Tesis sobre el tema "Simulation games"

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1

Gustafsson, Christoffer y 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, in games and briefly other areas. With this knowledge we push forward to improve on the existing solutions. Due to computational limitations of a real time game, we have divided up the problem into two steps. First, we run the complex computational calculations of the wind in a certain scenario in an offline setting, storing the result. Next, when running the game, we utilize the pre-computed wind scenario to let the players experience realistic wind at a low computational cost. We also investigate how to network the wind in a feasible way. The result of the project shows that doing offline computation of wind, by running physical simulations is a feasible solution for adding wind in a game setting.
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2

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.
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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3

Brown, Benjamin J. "A training transfer study of simulation games". Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Mar/10Mar%5FBrown.pdf.

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Thesis (M.S. in Modeling Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2010.
Thesis Advisor(s): Becker, William ; Darken, Rudolp. "March 2010." Description based on title screen as viewed on April 28, 2010. Author(s) subject terms: Training transfer, virtual battespace 2, serious games. Includes bibliographical references (p. 279-284). Also available in print.
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4

Wilcox, Andreas. "Simulation av Xbox Live Indie Games gränssnittet". Thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-15978.

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This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product. The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed.
Detta examensarbete utfördes som uppdrag åt Ludosity Interactive där målet var att utveckla en kopia av Xbox Live Indie Games-marknadsplatsens gränssnittet från Xbox 360:n. Ludosity Interactive hade ett behov av att enkelt kunna testa ett spels attraktionskraft hos potentiella kunder med hjälp av utomstående testpersoner i en simulerad testmiljö; utöver detta systemet finns det inget sätt att kunna göra en sådan analys utan att släppa produkten på Xbox Live Indie Games-marknaden och sedan analysera försäljningen av produkten. Det färdiga systemet var tvunget att vara såpass snarlikt originalförlagan att en användare skulle kunna förbi se själva gränssnittet och använda det precis som de använder den riktiga marknadsplatsen. Det skulle också vara enkelt att kunna förändra och lägga spel i systemet så att som Ludosity Interactive lätt kan visa de spelen och den data de anser intressant för sina tester. Den färdiga produkten utvecklades med hjälp av C#, XNA och XML samt en Agile-inspirerad utvecklingsmetod i kombination med Pivotal Tracker. Denna rapport beskriver hur den produkten definierades och utvecklades.
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5

Robles, David. "Simulation-based search and learning in games". Thesis, University of Essex, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.605563.

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The idea of creating agents that automatically learn to play games through experience has been one of the major goals for game researchers. Simulation-based search and reinforcement learning have been two of the most active areas of research tackling this problem. One of the main challenges that links both areas is how to acquire domain knowledge that can. be effectively integrated into simulation-based search algorithms. In this thesis we address this challenge in several ways. First, we use temporal difference learning to find value functions in the form of weighted piece counters and N-tuple systems to play the game of Othello. Next, we present an algorithm that combines TD learning with coevolution to learn value functions of higher quality. These learned value functions Serve as basis to enhance the performance of Monte Carlo Tree Search by incorporating them in the tree and default policies. Finally, we conduct an extensive empirical analysis of Monte Carlo Tree Search by comparing it against other simulation-based and minimax search algorithms.
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6

Lundell, Christian. "Water simulation for cell based sandbox games". Thesis, Linköpings universitet, Institutionen för systemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108828.

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This thesis work presents a new algorithm for simulating fluid based on the Navier-Stokes equations. The algorithm is designed for cell based sandbox games where interactivity and performance are the main priorities. The algorithm enforces mass conservation conservatively instead of enforcing a divergence free velocity field. A global scale pressure model that simulates hydrostatic pressure is used where the pressure propagates between neighboring cells. A prefix sum algorithm is used to only compute work areas that contain fluid.
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7

METELLO, MARCELO GOMES. "PROCESS-ORIENTED MODELING AND SIMULATION FOR SERIOUS GAMES". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28915@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Esta tese é focada em jogos sérios que simulam situações realistas. O objetivo destes jogos vai além do mero entretenimento para outras áreas, tais como treinamento, por exemplo. Como algumas áreas da Ciência da Computação já fornecem métodos e ferramentas para a simulação de situações realistas, é altamente desejável que possamos usá-los neste tipo de jogos sérios. Esta tese introduz um novo framework no qual técnicas de simulação oriundas de diferentes áreas, tais como modelagem e simulação, sistemas de informação geográfica e sistemas multi-agentes, podem ser integradas em uma arquitetura de jogos sérios. A solução proposta resultou na concepção de um novo paradigma para modelagem de simulações chamado de simulação orientada a processos, que combina aspectos diferentes dos paradigmas mais tradicionais de simulação orientada a objetos e simulação orientada a agentes. A ideia principal da simulação orientada a processos é a separação entre o estado e o comportamento das entidades envolvidas na simulação. Esta característica favorece a modularização de comportamentos complexos e a integração em uma única simulação de diferentes modelos de simulação que interferem entre si. Baseado no paradigma de simulação orientada a processos, foi desenvolvida uma extensão do conhecido formalismo de simulações DEVS, chamada Process-DEVS, para a modelagem de simulações baseadas em eventos discretos. Alguns formalismos, tais como workflows e processos em espaços celulares, foram mapeados para o Process-DEVS e testados na implementação de dois sistemas: um jogo de treinamento e um sistema de planejamento de contingência, ambos projetados para a indústria de gás e petróleo.
This thesis focuses on serious games that simulate realistic situations. The objectives of such games go beyond mere entertainment to fields such as training, for example. Since other areas of Computer Science provide methods and tools for simulating and reasoning about real situations, it is highly desirable to use them in this kind of serious games. This thesis introduces a new framework on which simulation techniques from different areas, such as modeling and simulation, geographic information systems and multi-agent systems, can be integrated into a serious game architecture. The proposed solution resulted in the conception of a novel simulation modeling paradigm, named process-oriented simulation (POS), which combines different aspects of the more traditional object-oriented simulation (OOS) and agent-oriented simulation (AOS) paradigms. The main idea of POS is the separation between state and behavior of the entities involved in the simulation. This characteristic favours the modularization of complex behaviors and the integration of different and interfering simulation models into a single simulation. Based on the POS paradigm, a discrete-event simulation formalism named Process-DEVS was developed as an extension of the well-known DEVS simulation formalism. Some formalisms, such as workflows and cell space processes, were mapped to Process-DEVS and tested in the implementation of two systems: an emergency training game and a contingency planning system, both designed for the oil and gas industry.
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8

Han, Jennifer Ching-Wen. "Using system dynamics in business simulation training games". Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/42762.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.
Includes bibliographical references (leaves 57-58).
by Jennifer Ching-Wen Han.
M.Eng.
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9

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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10

Schanda, Florian. "A modular physics methodology for games". Thesis, University of Bath, 2012. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.557817.

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Currently, games with rich environments allowing a wide range of possible interactions and supporting a large number of physical simulations make use of a large number of scripts and bespoke physical simulations, adapted to fit the needs of the game. This thesis proposes a methodology that can be used to tie together various different physical simulations, both off-the-shelf and bespoke, such as rigid body physics, electrical and magnetic simulations to give something greater than the sum of the individual parts. We present a notation for designing the overall physical simulation and a means for the different parts to interact. Experiments using an implementation of the methodology containing electricity, rigid body simulation, magnetics (including electro-magnetics), buoyancy and sound show that it is possible to model everyday objects such an electric motor or a doorbell. These object work ‘as expected’, without the need for special scripts and new, originally unexpected, interactions are possible without further modification of the experiment setup.
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11

Bozcan, Selcuk. "A Tool For Network Simulation Of Massively Multiplayer Online Games". Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609985/index.pdf.

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Massively multiplayer online games (MMOGs) have become highly popular in the last decade and now attract millions of users from all over the world to play in an evolving virtual world concurrently over the Internet. The high popularity of MMOGs created a rapidly growing market and this highly dynamic market has forced the game developers to step up competitively. However, MMOG development is a challenging and expensive process. In this study, we have developed a network simulation tool which can be used to model and simulate typical MMOGs that have client-server architectures. The main objective is to provide a simulation environment to MMOG developers that could be used to test, analyze and verify various aspects of the MMOG network architecture. We have also implemented a graphical user interface which allows constructing the simulation model visually. We have demonstrated the use of simulation tool by experimental simulations.
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12

Llovera, Gonzalez M. (Margarita). "Use of simulation games to learn negotiations in project business". Master's thesis, University of Oulu, 2015. http://urn.fi/URN:NBN:fi:oulu-201504021276.

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Negotiation and negotiation skills have an important role in project business, therefore it’s essential to teach the future project management professionals in order to achieve the skills and be prepared to the actual globalizing world. The purpose of this thesis is to create a simulation game in order to be able to teach these negotiation skills in a classroom environment. The approach of this research is use the literature review about the effectively of using games for teaching and how to design a game with educational purposes in order to create a useful and motivating game. In addition, the negotiation analysis approach and all the qualities that a negotiator need in the different phases of the project are studied. Based on the results of the literature review, a definition and implementation of a project simulation game is created. The results of this thesis present a way to effectively teach the skills that a negotiator need through a simulation game. The game can be used in project management educators, and the process of designing the game can be repeated for other subjects besides project negotiation.
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13

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, nearly all the reduction in overall mortality rate occurred through reduced mortality in Hospital Chain. As of 1970, about 90 percent of all combat deaths occur before a casualty reaches a definitive care facility. Tactical Combat Casualty Care (TCCC), also known as TC3, is the pre-hospital care rendered to a casualty in a combat environment. The application of TCCC principles during a tactical combat environment has proven highly effective and is a major reason why combat deaths in latest conflicts (Operation Iraqi Freedom and Operation Enduring Freedom) are lower than in any other conflict in the history of the United States. The Army continues to emphasize reducing battlefield mortality rate. Current tools and methods used for initial skills and sustainment training of combat medics throughout the Army are insufficient. New technologies are needed to provide medics with greater opportunities to develop and test their decision making and technical medical skills in multiple, COE-relevant, training scenarios. In order to address some of these requirements, the U.S. Army Research Development and Engineering Command, Simulation and Training Technology Center (RDECOM-STTC) is developing the 68W – Tactical Combat Casualty Care Simulation (TC3 Sim) for the US Army Medical Department (AMEDD) Center & School at Fort Sam Houston. The Army is considering the use of the TC3 Sim game as a tool to improve the training of individual Soldiers as well as improve the readiness of combat medics. It is the intent of this research to evaluate the effectiveness of instructional games in general and the use of the TC3 game in particular for teaching the concepts of tactical combat casualty care. Experiments were conducted to evaluate the training effectiveness of this tool in supporting the 68W10 Healthcare Specialist Course program of instruction (POI). The goal of this research is to address important questions such as: Is this game an effective tool to train Soldiers the aspects of TC3? Can knowledge gain through the use of the simulation be transferred into task related situations? How can this tool be incorporated in the current POI in order to increase training effectiveness?
Ph.D.
Other
Engineering and Computer Science
Modeling and Simulation PhD
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14

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 payoffs. Based on reasoning over values of power we show how individuals reach stability and Nash equilibrium with their peers in network games.
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15

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 finance. In Part II, we present a new algorithm for valuing game contingent claims. This algorithm generalises the least-squares Monte-Carlo method for pricing American options of Longstaff and Schwartz (2001). Convergence proofs are obtained, and the algorithm is tested against certain GCCs. A more efficient algorithm is derived from the first one using the computational complexity analysis technique of Chen and Shen (2003). The algorithms were found to give good results with reasonable time requirements. Reference implementations of both algorithms are available for download from the author’s Github page https://github.com/del/ Game-option-valuation-library
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16

Erickson, Darald Eugene. "The games teachers play: Students' opinions of educational games in the secondary classroom". CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1650.

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After systematically using educational games in three secondary English classes over a one-year period, this project documents the effectiveness of games by analyzing students' opinions. Surveys were used to determine the perceptions of 150 students about the actual games used in their classes. Some examples of effective games are also given.
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17

Singh, Ashish C. "Improving the survivability of agents in a first-person shooter urban combat simulation by incorporating military skills". Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Fall2007/a_singh_111607.pdf.

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18

Touzet, Léo. "Jouer à faire des affaires : une sociologie des business games". Thesis, Toulouse 2, 2016. http://www.theses.fr/2016TOU20113.

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La thèse propose une sociologie économique, historique et pragmatique des jeux d’entreprise, i.e. des jeux pédagogiques de simulation de gestion employés pour former les (futurs) managers. À travers une histoire longue des business games à une échelle internationale, la recherche clarifie certaines questions importantes liées à la performativité des sciences économiques et de gestion. Elle suggère combien l’étude des modalités d’acquisition des savoirs – et, parmi elles, le jeu – ainsi que des dispositifs qui les soutiennent est centrale pour saisir le fonctionnement de l’économie de marché. Une généalogie des jeux de guerre éclaire les lointaines origines et les principes élémentaires du jeu d’entreprise. Une étude du projet d’« opérations de commerce simulées » initié par Vital Roux dès 1800 montre qu’il s’agit d’une version précurseur des jeux d’affaires modernes. Une discussion des travaux pédagogiques du philosophe pragmatiste John Dewey introduit la présentation des premiers business games désignés en tant que tels, créés en URSS à partir de 1932. Une étude des développements croisés de la recherche opérationnelle, de la théorie des jeux et de l’informatique accompagne une étude de l’émergence des premiers jeux d’entreprise informatisés (1956, 1957). Une approche sociologique de leur conception révèle la façon dont les business games rassemblent et articulent économie et gestion, modèle et règles de marché d’un côté, espace de liberté et d’intervention stratégique de l’autre. Finalement, une vidéo-ethnographie des jeux d’entreprise « en train de se jouer » montre leur mise en œuvre dans le cadre d’enseignements en écoles de commerce et explore notamment la dimension émotionnelle de ces simulations
The dissertation offers an economic, historical and pragmatic sociological study of business games, i.e. educational simulation games used to train future managers. Through a long history of business games on an international scale, the research specifies some important issues related to economics and management performativity. It suggests that a study of the alternatives for knowledge acquisition – among which gaming – and of the devices that support them, is central for a better understanding of the functioning of market economy. A genealogy of war games exposes the ancient origins and the elementary principles of business gaming. A study of the “simulated business operations” project initiated by Vital Roux in 1800 shows that they were a forerunner version of modern business games. A discussion on the pedagogical works of the pragmatist philosopher John Dewey presents the introduction of the first business games designated as such, which were created in the USSR as from 1932. Then, a focus on the interconnected developments of Operational Research, Game Theory and Computer Science is taken alongside a study of the very first computerized business games (1956, 1957). A sociological approach to the contemporary conception of business games reveals how they articulate economics and management, gathering the model and rules of the simulated market on one hand and a space of freedom with possibilities for strategic intervention on the other. Finally, a video-ethnography of business games shows their implementation within French business schools and explores the emotional dimension of management simulations
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19

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 Simulation" was enacted with sixth grade students. A sequence of surveys was given to measure knowledge, enjoyment and retention. These consisted of a pre-test, a post-test and a delayed post-test. The results suggested (1) Students participating in the simulation-game were more actively involved in learning, (2) their retention of content matter was raised.
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Leigh, Elyssebeth. "A practitioner researcher perspective on facilitating an open, infinite, chaordic simulation : learning to engage in theory while putting myself into practice /". Electronic version, 2003. http://adt.lib.uts.edu.au/public/adt-NTSM20040831.172032/index.html.

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Richardson, Thomas J. "First responder weapons of mass destrution thrining using massively multiplayer on-line gaming /". Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FRichardson.pdf.

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Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, June 2004.
Thesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
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22

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 to decrease the knowledge gapbetween parents and children regarding what the Convention means for their relationship. The thesisalso asks the question: how can a game, played by parents and children meant to teach them about softvalues in accordance with the Convention look like.Beyond traditional qualitative research methods, this thesis used Research through Design anddeveloped a presumptive prototype for the project in order to explore the research subject. Findingsshowed that the games narrative and the power to change the narrative through player choices play anessential part in the participant’s ability to immerse in the game, and that this interactive narrative isclosely connected with the ability to learn. The thesis also shows designer directions to consider whendeveloping a game meant to teach the players about soft values.
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23

Sen, Mahasweta. "A procedural comparison of combat tactics: a simulation approach". Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/53245.

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Naval operational planning is complex because it is dependent on uncertain future combat conditions. Effective decision making is directly related to the validity of assumptions regarding future combat scenarios and the appropriateness of selected procedures. A two phase procedure for comparing multiple combat tactics is developed in this thesis. In the first phase of the procedure, simulation models are developed to replicate combat under each tactic. The models generate data for performance measures that are relevant for comparing a wide range of tactics. In the second phase of the procedure, the data for the performance measures are analyzed using the sign test or the Wilcoxon signed ranked test. The applicability of simulation modeling, appropriateness of the performance measures, and the use of sign test to compare combat tactics with any degree of complexity is established in this study. An application of this procedure is illustrated using two hypothetical tactics.
Master of Science
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Dondlinger, Mary Jo Warren Scott J. "The global village playground a qualitative case study of designing an ARG as a capstone learning experience /". [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10995.

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Wood, Kevin R. "Simulation Video Games as Learning Tools: An Examination of Instructor Guided Reflection on Cognitive Outcomes". Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/77.

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Simulation video games potentially offer students the opportunity to participate in activities designed to bring about higher order thinking. Gee (2005b, 2007) elucidates that without the guidance of instructors, humans involved in a simulation experience have a high probability of finding creative but spurious patterns and generalizations that send learners down miseducative paths. The focus of this study is an examination of the function of instructor guided reflection and prior participant interest and exposure to video games in promoting affective and cognitive learning during participant use of single and multiplayer simulation video games in the classroom. One hundred twenty- eight students enrolled in World History classes at a suburban high school located in the Southeastern United States participated in this research study. Participants completed a survey of their interest and prior exposure to video games, played a tutorial of the simulation video game, played a single player or multiplayer version of the game with or without instructor guided reflection, and completed a posttest of reasoning and knowledge ability. The researcher used independent samples t tests, analysis of variance, and descriptive statistical analysis in combination with qualitative methods outlined by Miles and Huberman (1994) to analyze the data. Thomas (2003) described the mixed methodology used to analyze and interpret the data in this research study. Quantitative analysis of the data revealed that participants who engaged in both reflection and multiplayer groups scored significantly higher on posttest of reasoning ability at the .05 level. Furthermore, qualitative analysis revealed that participants in the multiplayer and reflection treatment groups were more likely to be engaged in the lesson, participate in more cognitive discussions, and made more connections to the large context of the lesson. Participants with a high level of prior interest in video games scored significantly higher on a posttest of reasoning ability at the .05 level of significance and were more likely to participate actively during the lesson. The findings from this study suggest the need for teaching educators to utilize reflective and collaborative practices in the incorporation of digital technology in the classroom.
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26

Tiitto, Markus. "THERAPEUTIC VIDEO GAMES AND THE SIMULATION OF EXECUTIVE FUNCTION DEFICITS IN ADHD". UKnowledge, 2019. https://uknowledge.uky.edu/pharmacy_etds/101.

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Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental disorder characterized by difficulty paying attention, impulsivity, and hyperactivity. Diagnosis of ADHD rose 42% from 2003–2004 to 2011–2012. In 2011, 3.5 million children were treated with drugs. Optimizing therapy can take a year, and may not be completely effective. A clinical trial is currently being conducted of a device/drug combination using the computer game Minecraft, to determine how certain activities affect executive function, working memory, and restraint in patients diagnosed with ADHD. The human subjects’ responses are being modeled using artificial neural networks (ANNs), an artificial intelligence method that can be utilized to interpret highly complex data. We propose using ANNs to optimize drug and Minecraft therapy for individual patients based on the initial NICHQ Vanderbilt assessment scores. We are applying ANNs in the development of computational models for executive function deficiencies in ADHD. These models will then be used to develop a therapeutic video game as a drug/device combination with stimulants for the treatment of ADHD symptoms in Fragile X Syndrome. As a first step towards the design of virtual subjects with executive function deficits, computational models of the core executive functions working memory and fluid intelligence were constructed. These models were combined to create healthy control and executive function-deficient virtual subjects, who performed a Time Management task simulation that required the use of their executive functions to complete. The preliminary working memory model utilized a convolutional neural network to identify handwritten digits from the MNIST dataset, and the fluid intelligence model utilized a basic recurrent neural network to produce sequences of integers in the range 1-9 that can be multiplied together to produce the number 12. A simplified Impulsivity function was also included in the virtual subject as a first step towards the future inclusion of the core executive function inhibition.
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27

Bruhn, Cecilia y Linda Mozgira. "What is the Perception of Computer-Based Business Simulation Games as a Tool for Learning?" Thesis, Jönköping University, JIBS, Business Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-865.

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Computer-based business simulation games are rather commonly used tools for learning in business courses in Sweden. However, not always expectations of teachers are achieved with respect to the simulation game as a learning tool. There are number of aspects that students are not satisfied with when it comes down to the use of simulation game and as a result, a gap between these parties evolves. Thus, we have tried to identify the benefits and drawbacks seen by teachers and students and derived critical success factors for achieving higher learning outcome from the use of simulation games.

In order to do that, we have carried out 6 interviews with teachers across Sweden who have been using simulation games in their courses. Furthermore, student opinions were gathered through questionnaire and class observation.

It was concluded that teachers see the simulation game as a very good tool for learning. Still, students are not fully satisfied, since they are expecting more feedback and support from teachers when they are using the game. Further-more, although the game is supposed to give a good reflection of reality, not always it was seen so by students. Thus, it is important to communicate and introduce the game properly in the course as well as have an assignment that en-courage learning and helps students to apply their theoretical knowledge in practice that would be closely linked to reality.

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28

Harney, James William. "Analyzing anti-terrorist tactical effectiveness of picket boats for force protection of Navy ships using X3D graphics and agent-based simulation". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FHarney.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, March 2003.
Thesis advisor(s): Donald P. Brutzman, Curtis L. Blais, Gordon Schacher, John Hiles. Includes bibliographical references (p. 216-224). Also available online.
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29

Generazio, Hòa. "Consistency of representation for disaggregation from constructive to virtual combat simulations". Diss., Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/30773.

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30

Hodges, Tracey L. Witte Maria Margarita. "Examination of gaming in nursing education and the effects on learning and retention". Auburn, Ala., 2008. http://hdl.handle.net/10415/1446.

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31

Craighead, Jeff David. "Improving ad-hoc team performance using video games". [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0003000.

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32

Hallros, Per y Niklas Pålsson. "SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning". Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447884.

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As a response to finding innovative ways of using games as tools for learning we explore the design process of creating a game system meant to promote self-directed learning. This thesis explores what design pillars a game system needs to follow when making a game that is meant to promote self-directed learning through reflection on cause and effect relations. We use a theoretical framework based on procedural rhetoric and self-directed learning in video games to inform our design process when creating an eco-adapted game system that provides experimentation opportunities. We adapt an ecosystem as a simulated real life context for our game environment and identify the major design pillars that video games looking to promote self-directed learning needs to consist of. The major pillars we found most important were; 1, activate participation, to engage the player by allowing them to experiment with different perspectives and the game state. 2, avoid correlating rhetorical arguments, to not influence players as they set their own goals when playing in an informal setting. 3, provide observational clarity, to let players learn how the actions they perform affect the actors and events in the game system. 4, enable trial and error, to give players time to explore multiple approaches in a safe environment where they can fail and try again without penalties. This thesis focuses primarily on the design process and documentation around the creation of a game system that adapts self-directed learning principles as a central design directive. In our design documentation we provide an open discussion of our design process around the decisions, findings, and implementations that make our simulation.
Som ett svar på att hitta innovativa sätt att använda spel som verktyg för lärande undersöker vi designprocessen för skapandet av ett spelsystem som är avsett att främja självstyrd inlärning. Denna uppsats undersöker vilka designpelare ett spelsystem behöver följa när man skapar ett spel som är avsett att främja självstyrd inlärning genom reflektion över orsaks- och påverkansrelationer. Vi använder ett teoretisk ramverk baserat på procedurell retorik och självstyrd inlärning i datorspel för att informera vår designprocess när vi skapar ett eko-adapterat spelsystem som ger experimenteringsmöjligheter. Vi anpassar ett ekosystem som en simulerad verklig omgivning till vår spelmiljö och identifierar viktiga designpelare som datorspel som vill främja självstyrd inlärning behöver bestå av. De huvudsakliga pelarna som vi fann viktigast är; 1, aktivera deltagande, för att engagera spelarna genom att låta dem experimentera med olika perspektiv och spelets tillstånd. 2, undvik korrelerande retoriska argument, för att inte påverka spelarna när de sätter sina egna mål medan de spelar i en informell miljö. 3, ge observationsklarhet, så att spelarna lär sig hur handlingarna de utför påverkar aktörerna och händelserna i spelsystemet. 4, möjliggör försök och misstag, för att ge spelarna tid att utforska flera tillvägagångssätt i en säker miljö där de kan misslyckas och försöka igen utan straff. Denna uppsats fokuserar främst på designprocessen och dokumentationen kring skapandet av ett spelsystem som tillämpar självstyrda inlärningsprinciper som ett centralt designdirektiv. I vår designdokumentation ger vi en öppen diskussion om vår designprocess kring de beslut, resultat och implementeringar som utgör vår simulering.
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33

Maroon, Kenneth J. "Genetic algorithms in the Battlespace Terrain Reasoning and Awareness-Battle Command (Btra-Bc) battle engine". Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FMaroon.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, September 2009.
Thesis Advisor(s): Blais, Curtis ; Appleget, Jeff. "September 2009." Description based on title screen as viewed on 5 November 2009. Author(s) subject terms: Genetic algorithms, military decision making process, mission planning, course of action, wargaming, battle simulation. Includes bibliographical references (p. 97-98). Also available in print.
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34

Pofahl, Geoffrey Michael. "Essays on horizontal merger simulation: the curse of dimensionality, retail price discrimination, and supply channel stage-games". Texas A&M University, 2006. http://hdl.handle.net/1969.1/4833.

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In the words of Joel I. Klein, former Assistant Attorney General of the United States, “[a]ntitrust enforcement in the merger area has never been as time-consuming, complex, or as central to the functioning of our economy as it is today” (Klein, 1998). As such, the development of transparent, efficient, and accurate merger analysis tools is an endeavor whose value continues to increase in the eyes of regulators and industry participants alike. Arguably, the most visible result of such endeavors is the emergence and advancement of a practice known as merger simulation. The first goal of this dissertation is to evaluate the merits of the Distance Metric (DM) demand model and its usefulness in merger simulations. Revered by its creators as easy-to-use, flexible, and able to handle large numbers of products, the DM approach has not received the “road-testing” necessary for establishing its practical usefulness. The DM model is used to estimate demand elasticities for 45 bottled-juice products. Elasticities are then used to simulate numerous hypothetical mergers. While adding validity to the alleged strengths of the DM approach, an additional contribution is made by demonstrating the robustness of merger simulation results across 22 DM specifications. Despite the oft-recognized reality of zone pricing by food retailers, this form of price discrimination has received little attention within the context of upstream merger analysis. Thus, the second objective of this dissertation is to relax the conventional merger simulation assumption of uniform pricing by retailers, allowing us to explore the impacts of zone pricing on post-merger price effects. Using the ready-to-eat cereals industry as a backdrop, it is shown that ignoring retail price discrimination veils a potentially diverse set of price effects that are otherwise lost in uniform pricing analyses. The goal of the final essay is to explore the implementation of more realistic supply channel interactions in merger simulations. In particular, a two-stage pricing game is used to conduct merger simulations in the refrigerated orange juice category. The overriding finding is that comparisons with conventionally used models will not be practical until the relationship between demand specification and two-stage game modeling is better understood.
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35

Cheung, Siu-Wing. "On the design and integration of education simulation games in engineering business management". Thesis, University of Warwick, 1996. http://wrap.warwick.ac.uk/2545/.

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Manufacturing has evolved from production-oriented to customer-oriented in the last century. The modern management approach is 'total integration' which is the integration of 'functional optimization', 'internal integration' and 'external integration'. Nowadays, Engineering and Business can no longer be viewed as two separate entities. Engineering Business Management (EBM) becomes the norm of modern manufacturing management. In universities, simulation games have been identified as one of the best teaching media in teaching EBM concept. Hundreds of good simulation games are thus required for different subject areas and education objectives. However, game design procedure is always a 'black box' and game design philosophy of EBM games is even a 'black box' within a 'black box'. This research attempts to develop a new generic approach in designing education simulation games in Engineering Business Management. The approach is broken into two phases: micro and macro level. In micro level, game design philosophy is studied. The appropriate levels of formats and features of EBM games are determined and the weaknesses commonly found in games are examined and rectified. The findings are confirmed and evaluated by conducting three surveys between 1992 to 1994. In macro level, a standard interface is established for all EBM games so that functional games which are built on this platform can be integrated together to form internal management games which can be further integrated into a supply chain network by hierarchical modular structure. The hierarchical structure allows the games to cover some EBM areas that have never been mentioned by any other games before. Two functional games, a production game and a marketing game have been built as prototypes to demonstrate the design approach. In micro level, the established design criteria minimize the chance of developing a 'bad' game. In macro level, the formation of internal management games and supply chain networks by hierarchical modular modeling opens a new platform for game design.
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36

Grove, Wouter Johannes. "Competencies for successful use of social online simulation games within organisational leadership development". University of the Western Cape, 2014. http://hdl.handle.net/11394/8217.

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Magister Commercii - MCom
The humble Pong arcade game at the corner store ignited a fundamental culture shift in the 1970s and it is increasingly gaining momentum. A generation of gamers is already permeating organisations. The socio-cultural phenomenon of digital gaming has become pervasive. The intersection point of the three trends, Ubiquitous Computing, Ubiquitous Gaming and Social Networking, is the focus point of this study. It is at this intersection point that both social online gaming and cutting-edge leadership competencies co-exist and have the potential to flourish when implemented with caution and circumspection. Leadership is frequently touted as an almost mystical holy grail in modern business. Leadership :pevelopment is therefore often recognised as a critical pivot for business success. If business leaders can successfully utilise game-based learning to maximise their return on investment in Leadership Development initiatives, this may not only increase business metrics, but also enable business leaders to leave a lasting legacy by sculpting new generations of leaders who are ready and able to face the future. Social Online Simulation Gaming (SOSG) as a learning design and learning technology can prove particularly valuable as a leadership and skills development tool within the "digimodem" world. Current literature, however, does not provide a clearly focused framework for the implementation of ICT supported game-based Leadership Development technologies within the information economy. Current literature fails to integrate and take into account aspects critical to the successful utilisation of SOSG, such as the principles of "Flow Design", the often "Puppet Master" role and the interrelatedness, even interdependence, of the required utilisation competencies There is currently not a clear and specific framework for evaluating the Information and Communication Technology (ICT) competencies, knowledge, skills and attitudes required to successfully use Socia1 ·bnline Simulation Games software within the context of Organisational Leaden;hip Development. This study aimed to create and refine a framework for evaluating the ICT competencies required to successfully implement SOSG as Leadership Development tool.
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37

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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38

Juve, Kambra. "The use of massive multiplayer online games to evaluate C4I systems /". Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FJuve.pdf.

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39

Neves, Ana Barbara Vieira Sinay. "Effect of Resource Availability on Dyadic Fitness". Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30499/.

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College students participating in dyads played a game designed as an analog of early hunters whose survival, as a dyad and ultimately individually, depend on rabbits they hunt. Dyadic fitness was defined as both participants being able to hunt and it was measured by the proportion of trials in a condition that both participants hunted. The effects of scarcity (alternating rich and poor conditions) on dyadic fitness were examined in two experiments. First experiment results did not show a difference in dyadic fitness as a function of the independent variable. The second experiment increased the number of hunting seasons and also the discrepancy between scarcity in rich and poor seasons. Second experiment results show that dyads start fit in rich seasons and become increasingly fit in poor seasons. External variables could not be ruled out; therefore, additional experiments still need to be carried out to clarify results.
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40

Alrashdan, Khaled Rasheed. "A virtual environment for the modelling, simulation and manufacturing of orthopaedic devices". Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/8840.

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The objective of this work is to investigate whether the game physics based modelling is accurate enough to be used in modelling the motion of the human body, in particular musculoskeletal motion. Hitherto, the implementation of game physics in the medical field focused only on anatomical representation for education and training purposes. Introducing gaming platforms and physics engines into orthopaedics applications will help to overcome several difficulties encountered in the modelling of articular joints. Implementing a physics engine (PhysX), which is mainly designed for video games, handles intensive computations in optimized ways at an interactive speed. In this study, the capabilities of the physics engine (PhysX) and gaming platform for modelling and simulating articular joints are evaluated. First, a preliminary validation is carried out for mechanical systems with analytical solutions, before constructing the musculoskeletal model to evaluate the consistency of gaming platforms. The developed musculoskeletal model deals with the human joint as an unconstrained system with 6 DOF which is not available with other joint modeller. The model articulation is driven by contact surfaces and the stiffness of surrounding tissues. A number of contributions, such as contact modelling and muscle wrapping, have been made in this research to overcome some existing challenges in joint modelling. Using muscle segmentation, the proposed technique effectively handles the problem of muscle wrapping, a major concern for many; thus the shortest path and line of action are no longer problematic. Collision behaviour has also shown a stable response for colliding as well as resting objects, provided that it is based on the principles of surface properties and the conservation of linear and angular momentums. The precision of collision detection and response are within an acceptable tolerance controllable by varying the mesh density. An image based analysis system is developed in this thesis, mainly in order to validate the proposed physics based modelling solution. This minimally invasive method is based on the analysis of marker positions located at bony positions with minimal skin movement. The image based system overcomes several challenges associated with the currently existing methods, such as inaccuracy, complication, impracticability and cost. The analysis part of this research has considered the elbow joint as a case study to investigate and validate the proposed physics based model. Beside the interactive 3D simulation, the obtained results are validated by comparing them with the image based system developed within the current research to investigate joint kinematics and laxity and also with published material, MJM and results from experiments performed at the Brunel Orthopaedic Research and Learning Centre. The proposed modelling shows the advantageous speed, reliability and flexibility of the proposed model. It is shown that the gaming platform and physics engine provide a viable solution to human musculoskeletal modelling. Finally, this thesis considers an extended implementation of the proposed platform for testing and assessing the design of custom-made implants, to enhance joint performance. The developed simulation software is expected to give indicative results as well as testing different types of prosthetic implant. Design parameterization and sensitivity analysis for geometrical features are discussed. Thus, an integrated environment is proposed to link the real-time simulation software with a manufacturing environment so as to assist the production of patient specific implants by rapid manufacturing.
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41

Schumacher, Terry Robert. "Simulation Design, Role Identification and Attitude Change in a High Technology Culture". PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/1223.

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Gaming-simulations (G-S) are those in which participants play roles, make decisions and receive feedback while interacting with a simulation model. This study used attitude change to measure of G-S effectiveness in exploring questions relating simulation design and effectiveness. To define participant attitudes and the content for a simulation, the organizational culture of a software engineering firm was studied using an ethnographic approach. Inconsistencies between the existing culture and expressed ideals were measured using an 40 item attitude questionnaire drawn from statements made during interviews. Simulation structure and participant cognitive style were factors hypothesized to influence identification with a simulation role. Role identification was hypothesized to influence attitude change. Two versions of the simulation were designed to produce differential role identification. Role identification was measured by having the simulation software ask players questions near the end of the eight hour simulation class. The Davis (1980) Empathy scale was used to measure cognitive style. The WINNING AT DESIGN AUTOMATION gaming-simulation was created to induce attitude change toward the ideals. The simulation is written in HyperCard. Each participant managed a department, allocating their time to tasks that earned points as they competed in teams. A control group of 42 employees and 97 of the 122 who played the simulation completed pre- and post-simulation questionnaires. There was significant attitude change for all treatment groups. The different versions of the simulation did generate stronger and weaker role identification as predicted. The Empathy scale did predict role identification. The treatment group with highest role identification did not have the greatest attitude change. Other factors influencing the linkage of role identification to attitude change are discussed.
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42

Sunebäck, Isabel. "Adding realism to abstract simulation games : A study about mechanics in a virtual aquarium". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19662.

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Many simulation games feature realistic mechanics that are highly representational (Adams 2014, p. 37) and closely recreate real activities or processes. Simulation games where the player keep artificial pets in their own environment (e.g. virtual aquarium) often feature abstract mechanics (Adams 2014, p. 37). The question was how players would experience an abstract simulation game where players keep artificial pets (fish), with realistic mechanics that are more representational. A simple game prototype was created based on existing games within the abstract life-simulation genre, which respondents playtested for 15 minutes. Data was collected through a short survey prior to each playtest, and semi-structured interviews after respondents had tested the artefact. Results indicated (among other things) that it was possible to translate many affordances of real aquariums and fish into mechanics. Whether they were perceived or not depended on the personality of the respondent, and did not have any correlation between knowledge about fish or gaming habits.
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43

Vu, Tuong Manh. "A software engineering approach for agent-based modelling and simulation of public goods games". Thesis, University of Nottingham, 2017. http://eprints.nottingham.ac.uk/42988/.

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In Agent-based Modelling and Simulation (ABMS), a system is modelled as a collection of agents, which are autonomous decision-making units with diverse characteristics. The interaction of the individual behaviours of the agents results in the global behaviour of the system. Because ABMS offers a methodology to create an artificial society in which actors with their behaviour can be designed and results of their interaction can be observed, it has gained attention in social sciences such as Economics, Ecology, Social Psychology, and Sociology. In Economics, ABMS has been used to model many strategic situations. One of the popular strategic situations is the Public Goods Game (PGG). In the PGG, participants secretly choose how many of their private money units to put into a public pot. Social scientists can conduct laboratory experiments of PGGs to study human behaviours in strategic situations. Research findings from these laboratory studies have inspired studies using computational agents and vice versa. However, there is a lack of guidelines regarding the detailed development process and the modelling of agent behaviour for agent-based models of PGGs. We believe that this has contributed to ABMS of PGG not having been used to its full potential. This thesis aims to leverage the potential of ABMS of PGG, focusing on the development methodology of ABMS and the modelling of agent behaviour. We construct a development framework with incorporated software engineering techniques, then tailored it to ABMS of PGG. The framework uses the Unified Modelling Language (UML) as a standard specification language, and includes a simulation development lifecycle, a step-by-step development guideline, and a short guide for modelling agent behaviour with statecharts. It utilizes software engineering methods to provide a structured approach to identify agent interactions, and design simulation architecture and agent behaviour. The framework is named ABOOMS (Agent-Based Object-Oriented Modelling and Simulation). After applying the ABOOMS framework to three case studies, the framework demonstrates flexibility in development with two different modelling principles (Keep-It-Simple-Stupid vs. Keep-It-Descriptive-Stupid), capability in supporting complex psychological mechanisms, and ability to model dynamic behaviours in both discrete and continuous time. Additionally, the thesis developed an agent-based model of a PGG in a continuous-time setting. To the best of our knowledge such agent-based models do not exist. During the development, a new social preference, Generous Conditional Cooperators, was introduced to better explain the behavioural dynamics in continuous-time PGG. Experimentation with the agent-based model generated dynamics that are not presented in discrete-time setting. Thus, it is important to study both discrete and continuous time PGG, with laboratory experiment and ABMS. Our new framework allows to do the latter in a structured way. With the ABOOMS framework, economists can develop PGG simulation models in a structured way and communicate them with a formal model specification. The thesis also showed that there is a need for further investigation on behaviours in continuous-time PGG. For future works, the framework can be tested with variations of PGG or other related strategic interactions.
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44

Stirrat, Michael. "Sexual selection and trust games". Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/1014.

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In economic games the facial attributes of counterparts bias decisions to trust and decisions to enter play. We report research supporting hypotheses that trust and reciprocation decisions in trust games are biased by mechanisms of sexual selection. Hypotheses that trust game behaviour is modulated by inter-sexual competition were supported. 1) Attractive individuals elicit more cooperation. 2) Male participants display trust and reciprocation toward attractive female counterparts in excess of perceived trustworthiness (and this display is modulated by male self-reported physical dominance). 3) Female participants appear to respond to male trust as a signal of sexual interest and are therefore more likely to exploit the trust of attractive males. 4) In explicitly dating contexts females are more likely to prefer attractive males to pay for the meal. These results indicate that participants are biased by mate choice and mating display considerations while playing economic games in the lab. Hypotheses that trust game behaviour is modulated by intra-sexual competition for resources were also somewhat supported. 1) Male participants reporting an ability to win fights with same-sex peers are more exploitative of other males. 2) Cues to current circulating testosterone level in counterpart’s faces are less trusted but elicit more reciprocation. 3) The male sexually dimorphic trait facial width-to-height ratio (a trait which is related to both aggression and dominance) is related to an increased proportion of decisions to exploit others in the trust game while also being used by others as a cue to untrustworthiness. We conclude that trusting and trustworthy behaviour in both sexes is biased by mating market considerations predicted by intra- and inter-sexual selection.
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45

Taskinen, Leo Tapani. "Measuring change management in manufacturing processes : a measurement method for simulation-game-based process development /". Espoo [Finland] : Technical Research Centre of Finland, 2002. http://www.vtt.fi/inf/pdf/publications/2002/P474.pdf.

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46

Dondlinger, Mary Jo. "The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience". Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10995/.

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The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating in the pilot implementation of the GVP. Results of the study show predominantly favorable reactions to various aspects of the course and its design. Students reported to have learned the most through interactions with peers and through applying and integrating knowledge in developing the alternate reality game that was the central problem scenario for the course. What students demonstrated to have learned included knowledge construction, social responsibility, open-mindedness, big picture thinking, and an understanding of their relationship to the larger society and world in which they live. Challenges that resulted from the design included the amount of necessary to build consensus and then develop an overarching game concept, the tension between guided and directed instruction, and the need to foster greater interdependence among students while encouraging them to become more self-directed.
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47

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 by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? This study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. It is followed by an examination and comparison of the game industry with other media/cultural industries in relation to their economy and business dynamics. With inconclusive answers regarding the medium-industry relation, this study proceeds by exploring literary theories from the field of game studies, in order to gain insights into the dynamics of medium and industry. Literary theories from ludology and narratology provide rewarding perspectives on this inquiry, since it is found that the ontological dichotomy of simulation vs. respresentation present in the interpretational realm of the game medium is also reflected in the industry and its dynamics. This has pivotal consequences for the analysis of the game industry. This study concludes by positing the current critical condition of the industry as an extremely decisive moment in its history: will it become a truly universal mass-medium, or will it continue down its subcultural path? Subcultural “interactive cinema” meets mass-cultural media of simulation – how will the industry evolve?
QC20100708
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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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Walonoski, Jason A. "Visual feedback for gaming prevention in intelligent tutoring systems". Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-010806-205001/.

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Sotomayor, Teresita M. "Evaluating tactical combat casualty care training treatments effects on combat medic trainees in light of select human descriptive characteristics". Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002396.

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