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Dissertations / Theses on the topic 'Simulation game'

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1

Krasnovyd, Vanessa, and Kseniia Kuhai. "Game object simulation." Thesis, СПД "Охотнік", 2020. https://er.knutd.edu.ua/handle/123456789/15978.

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The work deals with game object simulation. Traditionally, this program is considered to be a professional tool of architects and interior designers. The reason for this is the convenience in 3D modeling of solid objects, the great freedom in the creation of models and quality modules for photorealistic visualization.
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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.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.<br>Committee 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.
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Jintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.

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Dominguez, 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.

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Elnourani, 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.

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This thesis aims to clearly describe the cognitive radio and its components and operations. Moreover, it aims on describing the expected outcome from the most common techniques that are proposed for use in cognitive radios. In addition, it describes the basic principles of game theory and some simple game models that can be used to analyze the efficiency of the optimization algorithms. Furthermore, it investigates the use of load balancing algorithm and genetic algorithm in optimizing the decision making operation in cognitive radios. Matlab software simulations were carried out and the result
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Hood, 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.

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Rojas, 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.

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While many games incorporate physics to simulate different aspects of gameplay, this is uncommon when it comes to fluid flows like wind, due to the complexity of the associated equations. The challenge increases in 3-dimensional worlds with large world maps and a real-time simulation. It is however possible to simplify a simulation by prioritizing visual and gameplay effects rather than physical accuracy, while still using a physically-sound system as a base. What this means for each game will differ depending on the architecture of the game, the desired outcome and acceptable performance cost
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Eliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.

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Abstract Game contingent claims (GCCs), as introduced by Kifer (2000), are a generalization of American contingent claims where the writer has the opportunity to terminate the contract, and must then pay the intrinsic option value plus a penalty. In complete markets, GCCs are priced using no-arbitrage arguments as the value of a zero-sum stochastic game of the type described in Dynkin (1969). In incomplete markets, the neutral pricing approach of Kallsen and Kühn (2004) can be used. In Part I of this thesis, we introduce GCCs and their pricing, and also cover some basics of mathematical financ
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Gustafsson, 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.

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Wind is a natural phenomenon that interacts with the majority of physical objects to some extent. Yet, in games this is often neglected. This is largely due to the complexity of the physics behind wind, in relation to the impact that it may have on the game experience. Adding to the complexity of wind is the fact that many modern games are networked, meaning multiple players need to share a consistent world view. Wind is inherently chaotic in nature, which is a problem for networked games that heavily favors deterministic behavior. In this thesis we will summarize the current state of the art,
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Fraenkel, 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.

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This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes
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Leemkuil, 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.

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Kiss, Tibor. "Design and development of a flexible business simulation game." Thesis, Middlesex University, 1997. http://eprints.mdx.ac.uk/6636/.

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Availability of managers competent in managing organisations operating in a competitive and global market is among the key factors affecting the likelihood of the success of the transition economies. This in turn will depend on the ability of the higher education institutions to align their curriculum with the needs of industry and commerce. Changes in the curriculum need to be underpinned with the appropriate learning material. This research project, in a small way, fulfils this important need. The primary aim of the work presented in this dissertation is to develop an interactive learning to
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LOPES, 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.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>FUNDAÇÃO DE APOIO À PESQUISA DO ESTADO DO RIO DE JANEIRO<br>PROGRAMA DE EXCELENCIA ACADEMICA<br>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 m
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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.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, Sept. 2004.<br>Thesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
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Hájek, Jiří. "Zkoumání chování distribučního řetězce na příkladu Beer Game." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-76112.

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The paper examines the behavior of the supply chain through a system dynamic model. The theoretical part presents system dynamics, the Beer game and the simulation environment in which the model was created. In the practical part, the response of five surveyed decision-making order rules on the 4 patterns of demand is analyzed.
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Lei, Tianyu. "Traffic Cop: the serious game report." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/1174.

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Traffic Cop is a game where the player become a traffic police officer trainee and direct the traffic to reduce the car accident rate in MA. The game is a top-down view traffic simulation and the player need to respond to the violations correctly. The game is aimed at new drivers ages from 16-24 and the purpose is to change the drivers' attitude about safe driving. Player will learn what they should stay focused on while driving and what the consequences may be when they choose to violate the traffic signal.
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Sotomayor, 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.

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The use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a percentage of all casualties since data was kept since before the Civil War. For that period of time, nearl
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Praiwattana, P. "Investigation into game-based crisis scenario modelling and simulation system." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/9188/.

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A crisis is an infrequent and unpredictable event. Training and preparation process requires tools for representation of crisis context. Particularly, crisis events consist of different situations, which can occur at the same time combining into complex situation and becoming a challenge in coordinating several crisis management departments. In this regards, disaster prevention, preparedness and relief can be conceptualized into a design of hypothetical crisis game. Many complex tasks during development of emergency circumstance provide an opportunity for practitioners to train their skills, w
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Zhou, 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.

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Internet delay is caused by transmission medium and also by routing and queuing. Although delay is often tolerable in many applications such as file transfer or Web, it does affect performances for delay-sensitive applications such as IP phone and video streaming. For First Person Shooter (FPS) games, where delay is even more important, Internet delay can determine who wins or loses a game. The previous research showed that player at a distance was disadvantaged due to larger delay. Network traffic for such games was analysed using packet size and inter-packet time metrics fitting a statistica
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Ono, 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.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.<br>Includes bibliographical references (p. 91-92).<br>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 sim
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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.

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Caulfield, Craig. "Shall we play a game?" Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2011. https://ro.ecu.edu.au/theses/447.

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In response to real and perceived short-comings in the quality and productivity of software engineering practices and projects, professionally-endorsed graduate and post-graduate curriculum guides have been developed to meet evolving technical developments and industry demands. Each of these curriculum guidelines identifies better software engineering management skills and soft, peopleware skills as critical for all graduating students, but they provide little guidance on how to achieve this. One possible way is to use a serious game — a game designed to educate players about some of the dynam
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Cheung, 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.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2004.<br>Includes bibliographical references (p. 79).<br>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 enga
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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.

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Öhman, 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.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game
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Nihlén, 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.

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This thesis explores how interactive evolution is perceived as a game mechanic in a simulation based environment. An artifact called Genetic Olympics was created as a simulation in which interactive evolution was implemented. In the artifact, users are presented with activities that allow AI-agents, in the form of Olympians, to compete against each other. The user functions as the selection part of an evolutionary algorithm, letting the user choose the direction to evolve the Olympians by continually breeding them in different ways. Data about how users perceived interactive evolution as a gam
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Punyalert, 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.

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This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private university in Bangkok, Thailand. Informed by those approaches, a game-enhanced simulation was specifically designed as an experiential space for L2 learners to experience the dynamic and real business contexts of language use. A strategy-simulation video ga
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Andre, 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.

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<p> The 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 t
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Neto, 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.

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A modelagem baseada em agentes (\TEXTIT{Agent-Based Modelling} - ABM) fornece uma metodologia \textit{bottom-up} para a construção sistemas complexos. Ela tem obtido uma crescente aceitação em vários campos da ciência, tais como economia, sociologia e antropologia, por causa de sua capacidade de expressar como ações coletivas podem emergir a partir de um comportamento social individual. Um dos desafios importantes na modelagem baseada em agentes diz respeito a como representar as ações humanas em um ambiente espacialmente explícito. Agentes têm de ser conectados a uma representação do mundo, q
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Romero, Margaurete. "Comparing Game Simulation to Concept Models for Student-Centered Learning in Biology." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6577.

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Science education research continues to demonstrate improved learning with active-learning techniques compared to lectures. However, the question of which active-learning methods are the most effective for learning complex scientific principles in various context still remains. Models are commonly used in activities that allow students to simplify complex systems and understand how components interact. I investigated the outcomes for student learning and engagement of two model-based activities - concept models and game simulations. The activities were conducted in an introductory biology cour
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Ketelhohn, 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/.

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Xu, 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.

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An integrated simulation, learning, and game-theoretic framework is proposed to address the dynamics of supply chain competition. The proposed framework is composed of 1) simulation-based game platform, 2) game solving and analysis module, and 3) multi-agent reinforcement learning module. The simulation-based game platform supports multi-paradigm modeling, such as agent-based modeling, discrete-event simulation, and system dynamics modeling. The game solving and analysis module is designed to include various parts including strategy refinement, data sampling, game solving, equilibrium conditio
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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.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation
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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.

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Valldeperas, 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.

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The thesis explains the development process of a production cell simulation in 3D implemented using Unity3D. The developed simulation communicates with existing control software and aims to test this control software in a 3D environment with physics simulation. The final result includes 3D models and also works as a visualization since it allows us to present the control system, and this visualization can be viewed using most web browsers. The thesis also includes a brief study and comparison between currently popular game engines to choose an appropriate option for this project.This is a proj
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Prayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.

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Pan, Zhengzheng. "Learning, Game Play, and Convergence of Behavior in Evolving Social Networks." Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/27460.

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I study information dissemination and opinion formation in a framework of evolving social networks. Individuals take weighted averages repeatedly to update their opinions. They also update their assessments on others' opinions, represented by an influence weight matrix. It is proven that both opinions and the influence weights are convergent. In the steady state, consensus is reached where all individuals hold the same opinion. Convergence occurs with an extended model as well, which indicates the tremendous influential power possessed by a minority group. Then I impose a dual network structur
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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.

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Linking educational theories with an empirical study, using an art related simulation-game, was the intent of this thesis. These educational theories involved retention of content matter, student motivation, simulation-gaming and art education. The importance of the project was directly related to the advantages of simulation-gaming. Research has suggested that students have been more motivated to learn, enjoy learning more and retain more content information as simulation-games have been brought into the classroom. Empirical data was collected as a simulation-game entitled "Investigation Simu
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Ahmadi, 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.

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Traditional classrooms in which children are expected to sit down quietly and listen to the teacher are not attractive to students in the era of technology. Therefore, researchers have started to study the possibilities of applying modern approaches to educational contexts. The interactive nature and the attractive virtual environment of computer games have made them a high-potential context for learning purposes. Sitting in a classroom is challenging for students with Attention Deficit Hyperactivity Disorder (ADHD)because of their inattentiveness, impulsivity, and hyperactivity, so that they
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Belik, Ivan. "MODELING THE EFFECTS OF NETWORK GAMES ON SOCIAL REASONING." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/558.

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The analysis of social reasoning is at the core of understanding how to manage social networks. Since interpersonal relations are composed of multiple factors with different nature (i.e., structural and social factors), we explore their influence on the strategizing processes in social networks. The research is based on the consideration of social networks in terms of network games. Therefore, we formalize interpersonal relations using the methods of structural and social analysis combined with game theoretic approach. Specifically, we formalize social power of an agent and use it to quantify
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Srivastava, Vivek. "Behavior-based Incentives for Node Cooperation in Wireless Ad Hoc Networks." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29172.

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A Mobile Ad Hoc Network (MANET) adopts a decentralized communication architecture which relies on cooperation among nodes at each layer of the protocol stack. Its reliance on cooperation for success and survival makes the ad hoc network particularly sensitive to variations in node behavior. Specifically, for functions such as routing, nodes which are limited in their resources may be unwilling to cooperate in forwarding for other nodes. Such selfish behavior leads to degradation in the performance of the network and possibly, in the extreme case, a complete cessation of operations. Consequentl
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Baldwin, 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.

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Gamification -- bruket av spelelement i icke-spelsammanhang -- har visat sig vara ett effektivt sätt att skapa mer underhållande och engagerande användarupplevelser. Många tillämpningar av gamification förlitar sig på en begränsad delmängd av spelelement som poäng, emblem och resultatlistor -- tekniker som kritiserats för att inte vara representativa för vad som gör spel underhållande. Forskning inom psykologin indikerar att personer blir mest effektivt motiverade av faktorer som vädjar till deras personliga tillfredsställelse, såsom nöje, snarare än externa faktorer som belöning och priser. D
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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.

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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.

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Approved for public release, distribution unlimited<br>Currently, 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 scen
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Forsell, 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.

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This thesis covers an experiment which explores how effectively skills that are gained in a digital serious game can be transferred to a real situation. The context of the experiment is the casual restaurant industry, with focus on the task of a food runner. The results showed to be unreliable when ruling out the chance element with the use of t-tests, which points to that the data produced were coincidental, however the limited deviation in the groups’ performances indicate that there is potential in the addition of a digital game to the traditional training material. This is learned from the
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Zhang, 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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 74-75).<br>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 ecolog
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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.

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Thesis (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 1985.<br>MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.<br>Bibliography: leaves 74-75.<br>by Wendy L. Rundle.<br>M.C.P.
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48

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.

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The debate of economic inequality is long-lived and have in the recent years come to be reignited. Although there is little research that supports fully eradicating wealth inequality, the subject of appropriate levels of inequality is an extensively discussed matter. This paper uses a model based upon the board game Monopoly to discuss the drivers of wealth inequality, and study the effect of introducing georgistic, income and wealth taxation respectively in the game. Using iterated simulations the results yielded display evidence of wealth and georgistic taxation having a noteworthy impact on
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49

Bhatti, Bilal Ahmad. "A Game Theoretic-based Transactive Energy Framework for Distributed Energy Resources." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/101788.

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Power systems have evolved significantly during the last two decades with the advent of Distributed Energy Resources (DERs) like solar PV. Traditionally, large power plants were considered as the sole source of energy in the power systems. However, DERs connected to the transmission and the distribution systems are creating a paradigm shift from a centralized generation to a distributed one. Though the variable power output from these DERs poses challenges to the reliable operation of the grid, it also presents opportunities to design control and coordination approaches to improve system effic
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50

Buthaud, Martin. "La simulatiοn du mοnde : le jeu vidéο cοmme principe et οutil d'explicatiοn du réel". Electronic Thesis or Diss., Normandie, 2024. http://www.theses.fr/2024NORMR069.

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Dans la plupart des discours à propos des nouvelles technologies et artefacts numériques, l’idée qu’il s’agirait de mondes ou d’univers virtuels semble omniprésente. C’est particulièrement le cas des jeux vidéo, qui offrent le sentiment d’une véritable « immersion » dans ces mondes. Pourtant, cette notion de « monde » reste encore peu définie avec précision, malgré sa centralité en philosophie, ce qui rend d’autant plus difficile le fait de supposer une frontière entre le « monde réel » et le « monde du jeu ». Afin d’élucider cette notion de « monde vidéoludique », ce travail de thèse croise d
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