Thèses sur le sujet « Games bib »
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Au-yeung, Wan-man Billy, et 歐陽允文. « Gaining from olympic games legacy on land use improvement : a study on Beijing 2008 games ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B42930443.
Texte intégralLi, King-lun, et 李景麟. « Nintendo revolution : what is happening in videogame industry and individuals ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.
Texte intégral何燦恒。 et Tsan-hang Ho. « Decision support systems in business management games ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31220915.
Texte intégralLaw, Cheuk-fung Jimmy, et 羅卓豐. « Asian Games Village : a High-Density Sports Complex ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31986572.
Texte intégralChan, Ching-yin Amy, et 陳靜妍. « The new possibilities computer games offer for learning ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29600169.
Texte intégralHo, Kwan-yu, et 何君瑜. « The 2008 Olympic games and the development of Beijing ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45007500.
Texte intégral韓政龍 et Ching-lung Hon. « Biorhythms, state anxiety and mood states as predictors of racquet games performance ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31257203.
Texte intégralLam, Chung-sang, et 林仲生. « Survival analysis of the timing of goals in soccer games ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B32028635.
Texte intégralLai, Ying-sie Benedict, et 賴應虒. « Administrative discretion : the case of the licensing of automatic machine establishments ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1985. http://hub.hku.hk/bib/B42128201.
Texte intégralYip, Wai-man Florence, et 葉慧敏. « Online vocabulary games as a tool for teaching and learning English vocabulary ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29597511.
Texte intégralChan, Hok-Hin Vincent, et 陳學謙. « Study on the cooperative phenomena of the hypothesis testing Minority Game ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B40040343.
Texte intégralMellecker, Robin Rochelle. « The conversion of sedentary time to active time in children : the role of activity enhanced video game play ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44525114.
Texte intégral陸艷媚 et Yim-mei Kiano Luk. « Sport tourism and public health : the implications of the 4th East Asian Games for Hong Kong ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B39559075.
Texte intégralFung, Chi-keong, et 馮志強. « Legacy and ephemerality of city mega-events : urban regeneration and governance in London 2012 Olympic Games ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B49885091.
Texte intégralpublished_or_final_version
Urban Planning and Design
Master
Master of Science in Urban Planning
Wu, Hoi-sai Kathy, et 鄔凱茜. « Qiqiao Ban ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B26818462.
Texte intégralNg, Chi-chung Vincent, et 吳志忠. « A project to study the essential characteristics of the design of computer games that motivating for learning ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B40040082.
Texte intégral白先陸 et Xianlu Bai. « Hosting mega-events : how the olympic games work as a catalyst in Beijing and London's urban development ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B4293039X.
Texte intégral老瑞欣 et Sui-yan Victor Lo. « Statistical modelling of gambling probabilities ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1992. http://hub.hku.hk/bib/B3123270X.
Texte intégralLai, Kun, et 赖坤. « Effects of mega events on destination images : towards a theory via "problem-centric approach" : examining the 2008Beijing Olympic Games ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B43223886.
Texte intégralPang, Kin-wah, et 彭建華. « Why do children play videogames ? : the reasonsand the impacts of playing videogames ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29614223.
Texte intégralTam, Long-fai Frankie, et 譚朗暉. « Develop problem solving skills in secondary mathematics classroom through digital game design ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B47469262.
Texte intégralpublished_or_final_version
Education
Master
Master of Science in Information Technology in Education
Wang, An-ming David, et 王安民. « Redevelopment of Harbour Road Indoor Sports Game Hall & ; Harbour Road Sports Ground ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31985476.
Texte intégralKam, Keung-kei Kenneth, et 甘強基. « An adventure-based counseling program on the physical self-efficacy, general self-efficacy, self-esteem, body image and physical activitylevel of adolescents ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45013871.
Texte intégralKucsma, András I. « Bidding for contract games applying game theory to analyze first price sealed bid auctions ». Monterey, California. Naval Postgraduate School, 1997. http://hdl.handle.net/10945/8031.
Texte intégralThis study analyzed the first price sealed bid auction (FPSBA) using computer simulations. The first price sealed bid auction is a static Bayesian game with incomplete information. These games have a well defined symmetric Bayesian Nash equilibrium. The existence of the equilibrium makes it possible to find the bidders' equilibrium strategies. The equilibrium strategy maximizes the bidders' profit. This thesis assumes, (1) the bidders act rationally and have private information about their production cost, (2) the bidders' preferences and information are symmetric, (3) the buyer is committed not to deviate from the auction rules, even if a deviation would be profitable. Considering these assumptions and the equilibrium strategy, this Thesis constructed a FPSBA model. The model was transformed into an algorithm and coded in Visual Basic language. The code was used to simulate the FPSBA in different scenarios. The simulation showed the bidders' behavior and identified factors affecting the bidders' decision during bid preparation. Critical factors include the cost distribution and number of bidders. The concluding chapter presents the analytical results
Goggin, Joyce. « The big deal, card games in 20th-century fiction ». Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0006/NQ35594.pdf.
Texte intégralErlandsson, Niklas. « Game Analytics och Big Data ». Thesis, Mittuniversitetet, Avdelningen för arkiv- och datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-29185.
Texte intégralGame Analytics is a research field that appeared recently. Game developers have the ability to analyze how customers use their products down to every button pressed. This can result in large amounts of data and the challenge is to make sense of it all. The challenges with game data is often described with the same characteristics used to define Big Data: volume, velocity and variability. This should mean that there is potential for a fruitful collaboration. The purpose of this study is to analyze and evaluate what possibilities Big Data has to develop the Game Analytics field. To fulfill this purpose a literature review and semi-structured interviews with people active in the gaming industry were conducted. The results show that the sources agree that valuable information can be found within the data you can store, especially in the monetary, general and core values to the specific game. With more advanced analysis you may find other interesting patterns as well but nonetheless the predominant way seems to be sticking to the simple variables and staying away from digging deeper. It is not because data handling or storing would be tedious or too difficult but simply because the analysis would be too risky of an investment. Even if you have someone ready to take on all the challenges game data sets up, there is not enough trust in the answers or how useful they might be. Visions of the future within the field are very modest and the nearest future seems to hold mostly efficiency improvements and a widening of the field, making it reach more people. This does not really post any new demands or requirements on the data handling.
Olson, Erik Johan. « Rescinding a Bid : Stockholm's uncertain relationship with the Olympic Games ». Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82866.
Texte intégralMaster of Science
Winter, Jessica L. Henson Robin K. « The big five personality characteristics of World of Warcraft players ». [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-9910.
Texte intégralAlparslan, Gok Sirma Zeynep. « Cooperative Interval Games ». Phd thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12610337/index.pdf.
Texte intégralCahill, Shane. « "The Friendly Games" ? the Melbourne Olympic Games in Australian culture, 1946-1956 / ». Connect to this title online, 1989. http://repository.unimelb.edu.au/10187/2401.
Texte intégralKönig, Bernhard. « Trees, games and reflections ». [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=964459620.
Texte intégralBerwanger, Dietmar. « Games and logical expressiveness ». kostenfrei, 2005. http://deposit.ddb.de/cgi-bin/dokserv?idn=975203452.
Texte intégralOtsubo, Hironori. « Dynamic Volunteer's Dilemmas, Unique Bid Auctions, and Discrete Bottleneck Games : Theory and Experiments ». Diss., The University of Arizona, 2008. http://hdl.handle.net/10150/194255.
Texte intégralMiranda, Michael Angelo. « Bio Based Active Barrier Materials and Package Development ». University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1483450387453053.
Texte intégralReitz, Lynette M. « It's more than gambling finding stress relief and socialization through bingo / ». online access from Digital Dissertation Consortium access full-text, 2004. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?3139258.
Texte intégralYang, Lin S. M. Massachusetts Institute of Technology. « BIM Game : a "serious game" to educate non-experts about energy related design and living ». Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/49542.
Texte intégralThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 99-100).
Climate Change is one defining issue of our time. With the increasingly sophisticated uses of energy, we have to face the problem as energy shortage and global warming. Since almost one-fourth of US energy is consumed by homes, creating high-performance low-energy houses and educating people about energy-related decision making, is perhaps the first and most cost-effective way of addressing energy issue. Towards this end, I propose a learning tool to educate non-experts about energy-related design and decision-making of their own homes. This tool, BIM Game, is based on BIM (Building Information Modeling) and E-learning game. By integrating BIM and Serious Game together, the new responsive model can change design education from the professionals to all people who care about energy issue and living environment. Through learning by playing, it is able to create a deep-learning environment and also add emotion to the problem-solving process. It also explores innovative shifts in building industry for consumer participative design and file-to-factory fabrication strategies, change the role of the consumer from the last benefit end-user to the first decision maker. So finally it will take advantage of the inexpensive computation, to raise the public awareness of participative design, energy efficiency, healthy living, and sustainability.
by Lin Yang.
S.M.
Blackburn, Jeremy. « An Analysis of (Bad) Behavior in Online Video Games ». Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5412.
Texte intégralYau, Pui-wah Teny, et 邱佩華. « Plato and Bill Gates : text and hypertext ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1998. http://hub.hku.hk/bib/B38297255.
Texte intégralHon, Ching-lung. « Biorhythms, state anxiety and mood states as predictors of racquet games performance ». Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B23425416.
Texte intégralRode, Manuel. « Nash equilibria in discrete routing games ». [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=973581522.
Texte intégralBonnechere, Bruno. « Functional assessment during physical rehabilitation exercises using serious games ». Doctoral thesis, Universite Libre de Bruxelles, 2019. https://dipot.ulb.ac.be/dspace/bitstream/2013/282817/4/Contents.pdf.
Texte intégralDoctorat en Sciences biomédicales et pharmaceutiques (Médecine)
info:eu-repo/semantics/nonPublished
Stauffer, Griffin K. « Design-build vs design-bid-build a procurement method selection framework ». Thesis, (8 MB), 2006. http://handle.dtic.mil/100.2/ADA471905.
Texte intégral"August 2006." Description based on title screen as viewed on June 9, 2010. DTIC Descriptor(s): Decision Making, Construction, Game Theory, Procurement, Models, Facilities, Standards, Selection. DTIC Identifier(s): Construction Projects, Utility Theory, Thresholds, Frameworks, Procurement Criteria, Project Delivery, Procurement Methods, DB (Design-Build), DBB (Design-Bid-Build) Includes bibliographical references (leaves 31-32). Also available in print.
Winter, Jessica L. « The Big Five Personality Characteristics of World of Warcraft Players ». Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc9910/.
Texte intégralMasuku, Philile. « South Africa's Bid for the 2004 Olympic Games as means for international unity and international awareness ». Thesis, Stellenbosch : Stellenbosch University, 2004. http://hdl.handle.net/10019.1/50098.
Texte intégralENGLISH ABSTRACT: Mega-events such as the Olympic Games have emerged as one of the most significant features of the global era. Not only has the number of participants increased, but also the hosting of these events has been seen as an opportunity for countries to externally market themselves, in an attempt to raise their international profile, and to develop national identity. As such, many nations continue to enthusiastically compete to host these events. Despite the prestige of hosting events, South Africa has in the past been excluded from participating, let alone being considered to bid to host events of such magnitude. This was as a result of the Apartheid policy that extended into sport. After being admitted into the world of sport, it has joined the list of nations that regularly compete to bid. There are two questions that this study sets out to explore. Firstly, how did hosting of the Games market South Africa internationally? Secondly, did hosting the Games help celebrate South Africa's national identity? In trying to answer these questions, the marketing power concept has been used. Part of the proposition is that marketing power is more sought after by state elites who lack national identity. In light of this, South Africa has been used as a case study. Bidding to host the Olympic Games was no easy road for South Africa, and in the aftermath of the Bid, this study identifies the reasons why the Bid was unsuccessful. The findings suggest that South Africa's attempt to host the Games did indeed market the country internationally. However, the findings indicate that bidding to host the Games did not bolster national identity, instead it revealed that there was lack of unity. In addition there are some important lessons that can be drawn from this study.
AFRIKAANSE OPSOMMING: Hoë-profiel gebeure soos die Olimpiese Spele is een van die mees opmerklike gevolge van die globale era. Buiten dat die aantal deelnemers aan sulke gebeurtenisse dramaties togeneem het, het die eise en die kompetisie om sodanige gebeurtenisse aan te bied, toegeneem omdat state hierdeur hulself ekstern kan bemark en intern skep sulke gebeurtenisse 'n geleentheid om nasionale identiteit te bevorder. Ten spyte van die prestige wat die gasheer-staat in sulke gevalle te beurt val, is apartheid Suid- Afrika histories uitgesluit van deelname aan veral hoë profiel sport, en was die aanbieding van sulke gebeurtenisse in Suid-Afrika buite die kwessie. Namate Suid- Afrika weer 'n aanvaarde lid van die gemeenskap van nasies geword het, het Pretoria ook toenemend begin bie om hoë-profiel sportgebeurtenisse aan te bied. Hierdie studie verken twee sentrale vraagstukke. Eerstens, hoe bemark die aanbied van die Olimpiese Spele Suid-Afrika op 'n internasionale grondslag? Tweedens, help die aanbieding van sulke sportgebeure werklik om 'n gevoel van 'n nasionale identiteit onder Suid-Afrikaners aan te wakker? Ten einde die vrae te beantwoord, word in 'n hoë mate van die konsep, 'bemarkingsmag' ('marketing power') gebruik gemaak. Daar word deel geargumenteer dat bemarkingmag juis deur staatselites nagejaag word in samelewings waar nasionale identiteit gebrekkig ontwikkel is. Die Suid-Afrikaanse geval is dus by uitstek 'n toonaangewende voorbeeld van die tendens. In die studie word daar aangedui hoekom die bie proses ten einde die Olimpiese Spele aan te bied so 'n besondere komplekse uitdaging is, hoe dit deurgevoer is en waarom Suid-Afrika misluk het. Die bevindings suggereer dat motivering om die Spele aan te bied inderdaad gedryf is deur die behoefte om Suid-Afrika se bemarkingsmag uit te brei. Ten spyte hiervan, het die bie-proses ook 'n baie brose sin van nasionale identiteit ontbloot het en 'n duidelike rasse-skeidslyn in terme van populere steun vir die bie-proses. Die studie onttrek ook 'n aantal gevolgtrekkings wat vir ander bod-prosesse van waarde kan wees.
Tryggvadottir, Valgerdur. « Customer Churn Prediction for PC Games : Probability of churn predicted for big-spenders usingsupervised machine learning ». Thesis, KTH, Optimeringslära och systemteori, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254198.
Texte intégralParadox Interactive är en svensk videospelutvecklare och utgivare som har spelare över hela världen. Paradox största plattform när det gäller antal spelare och intäk-ter är PC:n. Målet med detta exjobb var att göra en churn-predikterings modell för att förutsäga sannolikheten för att spelare har "churnat" för att veta vilka spelare fokusen ska vara på i retentionskampanjer. Eftersom syftet med churn-prediktering är att minimera förlust på grund av kunderna som "churnar", var fokusen på spelare som spenderar mest pengar (valar) i Paradox PC-spel.För att definiera vilka spelare som är valar undersöktes hur mycket spelarna spenderar under en 12 månaders rullande period (från 2016-01-01 till 2018-12-31). Spelarna som spenderade mer än 95:e percentilen av den totala spenderingen för varje period definierades som valar. För att definiera när en val har "churnat", det vill säga slutat vara en kund som spenderar mycket pengar i Paradox PC-spel, tittade man på hur många dagar som gått sedan spelarna köpte någonting. En val har "churnat" om han inte har köpt något under de senaste 28 dagarna.När data hade varit samlad om valarna var datan förberedd för ett antal olika maskininlärningsmetoder. Logistic Regression, L1 Regularized Logistic Regression, Decision Tree och Random Forest var de metoder som testades. Random Forest var den metoden som gav bäst resultat med avseende på AUC, med AUC = 0, 7162. Slutsatsen är att det verkar vara möjligt att förutsäga sannolikheten att Paradox valar "churnar". Det kan vara möjligt att förbättra modellen ytterligare genom att undersöka mer data och finjustera definitionen av churn.
Mandala, Vijaya Ramadas. « Shooting a tiger : big-game hunting and conservation in colonial India ». Thesis, University of Manchester, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.689540.
Texte intégralChai, Shaojin. « Taiwanese nationalism situation dependency and elite games / ». online access from Digital Dissertation Consortium, 2007. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?1446934.
Texte intégralWoo, Sui-chi, et 胡瑞慈. « Physical conditions in the circumstellar gas surrounding supernova 1987A ». Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B30736365.
Texte intégralRohde, Philipp. « On games and logics over dynamically changing structures ». [S.l.] : [s.n.], 2005. http://deposit.ddb.de/cgi-bin/dokserv?idn=978591186.
Texte intégralMAINETTI, RENATO. « SERIOUS GAMES TO COPE WITH THE GENETIC TEST REVOLUTION ». Doctoral thesis, Università degli Studi di Milano, 2019. http://hdl.handle.net/2434/612483.
Texte intégralTechnological progress and the lowering of DNA sequencing costs have made genetic testing increasingly accessible to the general public. However, this progress does not reflect an increased genetics literacy in lay people that at present remains poor. Thus almost everyone has the possibility to undergo genetic testing independently, but the diffuse lack of knowledge may lead to misinterpretation of genetic information and result in negative consequences for personal health decisions. Several policies have been developed to try to address this issue. The most appropriate one is to educate people about genetic concepts and genetic test interpretation, to empower them in order to make responsible health-related decisions. To reach this goal the Serious Games (SG) approach seems very promising as it has been shown to be very powerful in education, training, health promotion, and socialization. This is why SG appear an attractive means to communicate genetic concepts to the general public. The aim of this research is to study the feasibility of using SG as a highly interactive medium to encourage experiential learning, increase literacy and promote self-efficacy in the genetic-related decision-making process. For this purpose, we explore state-of-the-art of Serious Games related to genetics, discussing whether these games are an adequate instrument to increase literacy and self-efficacy in the general public. Based on this analysis we design, develop and test a suite of SG specifically tailored to educate people about genetic concepts and genetic testing. To maximize the efficacy and mass appeal, the level of complexity of genetic information was balanced with the intent of making comprehensible and usable games. We believe that our approach --development and validation, using an evidence-based approach, of customized arcade games to convey basic genetics concepts together with the use of the ``Adventure Game'' genre to relate the individual genetic risk with lifestyle factors-- is completely new in this field. We conclude by discussing results about usability/playability, knowledge transfer and self-efficacy promotion in the field of health-related decision making, analysing data collected during monitored playing sessions.