivation and enhanced retention in the discipline-based classroom." Thesis, The University of Arizona, 1989. http://hdl.handle.net/10150/277232.
Full textPrayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.
Full textAhmadi, Olounabadi Atefeh. "TARLAN: A Simulation Game to Improve Social Problem-Solving Skill of ADHD Children." Thesis, University of Canterbury. Computer Science and Software Engineering, 2015. http://hdl.handle.net/10092/10693.
Full textBelik, Ivan. "MODELING THE EFFECTS OF NETWORK GAMES ON SOCIAL REASONING." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/558.
Full textSrivastava, Vivek. "Behavior-based Incentives for Node Cooperation in Wireless Ad Hoc Networks." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29172.
Full textPh. D.
Lee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.
Full textBaldwin, Alexander, and Simon Dahlberg. "Gamification of a Physics Simulation Tool." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20205.
Full textGamification -- the use of game elements in non-game contexts -- has been shown to be an effective way of creating more enjoyable and engaging user experiences. Many applications of gamification rely on a limited subset of game elements such as points, badges and leaderboards -- techniques which have been criticised for not being representative of what makes games enjoyable. Research in psychology suggests that people are most effectively motivated by factors that appeal to their personal satisfaction, such as fun, rather than external factors such as rewards and prizes. This thesis explores the use of game design elements and related 3D technologies in the creation of a tool for the construction and simulation of physical models. The implementation of such a tool is described, focussing on the integration of game design elements that produce a fun and engaging experience for the user. A study is performed to determine the effects of the use of game elements on users’ enjoyment when interacting with the simulation tool. It was found that by appealing to themes users can relate to and which are contextually appropriate for the application, game elements can help promote an enjoyable user experience.
Reber, Ethan A., and Benjamin J. Bernard. "The Sea of Simulation : Improving Naval Shiphandling Training and Readiness through Game-Based Learning." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/6860.
Full textCurrently, a gap exists between seminar-style shiphandling training and higher fidelity simulations available to the U.S. Navy Surface Warfare Officer (SWO). There is currently no individually accessible, low cost, intermediate level, interactive modality shiphandling resource that would allow SWOs to practice shiphandling skills without requiring instructor oversight. A student research team from the Naval Postgraduate Schools MOVES Institute exposed newly commissioned SWO students at the Surface Warfare Officers School to basic task scenarios designed to be complementary to material covered in their introductory course of instruction utilizing VSTEPs Ship Simulator Extremes game. The students completed the treatment task trainer protocol utilizing a Coast Guard High Endurance Cutter model and continued with the standard introductory course curriculum where they utilized the fully immersive Conning Officer Virtual Environment (COVE) shiphandling trainer. Students were later evaluated in COVE on their ability to maneuver a Guided Missile Destroyer, a similarly configured but larger ship, underway from a San Diego pier. The students exposed to the game-based scenarios performed at a statistically significantly higher level in the categories of Standard Commands and Margins of Safety Maintainedtwo key indicators of shiphandling proficiencyfollowing their normal course of instruction, than the control group. Also of note, the novice level students encountered difficulty in unlearning the handling characteristics of one model and learning a new one through the course of their instruction. Our findings suggest that an individually accessible, game based, shiphandling task trainer with ship models matching those found in the COVE and Full Mission Bridge would benefit newly commissioned SWOs by reinforcing classroom instruction. This trainer could potentially be used by SWOs of all skill levels as a self-study tool prior to participation in high level, fully immersive, and manpower intensive, naval shiphandling simulators.
Lien, Oskarsson Mathias. "A game of wealth inequality : A Monte Carlo simulation of wealth inequality using Monopoly." Thesis, Uppsala universitet, Statistiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385498.
Full textForsell, Adam. "Exploring the Efficiency of a Digital Simulation Game for Vocational Training : An experimental approach." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16526.
Full textZhang, Mark (Mark A. ). "Ecology and evolution simulation and quest design for an educational massive multiplayer online game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85535.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 74-75).
In this design-based research project, I developed two simulations to be used as student tools in a massively multiplayer online game targeted at STEM education, the Radix Endeavor. I designed both the underlying agent-based model as well as the user interface for each simulation, and furthermore designed quests for my simulations for the purposes of playtesting. My final ecological prototype is able to authentically model fairly complex food webs of six or more organisms, and my final evolutionary prototype can handle complex fitness relationships between the individual traits of a single population and various environmental factors. In my thesis, I discuss the design and implementation of these simulations, the feedback we received from students, the overall effectiveness of my prototypes, and recommendations for further work.
by Mark Zhang.
M. Eng.
Rundle, Wendy L. "The low-level radwaste siting simulation game : a case study of learning about negotiation." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/77307.
Full textMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Bibliography: leaves 74-75.
by Wendy L. Rundle.
M.C.P.
Bhatti, Bilal Ahmad. "A Game Theoretic-based Transactive Energy Framework for Distributed Energy Resources." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/101788.
Full textDoctor of Philosophy
In past, electricity was primarily produced by the large fossil fuel-based and nuclear power plants, usually located farther away from the populated areas where the bulk of the electricity consumption occurs. The electricity from the power plants is carried by the transmission lines to the populated areas where it is distributed to end-users via a distribution network. However, during the last two decades, issues like global warming and depleting fossil fuels have led to the development and increased adoption of renewable energy resources like solar photovoltaics (PV), wind turbines, etc. These resources are commonly known as Distributed Energy Resources (DERs), and they are connected to both the transmission and the distribution systems. Initially, they were mainly used to supply the load within the facility in which they are installed. However, the electric load (demand) continues to grow while adding new fossil fuel-based plants and transmission lines are becoming logistically/economically challenging. Thus, researchers are working on developing techniques that can enable DERs to supply the loads in the distribution system to which they are connected. This dissertation develops a method to use DERs for load support in the distribution systems. Specifically, the buildings that house the DERs can use the energy generated by the DERs to supply the local load (building load), and once the total generation exceeds the load demand, the building can inject the power into the distribution system to support the local area load. The proposed framework considers the electric network constraints like limits of lines supplying the power and limits of the transformers. The proposed work also develops a new method to maximize the benefit (in terms of profit) for the DER owners. A ranking system is introduced for the DER owners that enhances the transparency and fairness of the process. The key benefits offered by the proposed work include reduced losses in the transmission system, more energy consumed closer to the point of generation, and avoidance of transmission line and large central generation additions.
Wang, Zhen. "Human disease-behavior interactions on complex networks models: incorporating evolutionary game into epidemiology." HKBU Institutional Repository, 2014. https://repository.hkbu.edu.hk/etd_oa/22.
Full textMyhrberg, Viktor. "Fluid Dynamics as a Foundation for Game Mechanics." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-419539.
Full textVoháňka, Ondřej. "Business simulace řízení firmy." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234984.
Full text