Tesis sobre el tema "Gamle"
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Haugerø, Kai Rune. "Transformasjon av den gamle røde låven ved Reins Kloster". Thesis, Norges teknisk-naturvitenskapelige universitet, Fakultet for arkitektur og billedkunst, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26718.
Texto completoWehmer, Kathrine. "Oral helse i Gamle Lödöse : En osteologisk undersøkelse av det humane materiale". Thesis, Stockholms universitet, Osteoarkeologiska forskningslaboratoriet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190929.
Texto completoPaulsen, Frida Helen. "I Seppalas spor : Å prosjektere nytt med inspirasjon fra det gamle". Thesis, Norges teknisk-naturvitenskapelige universitet, Fakultet for arkitektur og billedkunst, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26379.
Texto completoKvaerndrup, Sigurd. "Den østnordiske ballade, oral teori og tekstanalyse : studier i Danmarks gamle folkeviser /". København : Museum Tusculanums forlag, 2006. http://catalogue.bnf.fr/ark:/12148/cb41005706t.
Texto completoPersson, Gunnel. ""Min gamle vän Elin" : En sociolingvistisk studie av bruket av adjektivets e-form". Thesis, Linnéuniversitetet, Institutionen för svenska språket (SV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-68258.
Texto completoSkotnes, Liv Heidi. "Forstyrrelser i de nedre urinveier hos gamle på sykehejm : urininkontinens, residualurin, urinveisinfeksjon, samt inkontinenspleie". Doctoral thesis, Mittuniversitetet, Institutionen för hälsovetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16337.
Texto completoThe overall aim of this thesis was to get an overview over different dysfunction in the lower urinary tract in the elderly. Also, we wanted to describe the perceptions and barriers that influence the nursing staff`’s ability to provide appropriate incontinence care in nursing home residents. The thesis includes one quantitative study (paper I, II, III), and one qualitative study (paper IV). Paper I was a cross-sectional study. Paper II and III were a prospective surveillance with a follow-up period of 1 year. 183 residents from six Norwegian nursing homes participated. In paper I, the prevalence of urinary incontinence in Norwegian nursing home residents was evaluated. The factors possibly associated with urinary incontinence were also studied. In paper II, we investigated whether residual urine was a risk factor for developing urinary tract infections in the elderly in nursing homes. In paper III, the objective was to determine whether pads per day usage is a reliable measure of urinary incontinence in nursing home residents. Furthermore, we wanted to study the association between urinary tract infections, pads per day usage and fluid intake. In the qualitative study, the aim was to identify perceptions and barriers that influence the ability of nursing staff to provide appropriate incontinence care. Five charge nurses, five registered nurses and five certified nursing assistants participated in the focus group interviews.The analysis in paper I, showed that 122 (69 %) of the resident were incontinent for urine and 144 used absorbent pads (83 %). 14 % of residents used absorbent pads ‘just to make sure’. They did not have a history of urinary incontinence. Low ADL score, dementia and urinary tract infection were significantly associated with incontinence for urine (P = <0.01). In paper II, 93 of the residents (65.3 %) had postvoid residual urine (PVR) < 100 mL and 52 residents (34.7 %) had a PVR 100 mL. During the follow-up period, 51 residents (34.0 %) had one or more urinary tract infections (UTI). The prevalence of UTI among females was higher than among men (40.4 % versus. 19.6 %; P = 0.015). There was no significant difference in mean PVR among residents that did or did not develop UTI (79 mL versus 97mL; P = 0.26). A PVR 100 mL was not associated with an increased risk of developing UTI`s (P = 0.59).In paper III, 118 (77 %) used absorbent pads. Residents that used absorbent pads were at increased risk of developing UTIs compared to residents that did notviiiuse pads (41 % versus 11 %; P = 0.001). Daily fluid intake was not associated with UTIs (P = 0.46). The number of pad shifts had no relation with the risk of developing UTIs (P = 0.62). Residents with a given pad per day (PPD) presented a wide range of incontinence volumes.In paper IV, three topics and eight categories were identified. The first topic, Perceptions and barriers associated with residents, consisted of one category: ‘physical and cognitive problems’. The second topic, Perceptions and barriers associated with nursing staff, consisted of three categories: ‘lack of knowledge’, ‘attitudes and beliefs’ and ‘lack of accessibility’. The third topic, Perceptions and barriers associated with organizational culture, consisted of four categories: ‘rigid routines’, ‘lack of resource’, ‘lack of documentation’ and ‘lack of leadership’.The results of the thesis show that the prevalence of urinary incontinence in nursing homes is high. Absorbent products are frequently used without a history of urinary incontinence. Physical impairment, dementia and urinary tract infections are associated with urinary incontinence. is common in nursing home residents. No association between PVR and UTI was found. The use of absorbent pads is associated with an increased risk of developing UTIs. PPD and daily fluid intake are not correlated with the risk of developing UTIs. PPD is an unreliable measure of urinary incontinence in nursing home residents. The findings from the qualitative study shows that there are many barriers that might influence the possibilities of nursing staff to provide appropriate incontinence care to residents in nursing homes. However, it can nevertheless seem like opinions and the attitude of nursing staff, together with a lack of knowledge about urinary incontince, are the most important barriers to provide appropriate incontinence care.
Mahler, Marianne. "At holde balance Betingelser for og perspektiver i forhold tilforebyggelse af fald blandt gamle mennesker". Doctoral thesis, Nordic School of Public Health NHV, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:norden:org:diva-3768.
Texto completoBackground. Falls among older persons are a public health problem in Denmark, the Nordic countries and the rest of the Western world. In a population perspective fall-prevention has been characterised by an individual behavioural modificationand a regulating mode. This kind of fall-prevention discourseis nowbreaking up. Aim. To describe how community-dwelling older adults experience and handle falls, falling and loss ofbalance. The focus is also on examination offalls as contextual phenomena with the older adults’ experiences. This study will contribute to develop health promotion and fall-prevention to individuals and to the fall-prevention as so. Methodology. This thesis consists offour studies/articles (I-IV). Interpretative phenomenology as philosophical and analytical method was used. In one study (III) case study methodwas used as a framework,complemented bycritical discourse-analytic interpretation of documents. Within thefour studies nine women and four men (75-94 years old) were interviewed in narrative in-depth interviews about falling. In article III,five health and social workers and a nurse were interviewed. Results. In coping withfalling accidents, vulnerability, frailty and death imminence the participants developed various methods ofmanagingeveryday lifeat home. They describedadaptive resourcesused to achieve an adequate quality oflife andexperiencea feeling of well-being (I). Fear of fallingwas always present and was met in differentways. On one handwas worry aboutungraceful situationsnot able to manage on your own; on the other hand was the willto live with the fear.(II). The two protagonists, dependent onhome-care developed their own strategies for preventingfalls. The health professionals created a supportive network; a platform of continuity where the efforts of the older persons and the staff complemented each other. The staff had no clear approachto addressing issues raised by accidental falls or the prevention of falls (III).Eating and appetite on foodwerenot trivial everyday routines. The participants showed no particular interest in eating but ateto stay alive. Even if they had little appetite forfood, the participants showed great appetite forestablishing social relationships withfamily, neighbours and health care staff,as well as appetite forestablishing an influence in these relations and in local communities and society. Conclusion. In the future,fall-prevention must takea health promotion approach and contextualise falling accidents withexperiences and meanings as point of reference. Fall-prevention will be not only multifactorial,but also multidimenssional and existential
Kristiansen, Heidi. "Gamle Sandvik båtbyggeri på Bankløkka : Er båtbyggeriet på Bankløkka viktig og i så fall for hvem?" Thesis, Uppsala universitet, Institutionen för kulturantropologi och etnologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-412410.
Texto completoSkou, Nielsen Lone. "Bruger ”gamle ”ældre flere og /eller andre hjælpemidler end ”unge” ældre? : En kortlægning af forbruget af kommunalt bevilgede hjælpemidler til 65+-årige i en dansk kommune, og en vurdering af forskellen i forbrug hos ”gamle ” og ”unge” ældre". Thesis, Nordic School of Public Health NHV, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:norden:org:diva-3229.
Texto completoThe elderly in the population are increasing. Some old people get disabilyties caused by natural changes due to age and by cronical diseases, which will often increase with increasing age. Thus the number of people, who needs assistive devices, are also increasing. The purpose of the study was to investigate the consumption of assistive devices by the elderly in a Danish municipality, to see if there was any difference in the number and type of assistive devices in the younger and older part of the population passed the age of 65 years. Data were collected via files in the municipality and was then divided in groups according to age between 65-99 years of age. The investigation included all data of assistive devices from 736 persons. The data were analysed and the result showed as expected that the need of assistive devices increases with age but that the consumption does not increase equally for all types of assistive devices. The need for especially assistive devices concerning walking, bathing and problems with incontinens was increasing much more than other types of assistive devices. Furthermore the investigation showed that the younger part of the target group used more of personal assistive devices than of recycled assistive devices. The facts are reversed when concerning the oldest part of the target group. The result may be used to predict the economically expense on the field of assistive devices in the years to come, and to indicate where rehabilitation could be offered in order to get a higher level of function in daily life and thereby less use of assistive devices.
ISBN 978-91-85721-05-4
Seberg, Peter. "Den Litterära Hemligheten i Havet : Ett uppmärksammande av konventioner i läsningen av The Old Man and the Sea för att främja elevers litterära kompetensutveckling". Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-15054.
Texto completoCordischi, Camilla. "Den gamle och filmen : Om den nya generationen äldre och dess plats i det cinematiska rummet. En representationsstudie". Thesis, Stockholms universitet, Institutionen för mediestudier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-87384.
Texto completoLågbu, Øivind. "Hekkesuksess i gamle og nye kolonier hos gråhegre (Ardea cinerea) i Sørøst-Norge : Kan forskjeller forklares ut fra økonomisk teori?" Thesis, Högskolan Dalarna, Biologi, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:du-1670.
Texto completoGamble, Alexander William. "Between tourist and traveler exploring the threshold between fast and slow /". Thesis, Montana State University, 2010. http://etd.lib.montana.edu/etd/2010/gamble/GambleA0510.pdf.
Texto completoGale, Steven Burton. "Entrainment losses of westslope cutthroat trout into screened and unscreened irrigation canals on Skalkaho Creek, Montana". Thesis, Montana State University, 2005. http://etd.lib.montana.edu/etd/2005/gale/GaleS0805.pdf.
Texto completoGaile-Irbe, Agnese. "Réformer la tyrannie : étude du Hiéron de Xénophon". Strasbourg, 2011. http://scd-theses.u-strasbg.fr/2482/01/GAILE-IRBE_Agnese_2011.pdf.
Texto completoThe first volume contains an elaborate study of the Hiero or Tyrannicus, dialogue written by Xenophon, a prolific author of the IVth century BC. The second volume presents a new translation in French, notes and an index of greek words. The study itself has several aims: it proposes a reflection on the methodology of reading Xenophon; an analysis of the rhetorical structure of the text; an analysis of its place in the corpus xenophonticum; a study of its political message in the historical context of the Greek IVth century; an analysis in the context of the epinician tradition, as well as the tradition of the Greek Fürstenspiegel. It also provides biographies and studies of the two prototypes of the persons of the dialogue, looks into the established topoi about the tyranny that Xenophon worked on and provides detailed comparisons with parallel texts written by important political theorists, Isocrates, Plato and Aristotle. I try to show that the dialogue must be read as a conscious and motivated reaction to the tyrant's portrait in books VIII and IX of the Republic. I also believe that Aristotle had read the Hiero, and the chapters of the Politics that deal with the methods of preserving the tyranny are influenced by some of the Xenophon's ideas. After a detailed study of different historians' hypotheses concerning the prototype tyrant, I conclude that Xenophon must have thought about Dionysius the Elder, tyrant of Syracuse between 403 and 376 BC. A certain amount of observations and arguments seem to prove that the dialogue was written shortly after 358 BC. The last part is devoted to the reception of the Hiero made by the american philosopher Leo Strauss (1899-1973) who proposed a radically ironic reading of the Hiero that is not historically plausible
Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.
Texto completoBjörklund, Benjamin y Simon Hjertson Nilsson. "Customisable game interfaces impact on game experience". Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1286.
Texto completoNissinen, J. (Joonas). "Game usability in Northern European game industry". Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201405281548.
Texto completoPelin nostaminen esille tämän päivän kovasti kilpailluilla pelimarkkinoilla on todella tärkeää. Vaikkei peli olisi kaikista omaperäisin, se voi silti tarjota paremman pelikokemuksen kuin kilpailijan samankaltainen peli, omaamalla paremman käytettävyyden. Käytettävyystutkimus voi tarjota tarvittavat työkalut, joilla pelin käytettävyyttä voidaan parantaa. Tämän tutkielman tavoitteena on selvittää missä määrin pohjoiseurooppalaiset peliyritykset hyödyntävät käytettävyystutkimusta sekä tarkastella heidän näkemystä pelikäytettävyydestä. Tutkimus tarkastelee yritysten käyttämiä käytettävyysmenetelmiä ja eritoten heuristisen evaluoinnin hyödyntämistä, sillä se on ollut suosittu tutkimuskohde kirjallisuudessa, mutta aikaisemman tutkimuksen valossa vähän käytetty menetelmä peliyrityksissä. Tutkimuksen aineisto kerättiin käyttäen verkkokyselyä, johon pohjoiseurooppalaiset peliyritykset pääsivät heille lähetetyn osallistumispyynnön mukana olleesta linkistä. Saatu tutkimusaineisto analysoitiin käyttäen kuvailevaa tilastollista analyysiä ja aineistolähtöistä sisällönanalyysiä. Yritykset ovat kokeneet käytettävyystutkimuksen hyödylliseksi ja ilmaisseet tekevänsä sitä liian vähän. Kaikki yritykset eivät kuitenkaan tee käytettävyystutkimusta resurssien ja asiantuntemuksen puutteen vuoksi. Yritykset pitävät pelikäytettävyyttä todella tärkeänä asiana ja näkevät sen laajana konseptina. Heidän näkemys pelikäytettävyydestä vastaa kirjallisuuden käyttäjäkokemusta korostavaa näkemystä. Yritykset käyttävät useita käytettävyysmetodeja parantaakseen peliensä käytettävyyttä, mutta nämä metodit ja niiden käyttötavat eivät ole vakiintuneet. Yleisimmin käytettyjä metodeja olivat pelitestaus ja havainnointi kun taas heuristinen evaluointi oli yksi vähiten käytetyistä metodeista, vaikka kirjallisuuden perusteella se on yksi yleisimmistä ja tehokkaimmista metodeista. Valtaosalle kyselyyn vastanneista yrityksistä se oli kuitenkin tuntematon metodi. Tulosten perusteella yrityksillä on puutteita käytettävyysmetodien tietämyksessä ja suurin osa käytettävyystutkimusta tekemättömistä yrityksistä on mahdollisesti kiinnostunut tekemään sitä, joten informaatiota käytettävyysmetodeista, niiden käytöstä ja hyödyistä tulisi saattaa peliyritysten tietoisuuteen entistä paremmin. Matala vastausprosentti ja heuristiikkoja käyttävien yritysten vähyys vaikeuttavat päätelmien tekemistä heuristisesta evaluoinnista, joten peliheuristiikkojen tarkempi tutkiminen tulevaisuudessa olisi paikallaan
Rich, Mary. "Women who gamble". Click here for text online. The Institute of Clinical Social Work Dissertations website, 1998. http://www.icsw.edu/_dissertations/rich_1998.pdf.
Texto completoA dissertation submitted to the faculty of the Institute of Clinical Social Work in partial fulfillment for the degree of Doctor of Philosophy. Includes bibliographical references.
Bengtsson, Jens. "Grad : Game design document for the game Grad". Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-90.
Texto completoGursoy, Ayse. "Game worlds : a study of video game criticism". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.
Texto completoCataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
Tapani, J. (Juho). "Game usability in North American video game industry". Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.
Texto completoChoi, Sujung. "Norie (Game) /". College Park, Md. : University of Maryland, 2007. http://hdl.handle.net/1903/6640.
Texto completoThesis research directed by: Music. Title from t.p. of PDF. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
Mills, Criss Bentley. "War game". Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.
Texto completoNovak, K. "Game theory". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/46882.
Texto completoGU, JIN. "Game Complex". Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277849.
Texto completoBertram, David. "Game-Space". Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31140.
Texto completoMaster of Architecture
Marker, Stephanie Ann. "The Game". Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1269021476.
Texto completoWhitehurst, Lauren M. "Home Game". University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522342103693997.
Texto completoMaurer, Jaclyn y Linda Houtkooper. "Game Food". College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146466.
Texto completoBlake, Greyory. "Good Game". VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Texto completoAndersen, Kat L. "Lonely Game". ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2686.
Texto completoVadi-Dris, David y Miika Pasma. "Game Entry to Swedish Game Awards : "Winds of Kahlara"". Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10315.
Texto completoThis is a report that describes the implementation of a computer technical examination project at Örebro University. More specifically it is about how two students have developed a computer game as an entry for Swedish Game Awards, a competition for games developed without interaction from commercial companies. The game, titled “Winds of Kahlara”, is written for PC and lets the participants compete against each other over a network in a 3D environment. The graphical theme is fantasy and the players utilize among other things magical attacks to kill their opponents. The development itself has taken more than a year since the complexity of the game has required extensive technical research and graphical designing.
Detta är en rapport som beskriver utförandet av ett datortekniskt examensarbete på Örebro universitet. Mer specifikt handlar den om hur två studenter utvecklat ett datorspel som ett bidrag till Swedish Game Awards, en tävling för spel utvecklade utan inblandning av kommersiella företag. Spelet, titulerat ”Winds of Kahlara”, är skrivet för PC och låter deltagarna spela mot varandra över nätverk i en 3D-värld. Det grafiska temat är fantasy och spelarna använder sig av bland annat magiska attacker för att döda sina motståndare. Själva utvecklingen har tagit mer än ett år då spelets komplexitet har krävt omfattande teknisk efterforskning och grafisk formgivning.
Sundström, Ylva. "Game design and production : frequent problems in game development". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1793.
Texto completoDen här uppsatsen behandlar vanliga problem som kan uppstå under spelprojekt. Den är fokuserad kring produktionscykeln och hur industrin behandlar produktionscykelns olika delar. Den beskriver framförallt problem rörande kommunikationen inom team som utvecklar spel, problem kopplade till planering av spelprojekt och hur designprocessen påverkar spelutvecklares arbetsprocesser och effektivitet. Den inkluderar en analys av vanliga problem jag har funnit då jag studerat litteratur som beskriver spelindustrin, en kort studie av post mortems skrivna av spelutvecklare och en undersökning om speldesigndokumentation jag skickat ut till spelutvecklare och spelstudenter.
Falconi, Robert F. "Usability and game design : improving the MITAR Game Editor". Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61283.
Texto completoCataloged from PDF version of thesis.
Includes bibliographical references (p. 59-60).
Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the means to effectively create MITAR games, however, there were several areas that needed improvement. This motivated the development of several other incarnations of MITAR editor, each with its own unique usability strengths. However, these editors haven't seen much use by the game designers, and so much of the usability research that went into their development has gone to waste. In this project a new MITAR editor, the Full Editor, was developed. It combines the most usable portions of the newer editors together with the features of the original Game Editor into one game development solution. In addition, the Full Editor also introduces a new feature, the Flow View, which increases its usability further. Heuristic analysis and informal testing suggest that the Full Editor is a highly usable MITAR editor that will replace the Game Editor as the primary development platform for MITAR games.
by Robert F. Falconi.
M.Eng.
Gkritsi, Aikaterini. "Agile game : a project management game for agile methods". Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/272766/.
Texto completoWeimar, Rolf. "A simplified game engine for a game development course". Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/9202.
Texto completoThe Video Game industry is maturing. Success in the video game industry relies on many things, including marketing, sound business practises, and top notch technical implementation. Games Engines are software systems that facilitate game production. The growth of the game industry has increased the demand for programmers trained in game development technologies. A simplified game engine, designed specifically for the game development courses which service the supply of graduates for the industry, could have many advantages. This dissertation analysed the requirements of such a system. We found that such a game engine would need to be extensible, reusable, modular, be easy to learn, and be open source. It would also need to at least include graphics, audio, networking and path-finding components. Our analysis found that no game engine currently exists that fulfills all these requirements. We designed and implemented a game engine to fulfill all these requirements. Our game engine is built around a module framework, where each task of the game engine is handled by a module. This modular design allows us to easily change functionality by adding, removing or updating modules.
Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025/document.
Texto completoThis thesis contributes practice-led evaluation research to the question of whether game design tools can effectively support and expand game design practice. It offers insights that can be used to inform future game design tool development.Game designers, unlike most other design practitioners, typically do not use design tools in their work. While conceptual models and software tools have been developed to address this, we lack discussion and critique of how tools work in practice.Taking the point of view of a practitioner, this study of game design tools is based on longitudinal, practice-led evaluation research conducted as a par-ticipant-observer, applying game design tools to 5 contrasting game design case studies.Design tools support game design practice. In Chapter 2 I set out what that practice is today, reviewing the game design process and design activities, and giving particular attention to contemporary trends and directions.Chapter 3 situates game design within the broader context of Design Studies. After reviewing relevant ideas from this literature, I conclude that game design is best characterised as a crafts-based design discipline, and that adoption of design support would mean a shift towards “self-conscious” design. I argue that, within this context, the adoption of tools into current practice would represent a significant and disruptive change to current practice.Chapter 4 traces the history of development of game design tools within the game design and research communities. Chapter 5 goes on to offer a more precise definition of game design tools and presents a comparative review of the tools within this scope.In Chapter 6 I argue for the need bring practice-led evaluation research to this question. Here I set out my research goals and questions, before specifying the particular tools I practiced with for this study. Chapter 7 discusses methods used in relevant research fields and outlines the method used for this project.Chapter 8 introduces the game projects I used as case studies and describes how I worked with each. Chapters 9 and 10 present observations and anal-yses of my experiences using a selection of tools that vary in their approaches. These include (though not exclusively): Articy:Draft (Nevigo GMBH 2011), Machinations (Joris Dormans 2009), Ludoscope (Joris Dormans and Leijnen 2013), and “progression planning” (Butler et al. 2013). Evaluation themes and criteria are drawn from the Design Support and Creativity Support Tool literature. Chapter 11 refocuses attention on the practicalities, addressing the question of how game design tools integrate into the wider context of practice.In Chapter 12 I present and discuss my experiences with my own game de-sign tool, which I prototyped in order to evaluate and extend one of the tool approaches under study. I explain my tool design choices, some of which reflect the knowledge I have acquired through the course of this study.Chapter 13 summarises my conclusions in relation to how design tools might best support game designers, and offers ideas for further practice-led evaluation research related to this question
Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025.
Texto completoThis thesis contributes practice-led evaluation research to the question of whether game design tools can effectively support and expand game design practice. It offers insights that can be used to inform future game design tool development.Game designers, unlike most other design practitioners, typically do not use design tools in their work. While conceptual models and software tools have been developed to address this, we lack discussion and critique of how tools work in practice.Taking the point of view of a practitioner, this study of game design tools is based on longitudinal, practice-led evaluation research conducted as a par-ticipant-observer, applying game design tools to 5 contrasting game design case studies.Design tools support game design practice. In Chapter 2 I set out what that practice is today, reviewing the game design process and design activities, and giving particular attention to contemporary trends and directions.Chapter 3 situates game design within the broader context of Design Studies. After reviewing relevant ideas from this literature, I conclude that game design is best characterised as a crafts-based design discipline, and that adoption of design support would mean a shift towards “self-conscious” design. I argue that, within this context, the adoption of tools into current practice would represent a significant and disruptive change to current practice.Chapter 4 traces the history of development of game design tools within the game design and research communities. Chapter 5 goes on to offer a more precise definition of game design tools and presents a comparative review of the tools within this scope.In Chapter 6 I argue for the need bring practice-led evaluation research to this question. Here I set out my research goals and questions, before specifying the particular tools I practiced with for this study. Chapter 7 discusses methods used in relevant research fields and outlines the method used for this project.Chapter 8 introduces the game projects I used as case studies and describes how I worked with each. Chapters 9 and 10 present observations and anal-yses of my experiences using a selection of tools that vary in their approaches. These include (though not exclusively): Articy:Draft (Nevigo GMBH 2011), Machinations (Joris Dormans 2009), Ludoscope (Joris Dormans and Leijnen 2013), and “progression planning” (Butler et al. 2013). Evaluation themes and criteria are drawn from the Design Support and Creativity Support Tool literature. Chapter 11 refocuses attention on the practicalities, addressing the question of how game design tools integrate into the wider context of practice.In Chapter 12 I present and discuss my experiences with my own game de-sign tool, which I prototyped in order to evaluate and extend one of the tool approaches under study. I explain my tool design choices, some of which reflect the knowledge I have acquired through the course of this study.Chapter 13 summarises my conclusions in relation to how design tools might best support game designers, and offers ideas for further practice-led evaluation research related to this question
Lamoine, Laurent. "Le pouvoir local en Gaule romaine /". [Clermond-Ferrand] : Presses universitaires Blaise-Pascal, 2009. http://catalogue.bnf.fr/ark:/12148/cb41473693z.
Texto completoBibliogr. p. 387-428. Notes bibliogr. Index.
Bengts, Eric y Robert Jansson. "Modellering av gamla Lidingöbron". Thesis, KTH, Bro- och stålbyggnad, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-36999.
Texto completoBy order of the city of Lidingö has an examination being started to determine the current state of the old Lidingö bridge, citied just outside the city of Stockholm. The assignment went to Carlbro AB, Stockholm. They have engaged the department of structural engineering at the Royal Institute of Technology to perform measurements of the stresses during the crossing of trains. The measurements were made in the beginning of October 2003, [1]. This master thesis has been made in addition to these measurements in purpose to develop a finite element model of the bridge. The Lidingö bridge is mainly a truss bridge with in general 50 m spans with the exception of an arc span and a longer span of 70 m. The bridge has a total length of approximately 730 m. The Lidingö bridge began to be used in 1925. It was originally dimensioned for railroad-, tramway- and car traffic and bicycles and pedestrians. The traffic intensity on the bridge increased over the years when it served as the only permanent connection to the mainland. Over the years have many renovations and rebuildings been made, the latest in 1986. The traffic today is less than it once was with rails on one side and pedestrians and bicycles on the other, when it earlier was a double railroad. During the construction were there confusions between the different types of steel in the framework. Insufficient steel was used in constructive parts and several reparations have been made to correct this error. The bridge has to this day been used for nearly 80 years and is assumed to be in relatively bad condition. It has been exposed to a large amount of on- and off loadings with high stresses. The Lidingö bridge has filled an important function for the island and several examinations have earlier been made to ensure its state. The purpose of the examination is to determine the steels present condition and to present measures for its future use. As a base for the determination of the bridges future lies the stress measurements which has been made in choosed beams. Interesting is how high stresses and stress spans there is under to days load. The examination also involves future measurements under the coming winter. This master thesis aims primarily to develop a reliable finite element model of the bridge. The model is based on original- and renovation drawings and self made measurements from platforms. The drawings are located in the technical office and the city archive, both citied on Lidingö. The model has been refined with help from the measurements of the stresses. The bridge has a couple of hinges and joints which can have insufficient condition. In addition to that there is a simulation of how winter state effects the beams. The model is limited to the part starting from the end of the arc span and ends at the abutment on Lidingö, Figure 1.1. The results from the model have shown good correspondence to the strain measurements and an earlier examination done in 1967. A small difference appears on the pedestrian side. It could be explained with the fact that the superstructure stiffens the construction which leads to larger stresses on that side. With that in mind has the model been used to make further examinations of the Lidingö bridges condition. The made calculations in SOLVIA has not shown any stresses close to the steels yield point.
Carlsson, Ulf. "Nya kunskapskrav - gamla läromedel". Thesis, Malmö högskola, Lärarutbildningen (LUT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-27475.
Texto completoRudvi, Emil. "Digital Game Mechanics : to create an analog board game prototype". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.
Texto completoGränsvägen 29 372 37 Ronneby Phone +46(0)708 35 04 45
Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes". Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.
Texto completoBlomqvist, Jesper. "Evaluating the Game Approachability Principles for Designing Strategy Game Tutorials". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-177546.
Texto completoDesto större och mer avancerat ett spel är, desto svårare kan det vara att lära sig. Moderna spel böjar ofta med att låta spelaren spela en övningsbana, även kallad “tutorial”, för att lära spelaren spelet. För att mäta hur väl ett spel går att lära sig tog Desurvire et al. fram “speltillgänglighetsprinciperna”, eller “The Game Approachability Principles” (GAP). Det föreslogs även att GAP skulle vara användbara vid skapandet av övningsbanor. I den här rapporten utvärderades det påståendet genom att applicera GAP vid skapandet av en övningsbana till ett strategispel. Slutsatsen blev att användandet av GAP resulterat i en framgångsrik övningsbana, men att principerna är möjliga att anpassa ytterliggare för användandet vid designprocesser. Därför föreslogs en reviderad version av principerna.
Beaudet, Alexandre y Alexandre Beaudet. "La spécialisation des métiers de la production en Gaule de 450 à 700". Master's thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/37161.
Texto completoDans cette recherche, nous étudions l'évolution de la spécialisation et de la division du travail pour la Gaule du Ve au VIIe siècle. Après la chute de l'Empire, on a longtemps cru que l'économie de la Gaule s'était à ce point effondrée et que les structures sociales avaient tant changé que le travail spécialisé avait presque disparu. En recherchant plusieurs centaines de noms de métier romain dans les sources hagiographiques, juridiques, épistolaires et patristiques qui ont été numérisées, nous avons constitué une liste de 113 vocables de métiers, pour les années 450 à 700. Nous avons ensuite croisé ces dénominations de métier avec ce que l'archéologie nous a appris de leurs pratiques ; nous avons ainsi pu montrer que certains termes latins pouvaient avoir des sens différents de ceux qu'on leur attribue généralement. Ceci nous a permis de relativiser la perte de la spécialisation des métiers, depuis l'époque impériale romaine. De plus, nous avons comparé, avec la période impériale romaine, la prime à la spécialisation, ainsi que la hiérarchie entre les métiers. Les résultats de cette comparaison suggèrent une certaine similitude entre le monde du travail romain et mérovingien. Ainsi, nous croyons que, malgré quelques différences et une certaine diminution, la spécialisation du travail semble être davantage en continuité avec la période impériale qu'en rupture avec cette dernière.
In this research, we studied the specialization of labour in Vth to VIIth century Gaul. It was thought that, after the fall of the Empire, the Gaulish economy was so crumbling and that social structures were so changed, that labour specialization had almost disappeared. However, by researching hundreds of Roman craft's name through digitalized letters, law codes, hagiographic and patristic texts, we have put together a list of 113 craft's term, for the years 450 to 700. Afterwards, we have validated these terms with archeological knowledge of craft's techniques. This shown that some Latin terms had a different meaning than what is generally accepted. This has let us relativize the loss of labour specialization, that had occurred since the Late Empire. We have also compared, with Late Empire's sources, the skill premium and the hierarchy of crafts. The results of this comparative approach suggest a strong resemblance between Roman and Merovingian labour. Despite some differences and a relative reduction, we think that the specialization of labour followed similar lines then that of the Late Empire.
In this research, we studied the specialization of labour in Vth to VIIth century Gaul. It was thought that, after the fall of the Empire, the Gaulish economy was so crumbling and that social structures were so changed, that labour specialization had almost disappeared. However, by researching hundreds of Roman craft's name through digitalized letters, law codes, hagiographic and patristic texts, we have put together a list of 113 craft's term, for the years 450 to 700. Afterwards, we have validated these terms with archeological knowledge of craft's techniques. This shown that some Latin terms had a different meaning than what is generally accepted. This has let us relativize the loss of labour specialization, that had occurred since the Late Empire. We have also compared, with Late Empire's sources, the skill premium and the hierarchy of crafts. The results of this comparative approach suggest a strong resemblance between Roman and Merovingian labour. Despite some differences and a relative reduction, we think that the specialization of labour followed similar lines then that of the Late Empire.
Denimal, Christine. "Dynamique du peuplement du IVe au VIIe siècle dans le nord-ouest de la Gaule (Civitates Bononinsium, Morinorum, Atrebatum, Camaracensium et Turnacensium)". Paris 4, 2005. http://www.theses.fr/2005PA040163.
Texto completoArchaeological information from the Late Roman Antiquity and of the Merovingian epoch completed by the mention of places in the texts form the basis of the study of the evolution occupation of towns and countryside's in the north-west of the Gaul. The research of elements, continuity and the ruptures at the level of sites on one hand and the rural accent on the other, permit a dynamic approach to the population in a diachronic vision and measure the impact of different factors on this evolution : factors economic, ethnic, politic, administrative, religious, climatic, geographic and demographique state. They succeed in the evidence of slow progressive impression tranformations on the antique heritage and the new releases, specific characteristics regional, changeable in the passage of time, to which the population gallo-romans and germanics participate according to the different levels of the population. Therefore the result of the organisation of the occupation at the merovingian epoch
Ameli, Jacopo. "Visualizing Game Mechanics". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.
Buscar texto completoMehta, Aranyak. "Algorithmic Game Theory". Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7220.
Texto completoEliasson, 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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