Gotowa bibliografia na temat „Simulation games”
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Artykuły w czasopismach na temat "Simulation games"
Holmberg, Robert, Niklas Karlsson i Alexander Styhre. "Rethinking Production Games". Concepts and Transformation 3, nr 3 (1.01.1998): 271–82. http://dx.doi.org/10.1075/cat.3.3.06hol.
Pełny tekst źródłaBesse, Cheryl, Laura Vogelsang i Jill Zdunich. "The Simulation Games". Nurse Educator 45, nr 6 (12.05.2020): 339–42. http://dx.doi.org/10.1097/nne.0000000000000832.
Pełny tekst źródłaBeuk, Frederik. "Sales Simulation Games". Journal of Marketing Education 38, nr 3 (26.07.2016): 170–82. http://dx.doi.org/10.1177/0273475315604686.
Pełny tekst źródłaParker, J. R., i Katrin Becker. "The Simulation-Game Controversy". International Journal of Gaming and Computer-Mediated Simulations 5, nr 1 (styczeń 2013): 1–12. http://dx.doi.org/10.4018/jgcms.2013010101.
Pełny tekst źródłaVaz de Carvalho, Carlos, Manuel Pereira Lopes i António Galrão Ramos. "Lean Games Approaches – Simulation Games and Digital Serious Games". International Journal of Advanced Corporate Learning (iJAC) 7, nr 1 (3.04.2014): 11. http://dx.doi.org/10.3991/ijac.v7i1.3433.
Pełny tekst źródłaMöring, Sebastian. "The Metaphor-Simulation Paradox in the Study of Computer Games". International Journal of Gaming and Computer-Mediated Simulations 5, nr 4 (październik 2013): 48–74. http://dx.doi.org/10.4018/ijgcms.2013100103.
Pełny tekst źródłaFerri, Gabriele. "Rhetorics, Simulations and Games". International Journal of Gaming and Computer-Mediated Simulations 5, nr 1 (styczeń 2013): 32–49. http://dx.doi.org/10.4018/jgcms.2013010103.
Pełny tekst źródłaDanilovic, Mirceta. "Possibilities and importance of using computer games and simulations in educational process". Zbornik Instituta za pedagoska istrazivanja, nr 35 (2003): 180–92. http://dx.doi.org/10.2298/zipi0335180d.
Pełny tekst źródłaNarayanasamy, Viknashvaran, Kok Wai Wong, Chun Che Fung i Shri Rai. "Distinguishing games and simulation games from simulators". Computers in Entertainment 4, nr 2 (kwiecień 2006): 9. http://dx.doi.org/10.1145/1129006.1129021.
Pełny tekst źródłaHutagalung, Milka, Norbert Hundeshagen, Dietrich Kuske, Martin Lange i Etienne Lozes. "Two-Buffer Simulation Games". Electronic Proceedings in Theoretical Computer Science 220 (31.07.2016): 27–38. http://dx.doi.org/10.4204/eptcs.220.3.
Pełny tekst źródłaRozprawy doktorskie na temat "Simulation games"
Gustafsson, Christoffer, i 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.
Pełny tekst źródłaFernandez, 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.
Pełny tekst źródłaCommittee 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.
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.
Pełny tekst źródłaThesis 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.
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.
Pełny tekst źródłaDetta 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.
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.
Pełny tekst źródłaLundell, 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.
Pełny tekst źródłaMETELLO, 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.
Pełny tekst źródłaCONSELHO 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.
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.
Pełny tekst źródłaIncludes bibliographical references (leaves 57-58).
by Jennifer Ching-Wen Han.
M.Eng.
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.
Pełny tekst źródłaSchanda, Florian. "A modular physics methodology for games". Thesis, University of Bath, 2012. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.557817.
Pełny tekst źródłaKsiążki na temat "Simulation games"
Baker, Patricia. Simulation games 4. Melbourne: Joint Board of Christian Education, 1991.
Znajdź pełny tekst źródłaComputer Games Strategy Plus (Firm), red. The best simulation games. San Francisco: Sybex, 1997.
Znajdź pełny tekst źródłaCretien, Paul D. Management: A simulation. Columbus, Ohio: Merrill Pub. Co., 1988.
Znajdź pełny tekst źródłaVaz de Carvalho, Carlos, Paula Escudeiro i António Coelho, red. Serious Games, Interaction, and Simulation. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29060-7.
Pełny tekst źródłaVaz de Carvalho, Carlos, Paula Escudeiro i António Coelho, red. Serious Games, Interaction and Simulation. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-51055-2.
Pełny tekst źródłaAbt, Clark C. Serious games. Lanham, MD: University Press of America, 1987.
Znajdź pełny tekst źródłaSmith, Jerald R. Manager: A simulation. Boston: Houghton Mifflin, 1987.
Znajdź pełny tekst źródłaSmith, Jerald R. Manager: a simulation. Wyd. 2. Boston: Houghton Mifflin, 1987.
Znajdź pełny tekst źródłaCai, Yiyu, Sui Lin Goei i Wim Trooster, red. Simulation and Serious Games for Education. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-0861-0.
Pełny tekst źródłaStiegler, C. B. Fun & games international: A keyboarding simulation. Cincinnati, Ohio: South-Western Publishing, 1995.
Znajdź pełny tekst źródłaCzęści książek na temat "Simulation games"
Santos, Rodrigo Pereira dos, i Esteban Walter Gonzalez Clua. "Simulation Games". W Simulation Foundations, Methods and Applications, 141–48. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-11085-6_5.
Pełny tekst źródłaAlonso-Sanz, Ramón. "Classical Correlated Games". W Quantum Game Simulation, 231–50. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_12.
Pełny tekst źródłaAlonso-Sanz, Ramón. "Games on Networks". W Quantum Game Simulation, 73–89. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_5.
Pełny tekst źródłaAlonso-Sanz, Ramón. "Quantum Relativistic Games". W Quantum Game Simulation, 141–74. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_8.
Pełny tekst źródłaČerný, Pavol, Thomas A. Henzinger i Arjun Radhakrishna. "Quantitative Simulation Games". W Time for Verification, 42–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13754-9_3.
Pełny tekst źródłaRenz, Jochen, i Xiaoyu Ge. "Physics Simulation Games". W Handbook of Digital Games and Entertainment Technologies, 77–95. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_29.
Pełny tekst źródłaRenz, Jochen, i Xiaoyu Ge. "Physics Simulation Games". W Handbook of Digital Games and Entertainment Technologies, 1–19. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_29-1.
Pełny tekst źródłaSousa, Micael. "Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials". W Gaming, Simulation and Innovations: Challenges and Opportunities, 254–72. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-09959-5_21.
Pełny tekst źródłaAlonso-Sanz, Ramón. "Games with Werner-Like States". W Quantum Game Simulation, 193–207. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_10.
Pełny tekst źródłaIkonen, Jouni. "Distributed Simulation and Games". W Encyclopedia of Computer Graphics and Games, 1–3. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_226-1.
Pełny tekst źródłaStreszczenia konferencji na temat "Simulation games"
"Games simulation". W 2012 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2012. http://dx.doi.org/10.1109/cgames.2012.6314586.
Pełny tekst źródłaTita, Carmen, i Silviu mihail Tita. "SIMULATION GAMES IN THE STUDENTS LEARNING PROCESS". W eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-263.
Pełny tekst źródłaSmith III, James F., i Robert D. Rhyne. "Knowledge discovery through games and game theory". W Aerospace/Defense Sensing, Simulation, and Controls, redaktor Belur V. Dasarathy. SPIE, 2001. http://dx.doi.org/10.1117/12.421063.
Pełny tekst źródłaBaalsrud hauge, Jannicke, Anna Barenbrock i Klausdieter Thoben. "AVATARS AS MOTIVATIONAL FACTOR IN SIMULATION GAMES". W eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-039.
Pełny tekst źródła"Games simulation, graphics & visualisation". W Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000313.
Pełny tekst źródłaCritelli, Matt, David I. Schwartz i Steven Gold. "Serious social games: Designing a business simulation game". W 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329843.
Pełny tekst źródłaKandhai, Kevin, Michael Smith i Andrea Kanneh. "Immersive driving simulation for driver education and analysis". W Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000355.
Pełny tekst źródłaTadayon, Ramin, Ashish Amresh i Winslow Burleson. "Socially relevant simulation games". W the 19th ACM international conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2072298.2071908.
Pełny tekst źródłaSharma, Sharad, Stephen Otunba i Jingxin Han. "Crowd simulation in emergency aircraft evacuation using Virtual Reality". W Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000319.
Pełny tekst źródłaAuerbach, Shane, i Rebekah Dix. "MYOPIA IN DYNAMIC SPATIAL GAMES". W 2018 Winter Simulation Conference (WSC). IEEE, 2018. http://dx.doi.org/10.1109/wsc.2018.8632553.
Pełny tekst źródłaRaporty organizacyjne na temat "Simulation games"
Vakaliuk, Tetiana, Valerii Kontsedailo, Dmytro Antoniuk, Olha Korotun, Serhiy Semerikov i Iryna Mintii. Using Game Dev Tycoon to Create Professional Soft Competencies for Future Engineers-Programmers. [б. в.], listopad 2020. http://dx.doi.org/10.31812/123456789/4129.
Pełny tekst źródłaFedorenko, Elena G., Nataliia V. Kaidan, Vladyslav Ye Velychko i Vladimir N. Soloviev. Gamification when studying logical operators on the Minecraft EDU platform. [б. в.], lipiec 2021. http://dx.doi.org/10.31812/123456789/4624.
Pełny tekst źródłaTritten, James J. Scenarios, Simulations, and Games. Fort Belvoir, VA: Defense Technical Information Center, październik 1988. http://dx.doi.org/10.21236/ada201633.
Pełny tekst źródłaSutcliffe, Mark. Simulations, games and role-play. The Economics Network, wrzesień 2002. http://dx.doi.org/10.53593/n2913a.
Pełny tekst źródłaMurray, Trevor, i Timothy Jacobs. PR-457-16200-R01 Control of Vented Methane Emissions from Integral Compressor Engines. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), kwiecień 2018. http://dx.doi.org/10.55274/r0011475.
Pełny tekst źródłaZhai, Yuhui, i Yanfeng Ouyang. Effects of Nontraditional Messages in Dynamic Message Signs on Improving Safety, Compliance, and Avoiding Distraction. Illinois Center for Transportation, maj 2024. http://dx.doi.org/10.36501/0197-9191/24-014.
Pełny tekst źródłaTavakoly, Ahmad, Joseph Gutenson, James Lewis, Michael Follum, Adnan Rajib, W. LaHatte i Chase Hamilton. Daily RAPID streamflow and reservoir release flow in the Mississippi River Basin. Engineer Research and Development Center (U.S.), kwiecień 2021. http://dx.doi.org/10.21079/11681/40279.
Pełny tekst źródłaEspada Sánchez, Pablo Josué, i Fco Javier Martínez Sánchez. Breakouts de Matemáticas para 1ºE.S.O. Fundación Avanza, maj 2023. http://dx.doi.org/10.60096/fundacionavanza/1512022.
Pełny tekst źródłaMay, John W., i Jr. Computer Simulations and the Army War College, Where Are the Games. Fort Belvoir, VA: Defense Technical Information Center, kwiecień 1990. http://dx.doi.org/10.21236/ada223289.
Pełny tekst źródłaEvans, Richard, Laurence Kotlikoff i Kerk Phillips. Game Over: Simulating Unsustainable Fiscal Policy. Cambridge, MA: National Bureau of Economic Research, marzec 2012. http://dx.doi.org/10.3386/w17917.
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