Дисертації з теми "Static game"

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1

Ståhl, Fanny, and Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.

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Animation in video game graphics is in some cases a necessity for the game’s mechanics to beproperly communicated to the player. In other cases, it is purely an addition to the game’s expression.In the cases where gameplay is not dependant on animation, how exactly does the animationaffect the gameplay experience? This study examines whether or not there are differencesin user experience when static and animated graphic are compared to one another. To do this,30 test participants played two versions of the same game - one with almost exclusively staticgraphic, and one including more animated graphical elements. The test persons were observedduring the test, and answered questionnaires which examined their emotions using the PANAS-Xquestionnaire and levels of immersion using the Immersive Experience Questionnaire. Wealso included a demographic questionnaire to collect data on the participants’ backgrounds, incase it had any impact on the tests and the overall results. The results of the test showed thatthe two versions did not differ much in how they were perceived - not in emotional responsenor feelings of immersion. Despite this, the preference of the users were weighed towards theanimated version. The reason for this can not be concluded with help of the data collected.
2

Wolf, Guy. "Product innovation as a static game of incomplete information in a non-Bayesian environment." Master's thesis, University of Cape Town, 2001. http://hdl.handle.net/11427/9870.

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Includes bibliographical references.
The apparent failure of incumbent firms to produce radical innovations is one that continues to provoke significant debate in the economic literature. This phenomenon, termed the "Incumbent's Curse" by Chandy and Tellis (2000, p.2) receives significant support. Rosenbloom and Christensen (1994, p.655) go as far as to say that this is one of the "stylised facts" in the innovation literature. The concept of incumbent failure to innovate receives support both in theoretic modelling (e.g. Ghemawat 1991, Reinganum, 1983) and in empirical case studies (e.g. Christensen 1993, Henderson and Clark 1990). Chandy and Tellis (2000) rightly point out however that such literature has focused on industries in which there is such incumbent inertia. There are well documented examples of leadership in a high profile industry changing with new product innovations, e.g. typewriters, computer disks.
3

Adamsson, Marcus. "Curriculum learning for increasing the performance of a reinforcement learning agent in a static first-person shooter game." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-236462.

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In this thesis, we trained a reinforcement learning agent using one of the most recent policy gradient methods, proximal policy optimization, in a first-person shooter game with a static player. We investigated how curriculum learning can be used to increase performance of a reinforcement learning agent. Two reinforcement learning agents were trained in two different environments. The first environment was constructed without curriculum learning and the second environment was with curriculum learning. After training the agents, the agents were placed in the same environment where we compared them based on their performance. The performance was measured by the achieved cumulative reward. The result showed that there is a difference in performance between the agents. It was concluded that curriculum learning can be used to increase the performance of a reinforcement learning agent in a first-person shooter game with a static player.
I denna uppsats tränade vi en agent genom förstärkt djupinlärning med hjälp av en av de senaste gradientmetoderna, nämligen proximal policy optimization, i ett förstapersonsskjutspel med en statisk spelare. Vi undersökte hur läroplanering kan användas för att öka prestandan hos en agent som tränats med förstärkt inlärning. Två agenter tränades i två olika miljöer. Den första miljön använde inte läroplanering och den andra miljön använde läroplanering. Efter att ha tränat agenterna placerades de i samma miljö. Deras prestation mättes genom deras kumulativa belöning. Reslutatet påvisade att det finns en skillnad i prestanda mellan agenterna. Genom att använda läroplanering i ett förstapersonsskjutspel med en statisk spelare kunde prestandan hos en agent som tränats med förstärkt inlärning öka.
4

CONSTANTINO, DA SILVA RUI MIGUEL. "ESSAYS ON EQUILIBRIUM SELECTION AND GAME THEORY." Doctoral thesis, Università degli Studi di Milano, 2019. http://hdl.handle.net/2434/636885.

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The problem of equilibrium selection has been a relevant and fundamental topic in game theory since the own definition of the Nash equilibrium concept. However, despite its importance, this topic does not appear any longer as a top priority in the game-theoretic research agenda; at least, considering the absence of relevant contributions in the last two decades. In its present state, the existent literature consists of an eclectic collection of methods, each one dependent on a particular methodology, or tailored merely to a specific class of problems. Hence, it becomes almost impossible to organize those approaches under the umbrella of one or two research programs. The current state is partially the product of the initial approach to the equilibrium multiplicity issue; that was the equilibrium refinement research program. Its purpose was the refinement of the equilibrium concept, seeking in the process to produce more reasonable predictions, and to reduce the number of possible solutions in a game. However, the result was a sequence of competing refinements and the absence of a consensual and unanimous concept. Even in extensive-form games, where the sequential equilibrium concept is possibly the most sensible candidate, we can find several variations that depend on the conditions for the consistency of beliefs, none of which being entirely satisfactory. The first approach aiming at the development of rational criteria for the selection of an equilibrium as the solution of a game emerges in the late 1980s, seen as the culmination of the refinement program and led by two of its main contributors, John Harsanyi, and Reinhard Selten. The subsequent interest resulted in some new methods and theories; however, none became utterly dominant. The slowdown that followed was also the product of an emerging paradigm, under which the information provided by the multiplicity of solutions is perhaps more useful than the prediction/prescription of a single one. However, in my opinion, game theory has reached a stage that justifies renewed attention over this topic. In the one hand, the information provided by the multiplicity of solutions does not prevent the selection of a single solution. On the other hand, the dissemination of game theoretical tools in applied research raises the necessity for sensible predictions. Those predictions do not have to correspond to an exact behavior code; instead, they may just have a prescriptive orientation, matching the limitations that real agents face. The absence of such criteria limits the impact of game-theoretical tools and raises questions as to the usefulness of the theory itself. The product of behavioral and experimental economics research also has increased the criticism on game theory, based on the argument that a theory that does not make consistent and recurrent predictions cannot be effectively useful in social sciences. In this dissertation, I treat the selection issue with a prescriptive orientation. Therefore, I propose an equilibrium selection method to static games with complete information and an extension of it to dynamic games with asymmetric information. In the first paper - equilibrium selection in static games - I define criteria of risk and payoff dominance, which I combine into a single measure. That measure - the premium of an equilibrium - represents the risk of an equilibrium to a player, given his perception about risk, and the expected payoff. Such measure helps to rationalize the available experimental evidence by adjusting the importance of each dominance criterion to the selection of an equilibrium according to the characteristics of the game, namely, the distribution of the payoffs across the game outcomes. The solution of a game is an equilibrium that minimizes the premium to the player, that is, which minimizes the risk to a player given their perception of risk and their expected payoff, conditional on the same being true for every opponent. I provide a brief axiomatic characterization of that measure, and show that the solution set is nonempty and that almost all games have a unique solution; therefore, the set of games with multiple solutions have null Lebesgue measure. In the second paper, I extend the method to dynamic games with asymmetric information. Considering the sequential nature of decision making, I show that a solution of an extensive-form game does not necessarily coincide with the solution of its reduced normal-form. I apply the method to the most basic version of Spence signaling game with just two types of worker. I obtain that the solution of such a game depends on the firms’ prior concerning the players’ types. In both dynamic and static games, I show that the method’s solutions respect certain invariance properties. I am then able to identify several directions of research. In one direction, we have the application of the selection method to specific problems in which the multiplicity of solutions play a critical role. Among such problems, I highlight bank-runs, and climate change negotiations. Additionally, I am interested in expanding the selection analysis of Spence game through the inclusion of additional types of worker. Another direction follows a different path, and focus on the identification and further characterization of the epistemic conditions of this selection method, and the comparison with the conditions in other selection methods and/or equilibrium refinement concepts.
5

Mroué, Bouchra. "Decarbonization strategies : a game theory perspective." Electronic Thesis or Diss., Université de Lorraine, 2024. http://www.theses.fr/2024LORR0027.

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Cette thèse étudie l’impact socio-économique du changement climatique à l’aide de la théorie des jeux et a pour but de déterminer des stratégies de réduction d’émission au niveau des gouvernements. La thèse commence par une introduction informelle, offrant des perspectives sur la modélisation des problèmes liés au changement climatique à l’aide de la théorie des jeux et de l’optimisation, les deux piliers méthodologiques de la thèse. Le Chapitre 2 propose un traitement formel, présentant des préliminaires essentiels pour les chapitres suivants. Les définitions de la théorie des graphes et les concepts clés de la théorie des jeux, cruciaux pour la thèse, sont présentés dans ce chapitre fondamental. Le Chapitre 3 présente la motivation du sujet de recherche abordé dans cette thèse et résume les contributions proposées. Il examine de manière critique les limites des stratégies actuelles de réduction des émissions, principalement motivées par des considérations économiques à court terme, empêchant les efforts mondiaux. Ensuite, nous présentons une synthèse approfondie sur les modèles de changement climatique et les cadres théoriques utilisés pour leur analyse. Les modèles climatiques, inspirés des projections du GIEC, font l’objet d’une analyse afin de mettre en lumière les circonstances qui influencent le comportement des nations en matière de réduction des émissions. Dans le Chapitre 4, nous formulons un jeu statique sous forme stratégique, nous permettant d’étudier le processus de prise de décision et de mettre en évidence un comportement écologiquement responsable. Pour atteindre cet objectif, nous effectuons une analyse complète des équilibres de Nash du jeu. Nous fournissons des conditions sous lesquelles l’équilibre est unique et analysons numériquement l’impact de différents choix de modélisation. Le chapitre se termine par une brève discussion résumant les messages clés de cette partie. L’étude se poursuit dans le Chapitre 5, où le problème du changement climatique est présenté sous la forme d’un jeu d’imitation. Dans cette configuration, les joueurs minimisent une fonction d’utilité comprenant des avantages socio-économiques, des dommages liés au changement climatique globale et un terme d’imitation capturant l’influence des autres joueurs. L’analyse de l’équilibre de Nash révèle une variété de comportements des joueurs face à la prise de conscience du changement climatique et à l’influence mutuelle. Des paramètres clés, tels que le poids de l’imitation, sont analysés numériquement, soulignant l’importance de la coordination et de la coopération dans l’atténuation du changement climatique. Cette thèse étudie l’interaction complexe entre les considérations climatiques et la théorie des jeux, offrant une compréhension nuancée des stratégies mondiales de réduction des émissions. Les perspectives fournies contribuent au domaine de la recherche de solutions durables pour faire face au réchauffement climatique
This thesis delves into the study of climate change by the tools of game theory, investigating strategies for global emissions reduction. The journey begins with an informal introduction, providing insights into the modeling of climate change problems using game theory and optimization—the twin pillars of the thesis. Chapter 2 provides a formal treatment, presenting preliminaries which are instrumental for the subsequent chapters. Graph theory definitions and key concepts in game theory, pivotal to the thesis, are revisited in this foundational chapter. Chapter 3 outlines the motivation for the research subject addressed in this thesis and summarizes the proposed contributions. It critically examines the limitations of the current emission reduction strategies, primarily driven by short-term economic considerations, blocking global efforts. Next, we present a thorough survey of the climate change models and the theoretical frameworks employed for their analysis. Climate models, inspired by IPCC projections, are examined to unravel the circumstances influencing nations’ behavior in emissions reduction. In Chapter 4, we formulate a static game model in the strategic form, allowing us to study the decision-making process and exhibit environmentally conscious behavior. To reach this goal, we conduct a complete analysis of the Nash equilibria of the game. We provide conditions under which the equilibrium is unique and numerically analyze the impact of different modeling choices. The Chapter ends with a brief discussion summarizing the takeaway messages of this part. The study continues in Chapter 5, where the climate change problem is cast as an imitation game. In this setup, the players are minimizing a utility function including socio-economic benefits, global climate change damage, and an imitation term capturing the influence of the other players. The Nash equilibrium analysis unveils a variety of players’ behaviors under climate change awareness and mutual influence. Key parameters, such as the weight of imitation, are numerically analyzed, emphasizing the importance of coordination and cooperation in mitigating climate change. This thesis explores the complex interplay between climate considerations and game theory, providing a nuanced understanding of global emissions reduction strategies. The provided insights contribute to the broad subject of finding sustainable solutions for addressing the urgent issue of global warming
6

Šebedovský, Richard. "Prostředky teorie her v ekonomickém rozhodování." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2012. http://www.nusl.cz/ntk/nusl-223545.

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Tato práce se zabývá současnými trendy v aplikaci teorie her k tvorbě ekonomických modelů, které se následně využívají při ekonomickém rozhodování s podporou prostředků informatiky. Práce se zejména opírá o poznatky teorie statických a dynamických her a her s dokonalými a nedokonalými informacemi. Zkoumány jsou modely týkající se sdílení zdrojů, aukcí a managementu. Pro každý z popsaných modelů je prezentována konkrétní aplikace.
7

Pereira, Emanoel Fabiano Menezes. "Teoria dos jogos com aplicações no ensino médio." reponame:Repositório Institucional da UFABC, 2014.

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Orientador: Prof. Dr. Sinuê Dayan Barbero Lodovici
Dissertação (mestrado) - Universidade Federal do ABC, Programa de Pós-Graduação em Mestrado Profissional em Matemática em Rede Nacional - PROFMAT, 2014.
Os jogos encantam a humanidade desde os tempos mais remotos. Especialmente, os jogos abstratos (ou matemáticos) atraíram a atenção de matemáticos ilustres como Bernoulli, dentre tantos. E esta atração deu origem a novas áreas da matemática, em destaque, surgiu também a Teoria dos Jogos. Esta teoria trás a beleza de transformar interações humanas em jogos, modelando fenômenos que podem ser observados quando dois ou mais "agentes de decisão" interagem entre si com conflitos e/ou cooperação. O estudo da Teoria dos Jogos utiliza recursos da modelagem matemática equacionando diferentes situações de diferentes campos de estudo e é esta característica interdisciplinar que inspirou este trabalho. A Teoria dos Jogos vem sendo utilizada em várias áreas, como economia, biologia, sociologia, etc. Neste trabalho pretende-se passar as noções básicas da Teoria dos Jogos para professores do ensino básico como uma possível ferramenta para fomentar entre os educandos o interesse pela matemática aplicada além deles serem beneficiados pelo desenvolvimento do pensamento estratégico, da atenção, raciocínio lógico, planejamento de ação e sequenciamento, habilidades muito úteis na competência de resolver problemas. Almeja-se que aconteça a construção do conhecimento dos alunos de uma forma mais atraente
The games enchanted mankind since ancient times. Especially, abstract games (or mathematical) attracted the attention of illustrious mathematicians like Bernoulli, among many. And this attraction gave rise to new areas of mathematics, highlighted, also appeared to Game Theory. The theory behind the beauty of transforming human interactions in games, modeling phenomena that can be observed when two or more "decision-makers" interact with conflict and / or cooperation. The study of Game¿s Theory uses mathematical modeling resources equating different situations of different fields of study and this interdisciplinary characteristic that inspired this work. The Game¿s Theory has been used in various areas, such as economics, biology, sociology, etc. This paper intends spending the basics of Game¿s Theory to elementary school teachers as a possible tool to foster among the students, the interest in applied mathematics and these be benefited by the development of strategic thinking, attention, logical reasoning, planning action and sequencing, very useful skills in problemsolving competence. It¿s desire to happen the construction of students¿ knowledge in a more attractive way.
8

Rehnberg, Oscar. "Static vs Dynamic Weather Systems in Video Games." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40220.

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Research has shown that creating uniformity in video games has a larger potential to be objectively good. Realistic video games can create uniformity by implementing a dynamic weather system. The purpose of this thesis is to compare dynamic and static weather and their contribution to the overall player satisfaction. Three weather components were created: wind, rain and clouds. Which weather component that creates the most enjoyment have been examined. Two virtual environments, one dynamic and one static, were created and a test group answered a questionnaire regarding the simulations. Results indicate that dynamic weather is preferred over static weather regarding overall satisfaction.
9

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.

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Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic games in 2004.These fourteen Chinese games and American games were selected for content analysis of the quantity and context of game violent interactions. The percentage breakdown of PATs (violent interactions) was coded by rate per minute, as was perpetrator characteristic, target characteristic, weapon used and visual perspective.The goal of the study was to determine if the popular Chinese electronic games carry as much violence as do popular American games, and if the context of violence in the former is significantly different from that in the latter. The American games were used as a basis for comparison to Chinese games for this study.The results of the study showed that popular Chinese games featured as much violence as American games. However, their context of violence was significantly different in terms of perpetrator characteristic, weapon used and visual perspective.Based on the results, the researcher concluded that China would definitely need a game rating system. However, the significant difference in the context of violence suggested that the Chinese rating system does not necessarily have to be the same as the U.S. system.
Department of Telecommunications
10

Fountas, Stilianos. "Static and dynamic noncooperative fiscal policy games among major industrial countries." The Ohio State University, 1991. http://rave.ohiolink.edu/etdc/view?acc_num=osu1269616741.

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11

Moldovan, Oana. "Devenlopment of Compact Small Signal Quasi Static Models for Multiple Gate Mosfets." Doctoral thesis, Universitat Rovira i Virgili, 2008. http://hdl.handle.net/10803/8459.

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En esta tesis hemos desarrollado los modelos compactos explícitos de carga y de capacitancia adaptados para los dispositivos dopados y no dopados de canal largo (DG MOSFETs dopados, DG MOSFETs no dopados, UTB MOSFETs no dopados y SGT no dopados) de un modelo unificado del control de carga derivado de la ecuación de Poisson. El esquema de modelado es similar en todos estos dispositivos y se adapta a cada geometría. Los modelos de la C.C. y de la carga son completamente compatibles. Las expresiones de la capacitancia se derivan del modelo de la carga. La corriente, la carga total y las capacitancias se escriben en términos de las densidades móviles de la carga en los extremos de fuente y drenador del canal. Las expresiones explícitas e infinitamente continuas se utilizan para las densidades móviles de la carga en la fuente y drenador. Las capacitancias modeladas demuestran el acuerdo excelente con las simulaciones numéricas 2D y 3D (SGT), en todos los regímenes de funcionamiento. Por lo tanto, el modelo es muy prometedor para ser utilizado en simuladores del circuito. Desafortunadamente, no mucho trabajo se ha dedicado a este dominio de modelado. Las cargas analíticas y las capacitancias, asociadas a cada terminal se prefieren en la simulación de circuito. Con respecto al SGT MOSFET, nuestro grupo fue el primero en desarrollar y publicar un modelo de las cargas y de las capacitancias intrínsecas, que es también analítico y explícito. La tesis es organizada como sigue: el capítulo (1) presenta el estado del arte, capítulo (2) el modelado compacto de los cuatro dispositivos: DG MOSFETs dopados, DG MOSFETs no dopados, UTB MOSFETs no dopados y SGT no dopados; en el capítulo (3) estudiamos las capacitancias de fricción en MuGFETs. Finalmente el capítulo (4) resuma el trabajo hecho y los futuros objetivos que necesitan ser estudiados.
Debido a la limitación de los dispositivos optimizados disponibles para el análisis, la simulación numérica fue utilizada como la herramienta principal del análisis. Sin embargo, cuando estaban disponibles, medidas experimentales fueron utilizadas para validar nuestros resultados. Por ejemplo, en la sección 2A, en el caso de DG MOSFETs altamente dopados podríamos comparar nuestros resultados con datos experimentales de FinFETs modelados como DG MOSFETs. La ventaja principal de este trabajo es el carácter analítico y explícito del modelo de la carga y de la capacitancia que las hace fácil de implementar en simuladores de circuitos. El modelo presenta los resultados casi perfectos para diversos casos del dopaje y para diversas estructuras no clásicas del MOSFET (los DG MOSFETs, los UTB MOSFETs y los SGTs). La variedad de las estructuras del MOSFET en las cuales se ha incluido nuestro esquema de modelado y los resultados obtenidos, demuestran su validez absoluta. En el capítulo 3, investigamos la influencia de los parámetros geométricos en el funcionamiento en RF de los MuGFETs. Demostramos el impacto de parámetros geométricos importantes tales como el grosor de la fuente y del drenador o, el espaciamiento de las fins, la anchura del espaciador, etc. en el componente parásito de la capacitancia de fricción de los transistores de la múltiple-puerta (MuGFET). Los resultados destacan la ventaja de disminuir el espaciamiento entre las fins para MuGFETs y la compensación entre la reducción de las resistencias parásitas de fuente y drenador y el aumento de capacitancias de fricción cuando se introduce la tecnología del crecimiento selectivo epitaxial (SEG). La meta de nuestro estudio y trabajo es el uso de nuestros modelos en simuladores de circuitos. El grupo de profesor Aranda, de la Universidad de Granada ha puesto el modelo actual de SGT en ejecución en el simulador Agilent ADS y buenos resultados fueron obtenidos.
In this thesis we have developed explicit compact charge and capacitance models adapted for doped and undoped long-channel devices (doped Double-Gate (DG) MOSFETs, undoped DG MOSFETs, undoped Ultra-Thin-Body (UTB) MOSFETs and undoped Surrounding Gate Transistor (SGT)) from a unified charge control model derived from Poisson's equation. The modelling scheme is similar in all these devices and is adapted to each geometry. The dc and charge models are fully compatible. The capacitance expressions are derived from the charge model. The current, total charges and capacitances are written in terms of the mobile charge sheet densities at the source and drain ends of the channel. Explicit and infinitely continuous expressions are used for the mobile charge sheet densities at source and drain. As a result, all small signal parameters will have an infinite order of continuity. The modeled capacitances show excellent agreement with the 2D and 3D (SGT) numerical simulations, in all operating regimes. Therefore, the model is very promising for being used in circuit simulators.
Unfortunately, not so much work has been dedicated to this modelling domain. Analytical charges and capacitances, associated with each terminal are preferred in circuit simulation. Regarding the surrounding-gate MOSFET, our group was the first to develop and publish a model of the charges and intrinsic capacitances, which is also analytic and explicit. The thesis is organized as follows: Chapter (1) presents the state of the art, Chapter (2) the compact modeling of the four devices: doped DG MOSFETs, undoped DG MOSFETs, undoped UTB MOSFETs and undoped SGT; in Chapter (3) we study the fringing capacitances in MuGFETs. Finally Chapter (4) summarizes the work done and the future points that need to be studied.
Due to the limitation of available optimized devices for analysis, numerical simulation was used as the main analysis tool. However, when available, measurements were used to validate our results. The experimental part was realised at the Microelectronics Laboratory, Université Catholique de Louvain, Louvain-la Neuve, Belgium.
For example, in section 2A, in the case of highly-doped DG MOSFETs we could compare our results with experimental data from FinFETs modeled as DG MOSFETs. The main advantage of this work is the analytical and explicit character of the charge and capacitance model that makes it easy to implement in circuit simulators. The model presents almost perfect results for different cases of doping (doped/undoped devices) and for different non classical MOSFET structures (DG MOSFET, UTB MOSFETs and SGT). The variety of the MOSFET structures in which our modeling scheme has been included and the obtained results, demonstrate its absolute validity.
In chapter 3, we investigate the influence of geometrical parameters on the RF performance in MuGFETs. We show the impact of important geometrical parameters such as source and drain thickness, fin spacing, spacer width, etc. on the parasitic fringing capacitance component of multiple-gate field-effect transistors (MuGFET). Results highlight the advantage of diminishing the spacing between fins for MuGFETs and the trade-off between the reduction of parasitic source and drain resistances and the increase of fringing capacitances when Selective Epitaxial Growth (SEG) technology is introduced.
The goal of our study and work is the usage of our models in circuit simulators. This part, of implementing and testing our models of these multi gate MOSFET devices in circuit simulators has already begun. The group of Professor Aranda, from the University of Granada has implemented the SGT current model in the circuit simulator Agilent ADS and good results were obtained.
12

Boberg, Frida. "Simulation of dynamic and static behavior of an electrically powered lift gate." Thesis, Linköping University, Department of Electrical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11627.

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Continental Automotive Systems is a German company that develops control systems for different applications in cars. A control system for electrically powered lift gates that are opened or closed on the driver’s command is one of the products developed. The drive system itself is composed of a spindle that is driven by a DC-motor over a gear and a spring. When developing the control system it is convenient to use a simulation model instead of having to implement it on the system every time. The simulation analytically describes how the system is behaving.

In this thesis a simulation model of a drive system and a lift gate is developed and evaluated. The model parameters are estimated using System Identification Toolbox in Matlab.


Continental Automotive Systems är ett tyskt företag som utvecklar styrsystem för olika tillämpningar i bilar. Bland annat utvecklas ett styrsystem till eldrivna bakluckor som öppnas och stängs av föraren per knapptryck. Själva drivanordningen består av en skruv som drivs av en likströmsmotor över en utväxling och en fjäder. Då man vill utveckla styrsystemet utan att behöva implementera det på systemet varje gång är en simuleringsmodell av drivanordningen och luckan ett bra hjälpmedel. Denna simuleringsmodell kan då analytiskt beräkna hur systemet uppför sig.

I detta examensarbete har en simuleringsmodell av en drivanordning med tillhörande lucka utvecklats och utvärderats. Modellparametrarna estimerades med hjälp av System Identification Toolbox i Matlab.

13

Bart, Bradley. "Representations of and strategies for static information, noncooperative games with imperfect information." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0011/MQ61406.pdf.

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14

Zeng, Xin. "Comparative Statics Analysis of Some Operations Management Problems." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/39178.

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We propose a novel analytic approach for the comparative statics analysis of operations management problems on the capacity investment decision and the influenza (flu) vaccine composition decision. Our approach involves exploiting the properties of the underlying mathematical models, and linking those properties to the concept of stochastic orders relationship. The use of stochastic orders allows us to establish our main results without restriction to a specific distribution. A major strength of our approach is that it is "scalable," i.e., it applies to capacity investment decision problem with any number of â non-independentâ (i.e., demand or resource sharing) products and resources, and to the influenza vaccine composition problem with any number of candidate strains, without a corresponding increase in computational effort. This is unlike the current approaches commonly used in the operations management literature, which typically involve a parametric analysis followed by the use of the implicit function theorem. Providing a rigorous framework for comparative statics analysis, which can be applied to other problems that are not amenable to traditional parametric analysis, is our main contribution. We demonstrate this approach on two problems: (1) Capacity investment decision, and (2) influenza vaccine composition decision. A comparative statics analysis is integral to the study of these problems, as it allows answers to important questions such as, "does the firm acquire more or less of the different resources available as demand uncertainty increases? does the firm benefit from an increase in demand uncertainty? how does the vaccine composition change as the yield uncertainty increases?" Using our proposed approach, we establish comparative statics results on how the newsvendor's expected profit and optimal capacity decision change with demand risk and demand dependence in multi-product multi-resource newsvendor networks; and how the societal vaccination benefit, the manufacturer's profit, and the vaccine output change with the risk of random yield of strains.
Ph. D.
15

Yang, Fangkai. "Collision Detection between Dynamic Rigid Objects and Static Displacement Mapped Surfaces in Computer Games." Thesis, KTH, Numerisk analys, NA, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170625.

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Collision detection often refers the detection of the intersection of two or more objects. Collision detection algorithms in Avalanche Studios’ game engine need not only to detect the collision, but to get the closest distance and handle penetration. Current algorithms perform well in most cases, but obtain poor accuracy or low efficiency in some cases. This paper will attempt to improve the performance in two ways. First, two new backward projection methods are derived and compared, achieving more accurate backwards projected points. The accurate backwards points are important in collision detection with the terrain surface. Second, multiresolution bounding volumes are constructed in the narrow phase collision detection. These bounding volumes improve the performance when performing collision detection between large complex objects and the terrain. These bounding volumes reduces the number of backward projections needed.
Kollisionsdetektering avser oftast att detektera skärning mellan två eller fler objekt. Kollisionsdetekteringsalgoritmerna i Avalanche Studios spelmotor behöver inte bara upptäcka skärningar, utan även det närmsta avståndet och hantera penetration. Aktuella algoritmer presterar bra i de flesta fall, men erhåller i vissa fall låg noggrannhet eller effektivitet. Detta dokument kommer att förbättra prestandan på två sätt. Först härleds och jämförs två nya bakåtprojektionsmetoder, vilka resulterander i mer exakta bakåtprojicerade punkter. Korrekt bakåtprojektion är viktig för kollisionsdetektering mot terrängytan. Sedan konstrueras och nyttjas flerupplösta begränsnings volymer under den detaljerade kollisionsfasen. Dessa avgränsande volymer förbättrar prestanda när kollisionsdetektering sker mellan stora komplexa objekt och terrängen då de minskar antalet bakåt projiceringar som behöver utföras.
16

Markou, Nikolitsa. "Emergence of cooperation in static networks : evolutionary dynamics of coordination games with switching costs." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/11650.

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Brand loyalty is tightly connected with competition for market share between brands, as it describes consumers' willingness to maintain compatibility between subsequent purchases. Imposed by exogenous or endogenous factors, the reasons for brand loyalty can be summarized in the switching cost. However, consumers do not live in isolation, instead they influence and get influenced by peers. Especially if influence propagates via "word-of-mouth" and not direct marketing, peer pressure becomes invaluable as consumers reach for compatibility with other consumers. The evolution of market share competition can be described by coordination games played in networks over multiple periods. Consumers, acting as the players of the coordination game, contemplate the quality of the available choices while being susceptible at others' influence. By considering switching costs, inertia in their actions is also introduced. An important issue therefore arises - if the available choices are qualitatively similar, how do the switching costs in combination with network effects affect the competition outcome? In this thesis, we address this issue by introducing switching costs into the standard coordination game; the switching cost game thus describes potential losses inflicted on players by changing - switching - strategies. We particularly concentrate our efforts on the proportions of strategies at equilibrium. Compared to the cost-free game, the switching costs are responsible for the emergence of a coexistence region where all available strategies coexist in equilibrium. Numerical results on various network structures verified the coexistence outcome, along with the effect of cost values and their symmetry on the determination of the coexistence limits. Next, we investigate the monotonicity of the competition evolution. We exploit the monotonous behaviour of the switching cost game limiting cases over time to draw an analogy with bootstrap percolation and benefit from existing analytical methods to calculate their final outcome and create bounds of the general case. We also show how these bounds depend on the switching costs. Finally, we examine the effects of switching costs on the critical behaviour of the system by studying the properties of stable clusters.
17

Hildebrandt, Lori Madeline. "Mat Game: The Rise of American Wrestling." Fogler Library, University of Maine, 2009. http://www.library.umaine.edu/theses/pdf/HildebrandtL2009.pdf.

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18

Mildner, Philip [Verfasser], and Wolfgang [Akademischer Betreuer] Effelsberg. "Generation of Effective Serious Games with Static and Dynamic Content / Philip Mildner. Betreuer: Wolfgang Effelsberg." Mannheim : Universitätsbibliothek Mannheim, 2016. http://d-nb.info/1102897221/34.

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19

Aung, Arkar Min. "Automatic Eye-Gaze Following from 2-D Static Images: Application to Classroom Observation Video Analysis." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/251.

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In this work, we develop an end-to-end neural network-based computer vision system to automatically identify where each person within a 2-D image of a school classroom is looking (“gaze following�), as well as who she/he is looking at. Automatic gaze following could help facilitate data-mining of large datasets of classroom observation videos that are collected routinely in schools around the world in order to understand social interactions between teachers and students. Our network is based on the architecture by Recasens, et al. (2015) but is extended to (1) predict not only where, but who the person is looking at; and (2) predict whether each person is looking at a target inside or outside the image. Since our focus is on classroom observation videos, we collect gaze dataset (48,907 gaze annotations over 2,263 classroom images) for students and teachers in classrooms. Results of our experiments indicate that the proposed neural network can estimate the gaze target - either the spatial location or the face of a person - with substantially higher accuracy compared to several baselines.
20

Antonsen, Øyvind. "Unsteady flow in wicket gate and runner with focus on static and dynamic load on runner." Doctoral thesis, Norwegian University of Science and Technology, Department of Energy and Process Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-1930.

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This thesis presents a study on unsteady flow at the inlet of the runner in a Francis turbine. The main goal has been to find a connection between the design of the wicket gate and the dynamic load on the runner due to rotor stator interaction. The working hypothesis has been based on the theory that correct profiling of the wicket gate can make the pressure distribution at the inlet of the runner more uniform, and hence, reduce the dynamic load on the runner.

Velocity measurements by means of Laser Doppler Anemometry (LDA) have been carried out in a cascade rig with different wicket gate profiling. Also, the pressure around the surface of one wicket gate has been measured. CFD calculations, validated with the LDA-measurements, have been used to calculate the pressure distribution at the inlet of the runner with different profiling of the wicket gate and the corresponding load on the runner.

The LDA measurements have shown that the wake in a turbine cascade follows the classic wake theory fairly well. The wakes tends to mix out faster than according to the wake theory, due to the accelerated flow field. The CFD results deviate somewhat from the LDA measurements, but have shown good agreement with relative changes in the geometry. The 2D CFD calculations under-estimates the depth of the wake with ca 25 % while with 3D calculations the deviation is about 10 %, which has been considered to be good agreement.

Due to this consideration, it has been found trustworthy to use CFD to compare pressure distribution with different profiling of the wicket gate. The results show that by profiling the guide vanes asymmetric with the ’flat’ side pointing toward the runner, the pressure distribution becomes more uniform. This is also shown by the pressure measurements around the guide vane profile.

A simplified CFD-calculation of guide vane/runner interaction has shown that a more uniform pressure distribution at the inlet of the runner will reduce the dynamic load variation on the runner blade without increasing the losses in the flow.

21

Devlen, Balkan. "Games leaders play renegade and international crisis /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/5945.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on December 20, 2007) Includes bibliographical references.
22

Wilder, Elisabeth. ""Game Over" for the Climate: The Keystone XL Pipeline on TV News." PDXScholar, 2013. https://pdxscholar.library.pdx.edu/open_access_etds/1438.

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The overwhelming consensus of the world's climate scientists is that we must rapidly reduce our greenhouse emissions if we are to avoid catastrophic and irreversible climate change. Yet the proposed Keystone XL pipeline, which would carry tar sands oil that emits three to four times the carbon emissions of conventional gasoline across the U.S., is supported by a solid majority of Americans. This level of support for a project a proposal that would dramatically increase greenhouse gas emissions, pollute sensitive lands and water sources, and threaten the health and safety of communities along the way begs the question: what kind of information have Americans received about the pipeline? Relying on theoretical perspectives developed by scholars who examine power structures, ideology, and the political economy of the mass media, I analyze 177 national network and cable news broadcasts in order to determine what kind of information leading media sources provide to the public about the Keystone XL pipeline proposal and the context in which this information is presented. Content analysis of broadcast transcripts reveals that television news stations exhibit biased coverage that encourages viewers to support pipeline construction. Furthermore, television news stations marginalize environmental and social concerns and disproportionately rely on business and government sources for information. Finally, the dominant frame employed by the news media is informed by neoliberal ideology and offers no challenge to the preferences of corporate and government elites--including the continued dominance of the fossil fuel industry. This type of coverage affords viewers a very limited basis for understanding the environmental and ultimately social threats posed by Keystone XL.
23

Karim, A. H. M. "Gate-Turn-Off thyristor commutation of DC machines : the development of a rotating DC machine with static commutation of armature coil current using Gate-Turn-Off thyristor devices." Thesis, University of Bradford, 1986. http://hdl.handle.net/10454/3371.

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The thesis Is concerned with the development of a separately excited DC machine In which gate turn-off thyristor devices with their associated firing and protective circuits are used to provide the static commutation of armature coil current. The developed machine has Its armature winding with 24 tapping points located on the stator and Interconnected In "Lop" configuration. The Initiation of the conduction periods of armature switching devices Is defined by a digital control logic circuit. In conjunction with an Incremental rotary encoder which provides the necessary feedback Information relating to shaft speed and shaft angular position. This Is arranged such that, under normal running conditions of the machine, the axis of the radial field of the armature winding maintains the normal space-quadrature relationship with that of the main field winding, giving the optimal torque angle of 000. Provision Is made, however, within the digital control circuit for controlled departure of the armature switch tapping points from the quadrature axis positions, and the effect of this, In Improving commutation Is Investigated. The effect of Interpoles Is also explored. On the basis of the analysis carried out, a proposal Is made for the future development of the machine employing a reduced number of armature switching devices without the need for Interpole windings.
24

Smith, Patricia K. "Interstate variations in AFDC benefits: a game theoretic approach." Diss., Virginia Polytechnic Institute and State University, 1986. http://hdl.handle.net/10919/71191.

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This dissertation examines the nature of states' choice of AFDC benefit levels in order to determine the sources of interstate variations in AFDC benefits. Like previous studies, a state's financial and demographic characteristics are modeled as playing a significant role in the benefit choice. This study extends the literature by also formally modeling the role of the financial and demographic characteristics of a neighboring, or rival, state. The characteristics of another state are expected to influence the state's benefit choice for the following reason. Each state wishes to provide some minimum living standard for its citizens (the AFDC benefit level). The provision of this minimum living standard costs the state not only in terms of the dollar value of the offered benefit, but also in terms of increased total financial obligations if the chosen benefit level attracts recipients from the rival state. Each state, therefore, accounts for this "caseload" price of the benefit level by incorporating the level of interstate migration induced by any feasible benefit level, taking that of the rival as given, into its benefit decision. This interstate AFDC benefit-setting competition is modeled as a two state generalized game. The model's implication are derived and empirically testeµ. The results of the empirical tests support the game theoretic model; The observed pattern of interstate variations in the AFDC benefit level is consistent with the model's implications. The data further suggest that the degree of competitiveness, as indicated by the significance of the rival's characteristics in a state's benefit decision, varies inversely with the distance between the competing states. The model is then used to simulate the impact of the "New Federalism" proposal on the AFDC benefit level. These simulations indicate that, if enacted, the proposed "New Federalism" changes will significantly lower the average per recipient AFDC benefit level. The simulations also indicate that the greater the degree of competition between the states, the larger will be the magnitude of the decline in the benefit level.
Ph. D.
25

Malan, Frederich T. "Reduction of the antenna coupling in a bi-static, FM-CW radar system." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/18029.

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Thesis (MScEng)--Stellenbosch University, 2011.
ENGLISH ABSTRACT: A well-known problem with FM-CW radar systems is the leakage of transmitter power into the receiver which leads to the making of close-in targets, and can severely limit the system dynamic range performance. This thesis considers two solutions to this radar system problem for a low frequency radar operating in the VHF band. The first method to suppress coupling is using separate transmit and receive antennas designed in such a way as to reduce coupling between them. The second is to design a negative feedback loop as part of the radar receiver where the feedback loop adaptively reduces the amount of transmitter leakage through to the receiver. This project details the realisation of these two solutions. A number of antenna designs are modelled in software and simulated to determine their characteristics of which the transmit-to-receive coupling is the key parameter. As no low coupling configuration could be found a simple configuration is chosen and practical measurements are taken. These antennas are then used in the radar system that is to be built. An FM-CW radar system is designed and simulated using software with a negative feedback loop being designed and implemented into the radar simulation. A practical radar system is then made inclusive of the feedback loop. Measurements are then taken to determine the efficacy of the feedback loop.
AFRIKAANSE OPSOMMING: ʼn Bekende probleem met FM-CW radar stelsels is die lekkasie van versender krag tot in die ontvanger wat lei tot die maak van nabye teikens en kan die stelsel se dinamiese sendbereik steng beperk. Hierdie tesis oorweeg twee oplossings tot hierdie probleem vir ʼn lae frekwensie radar wat in die VHF band werk. Die eerste metode wat na gekyk word om die koppeling te onderdruk is om die twee antennas van die radar stelsel so te ontwerp sodat die hoeveelheid koppeling tussen hulle verminder is. Die tweede is om ʼn negatiewe terugvoerlus as deel van die ontvanger te ontwerp. Hierdie terugvoerlus sal die versender lekkasie sein aanpassend in die ontvanger verminder. In hierdie projek word die realisering van bogenoemde oplossings uiteengeset. ʼn Paar verskillende antenna ontwerpe word gemodelleer in sagteware en word gesimuleer om hul karakteristieke te bepaal. Die belangrikste van hierdie faktore is die versender na ontvanger koppeling. Sienend dat geen ontwerp met ʼn lae genoeg koppeling gevind kon word nie, is ʼn eenvoudige ontwerp gekies en praktiese metings daarvan geneem. Hierdie antennas word dan gebruik in die radar stelsel wat gebou sal word. ʼn FM-CW radar stelsel word ontwerp en gesimuleer in sagteware. Die negatiewe terugvoerlus word ook ontwerp en geïmplementeer in die radar simulasie. ʼn Praktiese radar stelsel word dan gemaak insluitend die terugvoerlus. Metings word dan geneem om die effektiwiteit daarvan te bepaal.
26

Harrelson, Diana. "Rated M for Monkey: An Ethnographic Study of Parental Information Behavior when Assessing Video Game Content for their Children." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849778/.

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Following the decision by the Supreme Court of the United States in Brown v. Entertainment Merchants Association (2011), which struck down the state of California’s appeal to restrict the sale of games deemed to have “deviant violence” to those 18 or older and the court’s recommendation that parents use the ESRB Ratings System instead, this ethnographic study sought to better understand what parents thought of laws on video games and how they used the recommended ratings system. A total of 30 interviews using semi-structured open-ended questions were conducted and analyzed to reveal what parents thought of laws on video games, how they used the ESRB Ratings System to assess video game content, and what other methods they used for video game content assessment in addition to the ratings system. This research utilized Dervin and Nilan’s (1986) sense-making methodology as a way to learn how parents bridged their knowledge gap when it came to learning about video game content and how they made sense of the knowledge gained to determine the content appropriateness for their children. Analyses of the collected data provided the foundation for a model on the effects of the parent-child relationship on parental information behavior.
27

Luria, Alia. "The Relationship Between Economic Growth and Culture: A Model Based on Japan and the United States." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/973.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf
Bachelors
Business Administration
Business Economics
28

Cao, Yong. "ADVERTISING A VIRTUAL WORLD: A CONTENT ANALYSIS OF CHINESE AND U.S. VIDEO GAME ADVERTISEMENTS." OpenSIUC, 2010. https://opensiuc.lib.siu.edu/dissertations/164.

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Video game advertising is a major venue for game industry to promote its products. As a form of advertising, game advertising reflects national cultural values. It also manifests game cultural values which gamers are able to identify with. Millions of people, youth and children in particular, are being exposed to game advertising. Video game advertising may not only influence viewers' purchasing decisions, but has the potential to influence their attitudes and perceptions of important societal issues such as gender roles, violence and sex. However, few studies have examined the information content and messages of game advertising. The purpose of this study is to begin to fill the gap. This study examined the content of 1,021 print game advertisements in four popular game magazines published between December 2006 and May 2008 in China and the United States. The study was built on a variety of theoretical backgrounds and game studies. First, built on Resnik and Stern's (1977) classification of information cues and conceptual differences between advertising service and tangible products, the study found that Chinese game advertisements used more information cues than U.S game advertisements. Second, built on a variety of cross-cultural frameworks including Hofstede's ─ individualism vs. collectivism, Kluckhohn and Strodtbeck's human and nature relationship and time orientation, the study found that that U.S. game advertisements used more individualistic appeals, manipulation-of-nature appeals and future-time-orientation appeals than Chinese game advertisements. It was found that Chinese game advertisements used more collectivistic appeals, oneness-with-nature appeals and past-time-orientation appeals than U.S. game advertisements. Third, the study, on the basis of synthesizing game literature, examined gender representation, sex and violence, and major game cultural values in Chinese and U.S. game ads. The study found that in both Chinese and U.S game advertisements, males were more likely to be featured (83.5% in U.S. ads and 55.9% in Chinese ads) as primary characters than females (12.4% in U.S. ads and 42% in Chinese ads). Female characters were sexualized when presented. The study also found 29.8% of Chinese advertisements contained sexual content and only 4% of U.S. game advertisements contained sexual content. It was found violent content was common in U.S. game advertisements and 61% of U.S. game advertisements contained violent content. U.S. game advertisements contained more violent words than Chinese game advertisements. The study examined three online game cultural characteristics reflected in game ads. Compared with U.S. ads, Chinese game advertisements used more character progression, virtual item accumulation and socialization appeals. Limitations of the study and directions for future study are discussed.
29

Özdamar, İbrahım Özgür. "Great games redux energy security and the emergence of tripolarity in Eurasia /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2006. http://hdl.handle.net/10355/4412.

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Thesis (Ph.D.)--University of Missouri-Columbia, 2006.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on April 29, 2009) Vita. Includes bibliographical references.
30

Luithardt, Annette Franziska [Verfasser], and Ulrich [Akademischer Betreuer] Schiefer. "Validation of the new fast perimetric strategy GATE (German Adaptive Thresholding Estimation) for static perimetry / Annette Franziska Luithardt geb. Schmid ; Betreuer: Ulrich Schiefer." Tübingen : Universitätsbibliothek Tübingen, 2016. http://d-nb.info/1164018019/34.

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31

Thomson, Matthew Ian Malcolm. "Military computer games and the new American militarism : what computer games teach us about war." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10672/.

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Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing mass medium, they are blamed for everything from obesity to falling literacy standards, and from murder to Abu Ghraib. Much of the suspicion surrounding military computer games has been caused by the development of the military-entertainment complex - the relationship between the computer game industry and the U.S. military which has seen the production of dual-use games, co-produced by the military and the computer game industry and released for both military training and commercial sale. This relationship has placed military computer games at the centre of an intensely politicized debate in which they have become characterized as a mass medium which functions under the control of the military and political establishment and which promotes the militaristic ideals of the neoconservative Bush administration. This thesis serves as a fundamental reevaluation of such preconceptions and prejudices, and in particular, a complete reevaluation of the understanding of the relationship between computer games and American militarism. Its analysis focuses on three main areas: firstly, the content of military computer games; secondly, the determinants which affect the production and representation of war in computer games; and thirdly, the contribution of the representation of war in computer games to the misunderstandings and misconceptions concerning warfare which, in turn, have supported American militaristic beliefs.
32

Carlsson, C. Tim. "Unraveling the Georgian knot the United States, Russia, and Georgia and the new "Great Game" in the Caucasus." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Dec/09Dec%5FCarlsson.pdf.

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Thesis (M.S. in Defense Analysis)--Naval Postgraduate School, December 2009.
Thesis Advisor(s): Borer, Douglas ; Tsypkin, Mikhail. "December 2009." Description based on title screen as viewed on January 29, 2010. Author(s) subject terms: NATO enlargement, Georgia, Russia, New Great Game, ethnic separatism, deterrence, realism, idealism. Includes bibliographical references (p. 69-75). Also available in print.
33

Rich, Timothy S. "Pushing the Boundaries: The Greater Impact of Taiwan's Democratization on Cross-Strait and Sino-American Relations." Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1126043654.

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34

Clearwater, David A. "Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100338.

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This dissertation explores the emerging relationship between the U.S. military and the commercial video game market. Specifically, this study situates this relationship in terms of the U.S. military's evolving role in a variety of media-such as Hollywood feature films, television, and television news-for the purposes of propaganda and the influencing of public opinion. Consequently, an analysis and critique of the U.S. military's production and commissioning of commercial video games will be advanced that takes into account contemporary analyses and media critiques with respect to war and representation. Since these games are also a part of the larger field of entertainment and cultural production, this study will attempt to understand these products for the complex ways they combine cultural expression, modern spectatorship and the desire to influence or mediate popular conceptions of war. Consideration will also be given to situating these products within the emerging field of video game studies and aesthetics, as well as questions concerning genre, realism, historical revisionism, and the ethics of simulation.
35

Acar, Dilaver Arikan. "Small State Playing The Asymmetric Game: Continuity And Change In Albanian Foreign Policy." Phd thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609692/index.pdf.

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This thesis examines Albanian foreign policy from a small state point of view.The main argument is that Albania as a weak small state developed close relations with the regional and great powers and align with them in order to compensate its weakness. An historical analysis of the Albanian foreign policy line since its establishment portrays a continuity in this trend except the short isolationist period. The study has three main objectives, firstly, it aims to provide an analysis of the small state foreign policy and small state &ndash
great power asymmetric relations within the framework of Albania&rsquo
s relations with various regional and great powers. Secondly, to elaborate the relevance of the enduring weakness of Albania on its foreign policy making in particular with its relations and alliances with the great powers. In this sense, an analysis of the Albanian foreign policy shows a pattern of shifting alliances in different time periods and under different regimes as part of foreign policy line. Thirdly, to make the historical account of Albania&rsquo
s alliances and relations with the great powers in terms of continuity and change in its foreign policy line. Albania&rsquo
s post-Cold War era foreign policy indicates a continuity in this line as it approaches the US as the great power to align with as well as one of two main pillars of its foreign policy along with the Euro-Atlantic integration. In this context, the contemporary Albanian-US relations constitute the last phase of the Albanian foreign policy trend.
36

Žebrauskas, Aleksas. "Jurbarko miškų urėdijos Panemunės girninkijos Stakių eiguvos miškų elninių žvėrių populiacijos tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100621_113835-74073.

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Magistro darbe tiriama kokia elninių žvėrių populiacijos situacija yra Jurbarko miškų urėdijos, Panemunės girninkijos, Stakių eiguvos miškuose. Darbo objektas - Darbe tyrinėjama VĮ Jurbarko miškų urėdijos Panemunės girininkijos Stakių eiguvos elninių žvėrių: ( tauriųjų elnių (lot. Cervus elaphus, angl. Red deer, vok. Rothirsch), stirnų (lot. Capreolus capreolus, angl. Roe Deer, vok. Reh) ir briedžių (lot. Alces alces, angl. Moose, vok. Hirsch )) populiacijos, bei jų gyvenamoji aplinka. Darbai vykdyti 2009 – 2010 metais bei panaudoti ankstesnių metų duomenys. Stakių eiguva, kurioje buvo vykdytas tiriamasis darbas apima 1384 ha miškų plotą. Darbo tikslas - Ištirti VĮ Jurbarko miškų urėdijos Panemunės girininkijos Stakių eiguvos elninių žvėrių populiacijas, jų gyvenamąją aplinką bei šių žvėrių įtaką miško atkūrimui. Darbo metodai – Instrumentinis metodas, šaltinių analizė, leidinių analizės metodas, palyginamoji analizė. Darbo rezultatai. Tyrime nustatyta elninių žvėrių populacijų būklė. Nustatyta, kad pagrindinė rūšis Stakių eiguvoje yra taurusis elnias, o briedis ir stirna yra šalutinės rūšys. Tauriųjų elnių populiacijos gausa ir tankis viršyja maksimalią (maksimali 37 vnt./1000 ha esama 38vnt./1000ha). Esant tokiam tankiui mažėja prieaugis. Europinių stirnų tankis yra artimas optimaliai, galimas intensyvus medžiojimas. Briedžiai yra tik užklystanti rūšis, todėl jų medžioklė negalima. Palyginus paskutinių trijų metų elninių žvėrių neigiamą poveikį želdiniams, žėliniams... [toliau žr. visą tekstą]
Master thesis examined how the deer situation is game population in Jurbarkas forest stewardship in Panemunes forestry district in Stakiai sector of a forest. The object - deer (red deer (Latin Cervus elaphus, Germ. Rothirsch), fallow deer (Latin Dama dama, Germ. Damhirsch) , roe deer (Latin Capreolus capreolus, Germ. REH) and moose (Latin Alces alces, Germ. Hirsch)) populations and their habitat are investigated in Jurbarkas Forest Enterprise Forestry Panemunes Stakių sector of a forest game. Work for 2009 - 2010, and the use of prior-year figures. Stakiai sector of a forest which has carried out research work covers 1384ha of forest area. Aim - To investigate deer populations of wild animals, their habitats and the animals on forest restoration in the Jurbarkas Forest Enterprise Forestry Panemunės Stakiai sector of a forest. Working Methods - The instrumental method, source analysis, publications, analysis method, a comparative analysis of . Results. . The study found the deer population of the state game. It was found that a red deer is the main species and elk, roe is a secondary species in Stakiai sector of a forest. Red deer population abundance and density exceeds maximum (maximum 37 hectares of existing unit/1000 38 unit/1000ha). Density of european roe deer is close to the best possible intensive hunting. Elks are only appears species because they can not hunt. The comparison deer negative effects to zelin of the last three years, found that the effect increases by... [to full text]
37

Eklöf, Rickard, and Robin Jacobsen. "En Praktisk Analys av Dödsmekaniker i Spel." Thesis, Blekinge Tekniska Högskola, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-11530.

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Genom denna avhandling undergår vi som speldesigners en dokumenterad process där vi utvecklar ett spel från koncept till funktionell prototyp. Målet är att kunna bygga vidare på våra egna samt andras metoder för utvecklingen av mekaniker som kompletterar övrigt gameplay. Undersökningsområdet för denna process utgörs av hur vi kan framställa en dödsmekanik som passar i kontext till vårt valda spelkoncept och dess förutsättningar. Detta inriktningsområde grundas i vår vilja att skapa dödsmekaniker som upplevs inge betydelsefulla konsekvenser både på spelarkaraktären och spelupplevelsen i sin helhet vilket stämmer överens med konceptets designmål. Genom ett speltest där en testgrupp genomför ett antal kvalitativa prototyptester av dödsmekaniker kan vi sedan jämföra resultaten och etablera slutsatser kring hur väl varje prototyp lyckas uppfylla konceptets designmål och inge tydliga konsekvenser för spelaren som förstärker resterande gameplay.
Through this thesis we as game designers undergo a documented process in which we develop a game from concept to functional prototype. The end goal is to allow us to further our own as well as others’ methodology for the development of mechanics that complement existing gameplay. The field of inquiry for this process consists of how we can establish a death mechanic that fits in context to our chosen game concept and its parameters. This focal point originates from a desire on our part to create death mechanics that strive to instill meaningful consequences affecting the player as well as the game experience itself which correspond with the design goals of the concept. By performing a playtest where a number of qualitative prototypes of death mechanics are carried out by a test group we can compare the results and establish conclusions concerning how well each prototype manages to fulfill the concept’s design goals and convey clear consequences for the player, reinforcing surrounding gameplay.
38

ZAMBONI, CIBELE B. "Correlacao angular gama-gama para transicoes nos nucleos de Tc-101 e Se-76." reponame:Repositório Institucional do IPEN, 1988. http://repositorio.ipen.br:8080/xmlui/handle/123456789/9887.

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Made available in DSpace on 2014-10-09T12:32:29Z (GMT). No. of bitstreams: 0
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Tese(Doutoramento)
IPEN/T
Instituto de Pesquisas Energeticas e Nucleares - IPEN/CNEN-SP
39

Jordan, Meghan Lynn, and Meghan Lynn Jordan. "Lynching Photographs and Their Aftermath: The Overlay of the Gaze." Thesis, The University of Arizona, 2017. http://hdl.handle.net/10150/626147.

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The purpose of this thesis is to examine the circulation of photographic postcards depicting lynching events in the United States, as well as the changing contexts and gaze. The initial mailing of the postcards to far away family and friends, some including handwriting on the versos, makes apparent the desire to spread white supremacist ideals across the country. These photographs, often depicting the victim’s suffering body amongst a crowd of people, were then placed in family photo albums, hidden in attics, or sold in flea markets. It was in these locations that collector James Allen found the photographs depicting lynching events that compose the Allen/Littlefield Collection, which toured the United States from 2000-2005 in the exhibition "Without Sanctuary: Lynching Photography in America." Through the utilization of the accompanying catalog, I discuss the circulation of multiple mailed photographic postcards with handwritten texts on the versos, the reporting of lynching events in newspapers from varying regions of the United States, and the recent exhibitions of the Allen/Littlefield Collection, as well as art works reappropriating lynching photographs. It is my aim to illustrate the impact of context on the viewing of lynching images and how the gaze of the spectator changes over time.
40

McIntosh, Christopher R. "Essays on incentives and behavior under risk." Laramie, Wyo. : University of Wyoming, 2006. http://proquest.umi.com/pqdweb?did=1232409941&sid=8&Fmt=2&clientId=18949&RQT=309&VName=PQD.

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41

Juliano, Carmen Douglas. "An examination of various factors affecting attendance levels at NCAA Division I men's soccer games." Thesis, Virginia Tech, 1992. http://hdl.handle.net/10919/41089.

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The purpose of this research was to investigate various factors that contribute to attendance levels at NCAA Division I men's soccer games. A questionnaire was sent to all NCAA Division I men's soccer programs. The final response rate was 84.5 percent with 158 of 187 questionnaires returned. The questionnaire examined four areas: team success, field location, promotional activities and ticket price.

The data indicated that there is a significant relationship between average attendance levels and home soccer fields that are between .6 and mile away from the dormitories. Off-campus fields and the existence of an admission fee were found to have significant relationships with attendance levels. The use of many promotional activities and materials were also found to have a relationship with average attendance levels.
Master of Science

42

Lindauer, Jason M. "F/A-18(A-D) wing root Fatigue Life Expended (FLE) prediction without the use of strain gage data." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Jun/10Jun%5FLindauer.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, June 2010.
Thesis Advisor(s): Buttrey, Samuel E. ; Second Reader: Whitaker, Lyn R. "June 2010." Description based on title screen as viewed on July 15, 2010. Author(s) subject terms: F/A-18, fatigue life expended (FLE), linear regression, Naval Air Systems Command (NAVAIR), prediction, S-Plus, strain gage, wing root fatigue. Includes bibliographical references (p. 53). Also available in print.
43

Safavi, Safoura. "The Inner Gaze In Artistic Practice." Thesis, Stockholms konstnärliga högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-934.

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”A finger pointing at the moon is not the moon...” -Buddhist Quote ”...but it can point you in the right direction.” -Charles Tart, American psychologist In this Master’s Thesis I will be presenting the idea of an Inner Gaze as an inherent witnessing system used in artistic practice. I will be mirroring my own practice as a Musician/Artist/Sound-Designer in the teachings of Hypnosis and The Science of Consciousness. Further I will share and analyze the collected data gathered from interviews with artists from different artistic fields, in order to gain a better understanding of how they experience their creative and performing minds. Is there any coherence in how we experience creativity? How common are the sensations of altered states of consciousness among artists? Can other artists relate to the idea of an inner gaze? Is this something we long to further explore and develop and would such a concept be beneficial for the artist and its works?
44

Dyreson, Mark Sanford, and Mark Sanford Dyreson. "America's athletic missionaries: The Olympic Games and the creation of a national culture, 1896-1936." Diss., The University of Arizona, 1989. http://hdl.handle.net/10150/184706.

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During the late nineteenth century American reformers crafted a physical culture designed to help adjust their nation to the social changes fostered by industrialization, urbanization and immigration. The creators of modern sport considered athletics a "technology" for building a modern liberal civilization. Their "sporting republic" quickly gained a prominent place in American life. America's Athletic Missionaries examines the impact that United States participation in the Olympic Games, from 1896 to 1936, had on American culture. The idea of the sporting republic united politics and the strenuous life. In the Olympics Americans discovered a particularly rich environment for both athletic and political demonstrations. The architects of the sporting republic thought that sport could create livable urban environments, fight crime, promote democracy, Americanize the recently acquired empire, and assimilate immigrant populations. American Olympic teams earned the moniker of "America's athletic missionaries" for their performances at the first five Olympic Games. American Olympians enjoyed the active support of the political, business and academic elite. Lionized by the press and showered with public acclaim, the Olympians became symbols of the power of sport in channeling human energy in socially productive directions. During the 1920s the role of the sporting republic underwent a transformation. Sport, as had many other facets of Progressive reform, had been accepted as part of the orthodoxy of American values. But the political nature of sport changed. Abandoned by intellectuals who associated it with middle-class materialism, sport was increasingly cast as a form of escapism and disassociated from political action. The new version of sport became one of the totems of consumer culture. The press depicted the Olympic Games of the 1920s as sensational spectacles, without any significant political overtones. By the 1930s Americans had rediscovered the political uses of sport. Much of the world had come to view the Olympic Games as tests of national strength and many countries devoted great resources in the pursuit of athletic conquest. This study examines the relationship between political and physical culture, the uses of athletic ideology in the construction of American civilization, and the function of sport as a cultural tool.
45

Grave, de Peralta Ricardo. "Ensuring the end game facilitating the use of classified evidence in the prosecution of terrorist subjects /." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Mar/10Mar%5FGrave%5Fde%5FPeralta.pdf.

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Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, March 2010.
Thesis Advisor(s): Simeral, Robert L. Second Reader: Van Nuys, Thomas J. "March 2010." Description based on title screen as viewed on April 26, 2010. Author(s) subject terms: Terrorism, classified evidence, disruption, intelligence and evidence, preventative detention, interagency integration, Federal Bureau of Investigation (FBI) and Special Operations Command (SOCOM), National Counterterrorism Center (NCTC), Military Commissions, Classified Information Protection Act (CIPA), national security, homeland security. Includes bibliographical references (p. 115-126). Also available in print.
46

MEDEIROS, ILCA M. M. A. "Espectroscopia gama no nucleo sup(149) Nd." reponame:Repositório Institucional do IPEN, 2001. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10961.

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Made available in DSpace on 2014-10-09T12:46:08Z (GMT). No. of bitstreams: 0
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Dissertacao (Mestrado)
IPEN/D
Instituto de Pesquisas Energeticas e Nucleares - IPEN/CNEN-SP
47

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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48

Hall, Karen J. "War games and imperial postures: Spectacles of combat in United States popular culture, 1942--2001." Related Electronic Resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2003. http://wwwlib.umi.com/cr/syr/main.

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49

Marshall, Eric. "Playing His Own Game: Ernest 'Dutch' Morial's 1977 Mayoral Campaign for Citizen Participation in New Orleans." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/td/2343.

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Ernest “Dutch” Morial’s 1977 grassroots mayoral campaign disrupted the political status quo in New Orleans with his message of citizen participation. Morial’s citizen-driven campaign reached over the constituencies of established Black Political Organizations, capturing an eager audience with his message of political, social, and economic equality. With the help of volunteers and other community organizations, Morial created a grassroots campaign that focused on making city government more inclusive. Unattached to the traditional patronage structure, Mayor Morial empowered the black community, reducing the constraints of their political access. Although his legacy is difficult to discern in New Orleans current political realities, Morial’s first campaign and administrations represent a departure from the political status-quo and the powerful patronage structures critical to their status.
50

Schmidt, Robert. "What's Really Keeping the US from Joining the Kyoto Protocol. A Game Theoretic Empirical Analysis." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/994.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
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