Tesi sul tema "Internet game"
Cita una fonte nei formati APA, MLA, Chicago, Harvard e in molti altri stili
Vedi i top-50 saggi (tesi di laurea o di dottorato) per l'attività di ricerca sul tema "Internet game".
Accanto a ogni fonte nell'elenco di riferimenti c'è un pulsante "Aggiungi alla bibliografia". Premilo e genereremo automaticamente la citazione bibliografica dell'opera scelta nello stile citazionale di cui hai bisogno: APA, MLA, Harvard, Chicago, Vancouver ecc.
Puoi anche scaricare il testo completo della pubblicazione scientifica nel formato .pdf e leggere online l'abstract (il sommario) dell'opera se è presente nei metadati.
Vedi le tesi di molte aree scientifiche e compila una bibliografia corretta.
Nypadymka, Anna. "Language game application in psychological Internet-discourse". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18285.
Testo completoSaberi, Amin. "Algorithmic Aspects of the Internet". Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.
Testo completoBadasyan, Narine. "Game Theoretic Models of Connectivity Among Internet Access Providers". Diss., Virginia Tech, 2004. http://hdl.handle.net/10919/11193.
Testo completoPh. D.
McBroom, Evan S. "An Examination of Correlates of Video Game and Internet Addiction". University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.
Testo completoBolzan, Regina de Fátima Fructuoso de Andrade. "O aprendizado na internet utilizando estratégias de Roleplaying Game (RPG)". Florianópolis, SC, 2003. http://repositorio.ufsc.br/xmlui/handle/123456789/84979.
Testo completoMade available in DSpace on 2012-10-20T14:15:07Z (GMT). No. of bitstreams: 1 193599.pdf: 2382220 bytes, checksum: ac27400fcfc35d971706aab3d6b4bc08 (MD5)
Este trabalho estuda uma proposta de melhoria do processo de ensino-aprendizagem utilizando estratégias de Roleplaying Game (RPG). Para isso relata o desenvolvimento da disciplina "Teorias Contemporâneas de Aprendizagem Aplicadas a Tecnologia" no ano de 1999 a 2001 e a análise de resultados da pesquisa realizada com os alunos do Programa de Pós-Graduação em Engenharia de Produção da área de Mídia e Conhecimento da Universidade Federal de Santa Catarina que utilizaram RPG. A disciplina foi ministrada na modalidade de videoconferência e no ensino presencial e a aula convencional de repassar conteúdos foi substituída pela metodologia de Roleplaying Game. O estudo pretende também apresentar o design instrucional para cursos e-Learning, fundamentado nas teorias de aprendizagem e em RPG.
Yu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills". Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.
Testo completoJohansson, Emil, e Johan Kindmark. "Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering". Thesis, Linnéuniversitetet, Institutionen för samhällsvetenskaper, SV, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10584.
Testo completoRiahi, Sfar Arbia. "Privacy preservation in internet of things : a game theory based approach". Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2384.
Testo completoSecurity questions have always constituted a research challenge in the field of communication networks. The appearance of new paradigms, concepts, applications and technologies from one hand, and the ubiquity and the heterogeneity of the communicating entities from another hand, led to new complex problems of security. In some cases, the damages caused to the private life of every user can be irreparable. First, we propose a systemic and cognitive approach to include all Internet of Things (henceforth IoT) security aspects in a coherent framework. Compared to the analytic approach, our vision may lack theoretical rigor, but remains a flexible approach that may be required during decision making in ubiquitous environment. Next, we identify precise questions related to accidental or intentional threats, which may lead to private data breach during their exchange over networks. Then, we characterize the privacy problem by studying the fundamental concepts of IoT and the research activities related to security. By examining the related research work, it has been noticed that several classical solutions remain applicable but are limited by energy constraints, memory space, and calculation capacities. To overcome this problem, we propose a logical and controllable solution based on game theory approach. The advantage of this choice resides in its solid mathematical and formal basis. Then, we analytically explain the choice of the main system components, their interactions and their objectives. We used a probabilistic approach using a Markovian process, where we define three different application scenarios (e-health, trade and intelligent transport), two main actors (private data owner and requester) with different player’s types (trusted-regular, trusted-curious, untrusted-curious and untrusted-malicious), and a set of strategies depending on communication facilities, attack detection, incentive motivation and privacy concession. Finally, we evaluate the model by demonstrating the existence of an equilibrium solution with a satisfactory value of incentive motivation and data privacy concession, and by calculating the final state probabilities. We validate the proposed model through numerical results obtained from the theoretical model
Calka, Michelle. "Beyond newbie : immersion in virtual game worlds". Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.
Testo completoDepartment of Telecommunications
Oliveira, Atol Fortin de. "Leilões para publicidade na Internet". Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-23012013-011946/.
Testo completoIn this project we present three Internet sponsored search advertising models, and mechanisms related to each model, analyzing properties such as stability, optimality, strategy-proof, and time consumption. We start presenting one of the first articles on the problem of sponsored search advertising. Next, we present other two models. The first one allows exclusivity advertising. The second model allows a wider variety of options for both the auctioneer and the bidders, including minimum selling prices and maximum buying prices.
Tiruchirappalli, Narayana Kumar Venkataramani. "A Game Theoretical Approach to Green Communications in Seamless Internet of Things". University of Dayton / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1576032496171712.
Testo completoChen, Zesheng. "Modeling and Defending Against Internet Worm Attacks". Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14582.
Testo completoVenegas, Flores Luis Alberto. "Banner game — modelos de persuasión desde la temporalidad hipermedial". Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/101227.
Testo completoEklund, Lina, e Bergmark Karin Helmersson. "Parental mediation of digital gaming and internet use". Stockholms universitet, Sociologiska institutionen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-90033.
Testo completoMehta, Aranyak. "Algorithmic Game Theory". Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7220.
Testo completoLewis, Stacey. "VideoTag : encouraging the effective tagging of internet videos through tagging games". Thesis, University of Wolverhampton, 2014. http://hdl.handle.net/2436/621745.
Testo completoChan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games". Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.
Testo completoJunior, Adhemar Villani. "Evidências empíricas de leilões na Internet: selos na eBay". Universidade de São Paulo, 2001. http://www.teses.usp.br/teses/disponiveis/12/12138/tde-18012002-194111/.
Testo completoOnline auctions are one of the most popular and successful types of electronic commerce nowadays. I present a theoretical framework to address the kind of ascending auction implemented at eBay, and I check its predictions through two experiments. The results of the experiments did not confirm the theory, but I believe this is due to the bidders lack of previous experience. I also present an algorithm that automatically gathers data from auctions of stamps at eBay. These data is then used on an exploratory analysis that tries to shed some light on the determinants of final prices, minimum bids and the number of bidders. There were no surprises in this analysis, but I would highlight the measurable effect that sellers reputation has on final prices and the number of bidders. Furthermore, it was possible to observe the occurrence of late bidding. At last, I propose a simple method that determines to which paradigm the on-line auction of stamps at eBay belongs: private value or common value. The result was that the auction of stamps at eBay belongs to the common value paradigm.
Nilsson, Billy, e Zebastian Såthén. "Competitive Intelligence Today : How the Internet has changed the rules of the game". Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-31816.
Testo completoMolinos, Martin. "The relationship between video game use, Internet use, addiction, and subjective well-being". Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10150586.
Testo completoThis quantitative study investigates the relationship between video game usage, video game addiction, compulsive Internet use, and subjective well-being. The key variables were measured using three different scales: The Game Addiction Scale; the Compulsive Internet Use Scale; and the Flourishing scale. 121 participants over the age of 18 partook in the study. The empirical results demonstrate a statistically significant, negative correlation between addictive video game usage and well-being. Video game addiction and compulsive Internet use were both found to be negatively correlated with subjective well-being.
Venegas, Flores Luis Alberto. "Gusano Game. Mitología urbanas y personales del grabado al videojuego". Tesis, Universidad de Chile, 2006. http://www.repositorio.uchile.cl/handle/2250/101400.
Testo completoMcManus, John. "Playing the game : a study of transnational Turkish football fans, imaginations and the internet". Thesis, University of Oxford, 2015. https://ora.ox.ac.uk/objects/uuid:fa0ad6ae-f193-45d1-8d5f-7c072b739e11.
Testo completoŠepikas, Antanas. "Internetinis Šachmatų žaidimo serveris". Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2014~D_20140716_111602-98045.
Testo completoThe main goal of this project, is to develop a system, where players can connect to each other, and play Chess game by using internet browser, with no additional software like “Adobe Flash Player“, “Microsoft Silverlight“ or any other, but the browser itself. This is achieved by using new technologies: “Node.js“, and “HTML5 WebSockets“. This document consists of five parts, containing different technical information on this subject: First part, is analysis of above mentioned technologies, and explanation of why are they chosen. Second part, is “Requirements Specification” where all the requirements for the system user use cases raise, those requirements are specified by using UML diagrams, and their descriptions. Third part is “Architectural Requirements” this section is used to visualize system, by using various UML diagrams and their descriptions just like the “Requirements Specification” but different UMLs. For example, in this case UML sequence diagrams are used to show how system handles match making process. Fourth part is “Testing”, testing section displays tables with information about system quality assurance tests. Test are made to determine if the system is ready to be published to the public. Last part is “User Guide”, this system has quite unusual user guide compared to other systems. This user guide is different because it’s integrated in the system itself, it makes it more accessible and user friendly because of its interactivity with the user. User guide... [to full text]
Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games". Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.
Testo completoDepartment of Telecommunications
Rapisarda, Alessandro. "Advergaming e In-game advertising: Attori e contesti di una forma emergente di Internet marketing". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amslaurea.unibo.it/1147/.
Testo completoTrinneer, Anne. "Teaching children about Internet safety: An evaluation of the effectiveness of an interactive computer game". Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27303.
Testo completoMadej, Krystina. "Characteristics of Early Narrative Experience : Connecting print and digital game /". Burnaby B.C. : Simon Fraser University, 2007. http://ir.lib.sfu.ca/handle/1892/9751.
Testo completoTheses (School of Interactive Arts & Technology) / Simon Fraser University. Senior supervisor: Dr. John Bowes -- School of Interactive Arts & Technology. Also issued in digital format and available on the World Wide Web.
Axén, Albin, e Niklas Adamsson. "Spelutvecklingen och grafikernas arbetssituation : med fokus på dataspelsföretaget Dice". Thesis, Södertörn University College, School of Communication, Technology and Design, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-320.
Testo completoThe goal of this bachelor thesis is to explain how computer game graphic artists at the game company Digital Illusions(Dice) has changed during the last six years. To give this question a background the essay describes how the computer game process works and it also describes the working roles for the peoples in the process. Further the thesis describes the changes for the computer game graphic artist and the reasons for this change. When it comes to Digital Illusions the thesis focus on the game Battlefield 1942. The work began with telephone interviews with game artists at the largest game company’s in Sweden, witch gave us indications of the fact that the status and the influence of the production of the game for the game artists had been ascending during the last six years. We therefore wanted to find out the reasons for this change, as well as finding one single game to study. We therefore interviewed three of the responsible computer game artists for the game Battlefield 1942. We also went to the computer game education Playground Squad in Falun for two days of interviews and observations. We concluded that the computer game graphic artists had increased during the last six years primarily caused by the fact that computer game graphics more and more had been used as means of marketing and the fact that the knowledge and the making use of editors among the artists has increased.
Sanchis, Cano Ángel. "Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach". Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/102642.
Testo completoThe communications world is moving from a standalone devices scenario to a all-connected scenario known as Internet of Things (IoT), where billions of devices will be connected to the Internet through mobile and fixed networks. In this context, there are several challenges to face, from the development of new standards to the study of the economical viability of the different future scenarios. In this dissertation we have focused on the study of the economic viability of different scenarios using concepts of microeconomics, game theory, non-linear optimization, network economics and wireless networks. The dissertation analyzes the transition from a Human Type Communications (HTC) to a Machine Type Communications (MTC) centered network from an economic point of view. The first scenario is designed to focus on the first stages of the transition, where HTC and MTC traffic are served on a common network infrastructure. The second scenario analyzes the provision of connectivity service to MTC users using a dedicated network infrastructure, while the third stage is centered in the analysis of the provision of services based on the MTC data over the infrastructure studied in the previous scenario. Thanks to the analysis of all the scenarios we have observed that the transition from HTC users-centered networks to MTC networks is possible and that the provision of services in such scenarios is viable. In addition, we have observed that the behavior of the users is essential in order to determine the viability of a business model, and therefore, it is needed to study their behavior and preferences in depth in future studios. Specifically, the most relevant factors are the sensitivity of the users to the delay and to the amount of data gathered by the sensors. We also have observed that the differentiation of the traffic in categories improves the usage of the networks and allows to create new services thanks to the data that otherwise would not be used, improving the monetization of the infrastructure and the data. In addition, we have shown that the capacity provision is a valid mechanism for providers' profit optimization, as an alternative to the pricing mechanisms. Finally, it has been demonstrated that it is possible to create dedicated roles to offer IoT services in the telecommunications market, specifically, the IoT-SPs, which provide wireless-sensor-based services to the final users using a third party infrastructure. Summarizing, this dissertation tries to demonstrate the economic viability of the future IoT networks business models as well as the emergence of new business opportunities and roles in order to justify economically the development and implementation of the new technologies required to offer massive wireless access to machine devices.
El món de les telecomunicacions està canviant d'un escenari on únicament les persones estaven connectades a un model on pràcticament tots els dispositius i sensors es troben connectats, també conegut com a Internet de les Coses (IoT) , on milers de milions de dispositius es connectaran a Internet a través de connexions mòbils i xarxes fixes. En aquest context, hi ha molts reptes que superar, des del desenrotllament de nous estàndards de comunicació a l'estudi de la viabilitat econòmica dels possibles escenaris futurs. En aquesta tesi ens hem centrat en l'estudi de la viabilitat econòmica de diferents escenaris per mitjà de l'ús de conceptes de microeconomia, teoria de jocs, optimització no lineal, economia de xarxes i xarxes inalàmbriques. La tesi analitza la transició des de xarxes centrades en el servici de tràfic HTC a xarxes centrades en tràfic MTC des d'un punt de vista econòmic. El primer escenari ha sigut dissenyat per a centrar-se en les primeres etapes de la transició, en la que ambdós tipus de tràfic són servits davall la mateixa infraestructura de xarxa. En el segon escenari analitzem la següent etapa, en la que el servici als usuaris MTC es realitza per mitjà d'una infraestructura dedicada. Finalment, el tercer escenari analitza la provisió de servicis basats en MTC a usuaris finals, per mitjà de la infraestructura analitzada en l'escenari anterior. Als paràgrafs següents es descriu amb més detall cada escenari. Gràcies a l'anàlisi de tots els escenaris, hem observat que la transició de xarxes centrades en usuaris HTC a xarxes MTC és possible i que la provisió de servicis en tals escenaris és viable. A més a més, hem observat que el comportament dels usuaris és essencial per a determinar la viabilitat dels diferents models de negoci, i per tant, és necessari estudiar el comportament i les preferències dels usuaris en profunditat en estudis futurs. Específicament, els factors més rellevants són la sensibilitat dels usuaris al retard en les dades recopilats pels sensors i la quantitat dels mateixos. També hem observat que la diferenciació del tràfic en categories millora l'ús de les xarxes i permet crear nous servicis emprant dades que, d'una altra manera, no s'aprofitarien, la qual cosa ens permet millorar la monetització de la infraestructura. També hem demostrat que la provisió de capacitat és un mecanisme vàlid, alternatiu a la fixació de preus, per a l'optimització dels beneficis dels proveïdors de servici. Finalment, s'ha demostrat que és possible crear rols específics per a oferir servicis IoT en el mercat de les telecomunicacions, específicament, els IoT-SPs, que proporcionen servicis basats en sensors inalàmbrics utilitzant infraestructures d'accés de tercers i les seues pròpies xarxes de sensors. En resum, en aquesta tesi hem intentat demostrar la viabilitat econòmica de models de negoci basats en xarxes futures IoT, així com l'aparició de noves oportunitats i rols de negoci, la qual cosa ens permet justificar econòmicament el desenrotllament i la implementació de les tecnologies necessàries per a oferir servicis d'accés inalàmbric massiu a dispositius MTC.
Sanchis Cano, Á. (2018). Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/102642
TESIS
Elkourdi, Mohamed. "Machine Learning, Game Theory Algorithms, and Medium Access Protocols for 5G and Internet-of-Thing (IoT) Networks". Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7782.
Testo completoHong, Tianpeng, e hodyhong@gmail com. "Investigating privacy issues in mobile messaging through a role playing game". RMIT University. Media and Communication, 2010. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20100128.142455.
Testo completoNguyen, Ho Dac Duy. "Strategic path diversity management across internet layers". Electronic Thesis or Diss., Sorbonne université, 2018. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2018SORUS104.pdf.
Testo completoWe present in this thesis novel routing protocols able to take into consideration strategic aspects when deciding which path among many to take, and that at the Internet communication network scale. The standpoint adopted in this study is that novel routing architectures are exposing a higher path diversity to networks and applications so that networks and applications can be made capable to more intelligently select their strategy when selecting toward which path to forward their traffic, taking into consideration operational costs as well as performance goals. We present enhanced behaviors to the decision-making core of three routing protocols, the Border Gateway Protocol (BGP), the Locator/Identifier Separation Protocol (LISP) and, at a minor extent, the Multipath TCP (MPTCP) protocol. For each protocol framework we present how routing strategies can be computed, selected and actually operated by real systems, also applying concepts from non-cooperative game theory, evaluating the impact of the routing solutions in terms of operational costs and network performance. The thesis adopts an experimental methodology willing to experiment and evaluate proposals via realistic simulations or actual implementation and observation of real systems. Most of the results are made reproducible by open sourcing the corresponding code
Li, Yan. "E-Marketing of Virtual Products Based onE-Commerce : A Case Study in Net Game Company". Thesis, Karlstad University, Karlstad University, Faculty of Economic Sciences, Communication and IT, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5584.
Testo completoThis essay is about the E-marketing of virtual products based on ElectronicCommerce. With the development of the network technology, the improvement ofElectronic Commerce is necessary. The E-Commerce is become more and morepopular with the wide usage of Internet in our daily life. The traditional marketingstrategy is not enough. Hence, I think we should pay more attention on E-Marketingstrategy and earn profits from E-Commerce.The foundation of Electronic Commerce and the development of ChineseElectronic Commerce are introduced in the thesis as well. There is also a discussionthe some concrete methods how to do the marketing of the virtual products based onthe E-Commerce in the thesis, such as software. For the software manufacturers,through the free download and try it attracts users. After the users know about and arefamiliar with the function of software, or after tasting some useful sweet, the furtheruse of the software should be required to do payment to the manufacturerIn particular, take the famous net game Mir2, as an example. We elaborate theE-marketing tactics and some related questions of the net game that is a form ofvirtual products. The typical method is to use New Marketing Group Strategy, “4C”that Customer Want, Convenient, Cost and Communication in the marketing process.I think this case is the typical example to demonstrate the importance of NewMarketing Group Strategy compared with Traditional Marketing Group Strategy,Product, Price, Promotion and Place. When you combine 4P strategy and 4C strategytogether, it will be effective.
Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others". Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.
Testo completoXia, Jun Hao. "Serious game per il crowdsourcing di dati sull'accessibilità urbana". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8262/.
Testo completoShiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries". Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.
Testo completoWilliams, Klew. "Occlusion: Creating Disorientation, Fugue, and Apophenia in an Art Game". Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/409.
Testo completoEnrich, Yann. "Étude socio-technique des usages et de l'imaginaire des communautés virtuelles sur Internet". Montpellier 3, 2009. http://www.theses.fr/2009MON30015.
Testo completoThree communities are studied in this document : the hackers, the online gamers and the lambdas users. This study shows that the socio-technical dimension of the social links is fundamental within the users on the Internet. Helped by an analysis of major tools like Internet bulletin boards, blogs and chats it is showned that the world wide web is the number one communautary media, both on the member's uses and their imaginary
Zagaglia, Fabrizio. "Progettazione e Sviluppo di un Multiplayer Online Game su Reti Peer-to-Peer". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/1809/.
Testo completoKellner, Marcus, Fredrik Brundin, Ola Blissing, Tim Ekberg e Sam Samuelsson. "Spelutveckling för Facebook – från koncept till produkt". Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3194.
Testo completoGoodman, Carly. "Global Game of Chance: The U.S. Diversity Visa Lottery, Transnational Migration, and Cultural Diplomacy in Africa, 1990-2016". Diss., Temple University Libraries, 2016. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/370316.
Testo completoPh.D.
As part of the Immigration Act of 1990, the United States has held an annual Diversity Visa (DV) lottery, encouraging nationals of countries that historically sent few migrants to the United States to apply for one of 50,000 legal immigrant visas. The DV lottery has reshaped global migration, making possible for the first time significant voluntary immigration from sub-Saharan Africa to the United States, and serving U.S. public diplomacy in the region by sustaining the American Dream. Drawing on a range of archival and published sources and oral interviews conducted in Africa, this dissertation illuminates how immigration and American global power have shaped each other since the end of the Cold War. It traces the history of the lottery from its legislation in Washington to its operation in sub-Saharan Africa, where, transmitted by non-state actors, it shaped African perceptions of the United States. Sparked by the advocacy of undocumented Irish immigrants in the United States in the late 1980s, policymakers created the lottery as an instrument for legal migration outside of family, employment, and refugee admissions categories. Motivated by domestic politics, and aiming to make visas available to white Europeans shut out of the system since 1965’s Hart-Cellar Act, Congress embraced “diversity” to attract immigrants from countries underrepresented in the immigration stream. Once enacted, immigration attorneys and others amplified the program for personal profit, attracting eager applicants both within and outside of U.S. borders. The lottery was the subject of the world’s first internet spam in 1994, and its operation coincided with the global spread of internet cafés, which became, by the early 2000s, key sites of DV lottery participation and migration commercialization in Africa. The lottery provided a rare chance at geographic mobility for Africans after the end of the Cold War, making it powerful in the countries examined in this dissertation: Ghana, Nigeria, and Cameroon. As neoliberal reforms reconfigured many African states’ economies in the 1980s and 1990s, individuals sought increasingly to escape in search of greener pastures. Unlike other contemporary migration policies, the lottery unintentionally created a channel of legal access to the United States for Africans. Local entrepreneurs seized the visa lottery as an opportunity to profit from fellow Africans’ desperation and aspiration to depart. They transformed the abstract policy into a concrete possibility and promoted positive impressions of the United States as a land of “milk and honey,” reshaping African migrations and international relations in the process.
Temple University--Theses
Sanjab, Anibal Jean. "Security of Cyber-Physical Systems with Human Actors: Theoretical Foundations, Game Theory, and Bounded Rationality". Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/86204.
Testo completoPh. D.
Enhancing the efficiency, sustainability, and resilience of cities, infrastructure, and industrial systems is contingent on their transformation into more interactive and interconnected smart systems. This has led to the emergence of what is known as cyber-physical systems (CPSs). CPSs are widescale distributed and interconnected systems integrating physical components and humans via a cyber layer that enables sensing, connectivity, and data processing. Some of the most prominent examples of CPSs include the smart electric grid, smart cities, intelligent transportation systems, and the Internet of Things. The seamless interconnectivity between the various elements of a CPS introduces a wealth of operational benefits. However, this wide-scale interconnectivity and ubiquitous integration of cyber technologies render CPSs vulnerable to a range of security threats as manifested by recently reported security breaches in a number of CPS application domains. Addressing these culminating security challenges requires the development and implementation of fool-proof defense strategies grounded in solid theoretical foundations. To this end, the central goal of this dissertation is to enhance the security of CPSs by advancing novel analytical frameworks which tightly integrate the cyber, physical, and human elements of a CPS. The developed frameworks and tools enable the derivation of holistic defense strategies by: a) Characterizing the security interdependence between the various elements of a CPS, b) Quantifying the consequences of possible attacks on a CPS and the effectiveness of any implemented defense mechanism, c) Modeling the multi-agent interactions in CPSs, involving humans and automated systems, which have a direct effect on the security state of the system, and d) Capturing the role that human perceptions and decision making processes play in the security of CPSs. The developed tools and performed analyses integrate the engineering principles of CPSs with the mathematical concepts of game theory and human behavioral models and introduce key contributions to a number of CPS application domains such as the smart electric grid and drone systems. The introduced results enable strengthening the security of CPSs, thereby paving the way for their wide-scale adoption in smart cities and critical infrastructure.
Wu, Pei-Tzu, e 吳佩諮. "Game Theory Approach for Internet Pricing Model". Thesis, 2005. http://ndltd.ncl.edu.tw/handle/69761841321269227903.
Testo completo國立清華大學
工業工程與工程管理學系
93
The numbers of Internet users continue to grow at astonishing rate so the network congestion is inevitable. However, the bandwidth and the number of users are two factors affecting the Internet quality of service (QoS). The objective of this thesis is to design the pricing mechanism in order to solve the more urgent demands of accessing the Internet. Hence, we propose the pricing model with priority discipline to achieve the maximal benefit and use network resource more efficiently. Here, the response time is chosen as QoS in our pricing model. In this thesis, the basic framework of pricing model is the local Internet Service Provider (ISP) that provides the Internet Access Service to the customers. The pricing model is based on the leader-follower game, i.e., Stackelberg Game, where the ISP is the leader and the user is the follower. Consequently, we can find a Nash equilibrium point from which the ISP and the users would not move out without the cooperation. In addition, we also illustrate a special case to discuss the competition between two ISPs. But the Nash equilibrium point may or may not exist. Finally, we demonstrate some numerical examples to show that the priority discipline can improve the efficiency of Internet and increase the ISP’s profit.
Lin, Shung-Ming, e 林湘茗. "A Distributed Generic Game Server over Internet". Thesis, 1997. http://ndltd.ncl.edu.tw/handle/09375085125416651230.
Testo completo國立交通大學
資訊工程學系
85
Abstract In this thesis , a distributed game platform called CyberspaceCenter(CYC) is developed. This game platform is easy to learn andeasy to use . The characteristics of this platform is that we providea simple and clear interface for the game programmer to follow . Withthe interface , the game programmer can design the game by takingthe view of object-oriented design methodalogy . After finishing thegame design , he can dynamically load it into the CYC system.Besides, the Java is the most popular one of the mobile code language , the current design language of our system is based on the Java language.The system now can offer the functions such as dynamically loading the servlet , building a system browsing browser , etc . Based on the architechture of this game platform , we can easily extend it to other system.
Bortle, Jennifer Jamieson. "Games people play identity and relationships in an online role-playing game /". 2005. http://cdm256101.cdmhost.com/cdm-p256101coll31/document.php?CISOROOT=/p256101coll31&CISOPTR=30357.
Testo completoChang, Chih-hsiang, e 張智翔. "Language Game In Internet--Emoticon Using In PTT". Thesis, 2008. http://ndltd.ncl.edu.tw/handle/83364710318898379503.
Testo completo南華大學
傳播學系碩士班
97
Internet literature is the new culture in internet these years. There were some internal or abroad researches about psychology, pedagogy, sociology and philology, but the researches about philology researched internet literature without the contexts. Therefore, this study research Internet literature emoticon using in NTU BBS PTT by the concept of language game of. Wittgenstein. As the analysis result, there are four apposition and overlap phases with the development of time sequence and complex gradation, Emotion Reaction, Context Reflection, Interaction play and Image Narrative. These phases embody the concepts of Wittgenstein. Otherwise, the emoticon is more important than the word in the four phases.
林威邑. "The study of Internet Addiction in Online Game". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/56566576903584909745.
Testo completo佛光大學
管理學系
99
With the progressive development of information technology and the open access of online games to the public, using computers to connect to the Internet for playing online games offers a new communicative media and activity zone. However, the popularization of online gaming has let partail consumers make playing them as a daily habits, and then gradually and unconsciously, they has become addicted to online games, become online-game addicts. The purpose of this study is to understand what factors has led to online-game addiction. Through the image based on interviews with a metaphor for the extraction technology (Zaltman Metaphor Elicitation Technique, ZMET) , I, as a reserchers, tries to establish a consensus map of the players to find out the inner and metal factors that leads to online-game addiction. Also, based on the core symptoms of Internet addiction (IA-Sym) , this study tries to adapte them to set up a standard to measure online-game addiction, and then to verify the impact of these symptoms and inner factors on online-game addiction for the consumers. After interviewing 12 players in ZMET way, and through the establishment of a consensus map, this study gains 19 addictive factors, and going a step further, relates them to 16 constructs. According to these 16 constrcts, the resercher designs its questionary for the follow-up quantification reserch in online-game factors. After the resercher received 286 valid smapling(questionaries)in return, response rate 95%, and then analyzed them, the result showes that the 16 constrcts can be divided into two factors, "virtual and achievement" and "passion and enthusiasm”, and furthermore, that this two categories of factors have significant and positive influences on the core symptoms of those online-game addicts.
"Ambiente de Trabajo Cooperativo en Internet para Management Game". Tesis, Universidad de las Américas Puebla, 1998. http://catarina.udlap.mx/u_dl_a/tales/documentos/lis/medelez_o_e/.
Testo completo"O Aprendizado na Internet Utilizando Estratégias de Roleplaying Game Rpg". Tese, Programa de Pós Graduação em Engenharia de Produção, 2003. http://teses.eps.ufsc.br/defesa/pdf/3912.pdf.
Testo completoSU, SHENG-CHIA, e 蘇勝嘉. "The types of Internet Crimes ---- A study of Online Game". Thesis, 2003. http://ndltd.ncl.edu.tw/handle/87060775851403400017.
Testo completo國立臺北大學
法學系
91
Chapter 1: This chapter is an introduction. It brings up Questions and defines the scope of this essay、the ways and goal of research. Chapter 2: We focus on computer and internet crime. First, take the academic circle and profession’s viewpoint for definition. Then, introduce the same cases which happen in the real world. Chapter 3: Take American Law for example. Show the same punishment about computer or internet crime in US Federation Law and State Law. And talk about similar criminal types for the compare Laws. Chapter 4: Take care about our actual situation in internet crimes, especially in 7 affairs. Chapter 5: This chapter is for the Law correction in 2003. To discuss how it works, think about its structure,and its legal theory. Chapter 6: In order to bring in the most important parts of this dissertation, it’s necessary to take some elucidation. First, divide it into 7 section, introduce how it happens, how to make a solution, than, make my own viewpoints. Chapter 7: it is the conclusion of this dissertation.