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Dissertations / Theses on the topic 'COMPUTERS / Programming / Games'

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1

Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the
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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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<p>This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Moser, Robert B. Computer Science &amp Engineering Faculty of Engineering UNSW. "A methodology for the design of educational computer adventure games." Awarded by:University of New South Wales. Computer Science and Engineering, 2000. http://handle.unsw.edu.au/1959.4/18613.

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This work undertakes a systematic study of various elements from differing fields which apply to the construction of computer-aided instructional systems. Drawing upon these works, the potential for instruction in computer adventure games is recognised, and previous work in the area analysed with respect to the theoretical findings. Based both on this theory and the germane advice of practicing game designers, a methodology for the design of educational computer adventure games is laid out in detail. The method described is then used to construct a sample game with basic programming skills as
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Jemmali, Chaima. "May's Journey: A serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/455.

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May’s Journey is a game where you help a video game character, May, finding her friend and repairing the broken game world. This is a 3D puzzle game in which players solve an environmental maze by using the game’s pseudo code to manipulate the environment. The game is aimed at 12 to 18-year-old girls and the purpose is to attract them into Computer Science fields by teaching them basics of programming by focusing on logics and concepts while still asking them to type simple instructions in our programming language. Players do this in a compelling environment, with characters they can ident
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Mehta, Manish. "Construction and adaptation of AI behaviors in computer games." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42724.

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Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The prime reason behind the lack of involvement of novice users in creating AI behaviors for NPC's in computer games is that construction of high quality AI behaviors is a hard problem. There are two reasons for it. First, creating a set of AI behavior requires specialized skill
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Marais, Craig. "Guidelines for the use of the Indie approach in game development projects in the context of a capstone experience." Thesis, Nelson Mandela Metropolitan University, 2013.

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This research addresses the challenges associated with the supervision of game development projects as part of a capstone experience. The context of this research is the capstone experience as undertaken by third year software development students who have chosen to develop a game for their project at the School of Information and Communication Technology (ICT) at the Nelson Mandela Metropolitan University (NMMU). This research begins by determining the curricular requirements with respect to the capstone experience for Information Technology (IT) qualifications. This is done by investigating
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Aziz, Yunus Emre. "Improving The Programming Logic of Children by Creating Computer Games on Greenfoot Framework." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10121.

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In our modern time, age of education is decreasing day by day. People have started tolearn more advanced things at earlier ages. This fact is also true for children. They arelearning more advanced thing now because they are facing new technology in everyaspect of life. Today, one of the most popular subject is computer programming so it is also one ofthe most popular technologies to investigate, inevitably. One reason to such popularity isthat computer programming is very important in every field of life or business and itseems that this importance will improve with time. Certain levels of log
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Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.

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Augmented reality opens up a lot of possibilities for new types of games, where the real and the virtual world are mixed. Despite this, augmented reality games are still not very common, probably due to the fact that head-mounted displays (which are often used for augmented reality) are expensive. However, in recent years mobile phones have become more and more powerful, and since many of them have built-in cameras and rather large screens, they are a potential platform for augmented reality games. This thesis explores some of the problems and possibilities associated with the creation of augm
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Johansson, Gustav. "Concreteness fading for teaching programming." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17372.

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This dissertation presents a study that explores a specific implementation of concreteness fading used in a serious game that teaches programming. Concreteness fading consists of first presenting concepts with concrete representations before swapping them gradually with their concrete, normal counterparts. The goal is to figure out how concreteness fading should be applied to a programming game to have it increase learning. Expert interviews are performed to discuss different aspects of how the technique is utilized in the game Reduct. Participants also play through the game before discussing
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Begel, Andrew B. (Andrew Brian). "Bongo--a kids' programming environment for creating video games on the Web." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/43517.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.<br>Includes bibliographical references (leaves 86-87).<br>by Andrew B. Bengel.<br>M.Eng.
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Strauss, Aaron B. 1980. "Applying integer programming techniques to find minimum integer weights of voting games." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/18019.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003.<br>Includes bibliographical references (p. 73-76).<br>Using concepts from computer science and mathematics I develop three algorithms to find the minimum integer weights for voting games. Games with up to at least 17 players can be solved in a reasonable amount of time. First, coalitions are mapped to constraints, reducing the problem to constraint optimization. The optimization techniques used are Gomory's all-integer simplex algorithm and a variant of the popular integer progr
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Bale, Travis Lafe. "Using Tournament-Based Assignments to Motivate Students in Introductory Computer Science Courses." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23118.

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Instructors are hard pressed to create new and exciting projects to use in introductory Computer Science courses. These types of assignments not only have to teach students new concepts but also must cater to the various skill levels that are present in introductory courses. One solution that has been suggested is to used game-based assignment where students develop either a game of a AI strategy capable of playing a game. While these assignments have been shown to motivate students who are learning about programming, there are many drawbacks to using them. Most of these drawbacks come from th
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Doran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.

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Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation,
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Fielk, Klaus W. "Cyberciege scenario illustrating integrity risks to a military like facility." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FFielk.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, Sept. 2004.<br>Thesis advisor(s): Cynthia E. Irvine, Paul C. Clark. Includes bibliographical references (p. 97-101). Also available online.
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Scott, Roger E. "A case study in object-oriented development : code reuse for two computer games /." Master's thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-12162009-020034/.

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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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Gregg, Elizabeth Anne. "Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming." Digital Commons at Loyola Marymount University and Loyola Law School, 2014. https://digitalcommons.lmu.edu/etd/199.

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Critical media literacy (Kellner & Share, 2005) may better equip children to interpret videogame content and to create games that are nonviolent and socially just. Videogames are growing in popularity in classrooms. Yet educators and parents have concerns about the violent and stereotypical content they include. An earlier study based on the curriculum Beyond Blame: Challenging Violence in the Media (Webb, Martin, Afifi, & Kraus, 2009) examined the value of a media awareness curriculum. In this mixed-method study, I explored the effectiveness of a critical media literacy program that incorpora
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Dombrowsky, Steven P. (Steven Paul). "Intrinsic and Extrinsic Adaptation in a Simulated Combat Environment." Thesis, University of North Texas, 1995. https://digital.library.unt.edu/ark:/67531/metadc278231/.

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Genetic algorithm and artificial life techniques are applied to the development of challenging and interesting opponents in a combat-based computer game. Computer simulations are carried out against an idealized human player to gather data on the effectiveness of the computer generated opponents.
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Huang, Angela Tzujui. "Develop heuristics to the popular Minesweeper game." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2545.

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This project describes Automine, a program intended to aid in the solving of the Minesweeper computer game. Automine is based on the Linux xwindow C program with xwindow graphic library. The program uses heuristics and probability statistics to help in determining safe squares and squares concealing mines with the goal of allowing a player to achieve minimal time performance. The source code for Automine and for a game simulation is provided in the appendices.
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Pell, Barney Darryl. "Strategy generation and evaluation for meta-game playing." Thesis, University of Cambridge, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.308363.

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22

Unsal, Omur. "Two-person zero-sum network-interdiction game with multiple inspector types." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Jun/10Jun%5FUnsal.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, June 2010.<br>Thesis Advisor(s): Wood, R. Kevin ; Second Reader: Salmeron, Javier. "June 2010." Description based on title screen as viewed on July 14, 2010. Author(s) subject terms: Two-person zero-sum network-interdiction game, game theoretic network interdiction, column generation, pure inspection-assignment strategy, inspector-to-edge assignment and mixed strategies, marginal probability, Cournet's simultaneous play game. Includes bibliographical references (p. 47-48). Also available in print.
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Roden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, an
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Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.

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This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need to develop a career-oriented instructional design model for education of game programming; (b) identify the disparities that caused the mismatch of instructional content between academia and the game industry; (c) review research that contributed to th
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Molley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games." TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.

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In this paper, I survey past and present tools available to text adventure game authors, and then describe a new product: the Text Adventure Design Assistant (TA DA!), a visual programming system for creating text adventure games. My system consists of two parts: an abstract framework which defines an archetypical game, and a user interface which allows for the construction of games in a visual manner by manipulating the elements of the abstract game to produce a concrete design. The two most popular contemporary programming languages for creating text adventure games, TADS and Inform, are com
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Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning
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Zou, Li. "State and file sharing in peer-to-peer systems." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/8093.

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Nguyen, Cong Duc. "Creation and distribution of real-time content a case study in provisioning immersive voice communications to networked games /." Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20070110.164837/index.html.

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Abate, Shalom (Shalom A. ). "A numerical analysis of the NPA semidenite programming hierarchy for the Mod P game." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112827.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 67-68).<br>The Mod P game is a generalization of the famous CHSH game [6] to a field of order p. The CHSH game corresponds to the Mod P game for the value of p = 2. The CHSH game was one of the earliest and most important re
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Douglas, Brady D. "Using Video Game Development as a Stepping Stone into the World of Technology." Ashland University Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=auhonors1525247444242345.

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Silva, Lakmal, and Yu Xin. "Mobile Service For the Olympic Games 2008." Thesis, Blekinge Tekniska Högskola, Avdelningen för telekommunikationssystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2222.

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Mobile tourism service applications can be developed and successfully deployed with the rapid developments in mobile phones, communication technologies and tourism. In many situations, when travelers visit a country for a special event or just as travelers, it is obvious that they want to utilize the time and resources efficiently to enjoy the events and visit many places as possible. To achieve this, a traveler needs variety of information to make decisions and travel plans. Traditionally, this means purchasing tour guide books about a county or a city that refer them. At the same time, the 2
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Alafaireet, Hussain. "Exploring the use of a commercial game engine for the development of educational software." Diss., Rolla, Mo. : Missouri University of Science and Technology, 2009. http://scholarsmine.mst.edu/thesis/pdf/Alafaireet_09007dcc806bfca9.pdf.

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Thesis (M.S.)--Missouri University of Science and Technology, 2009.<br>Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
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Bradley, Jay. "Reinforcement learning for qualitative group behaviours applied to non-player computer game characters." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/4784.

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This thesis investigates how to train the increasingly large cast of characters in modern commercial computer games. Modern computer games can contain hundreds or sometimes thousands of non-player characters that each should act coherently in complex dynamic worlds, and engage appropriately with other non-player characters and human players. Too often, it is obvious that computer controlled characters are brainless zombies portraying the same repetitive hand-coded behaviour. Commercial computer games would seem a natural domain for reinforcement learning and, as the trend for selling games bas
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Björklund, Henrik. "Combinatorial Optimization for Infinite Games on Graphs." Doctoral thesis, Uppsala University, Department of Information Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4751.

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<p>Games on graphs have become an indispensable tool in modern computer science. They provide powerful and expressive models for numerous phenomena and are extensively used in computer- aided verification, automata theory, logic, complexity theory, computational biology, etc.</p><p>The infinite games on finite graphs we study in this thesis have their primary applications in verification, but are also of fundamental importance from the complexity-theoretic point of view. They include parity, mean payoff, and simple stochastic games.</p><p>We focus on solving graph games by using iterative stra
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Juve, Kambra R. "The use of massive multiplayer online games to evaluate C4I systems." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://hdl.handle.net/10945/1667.

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Approved for public release, distribution is unlimited<br>Human Systems Integration Report<br>In the past few years, Massive Multiplayer Online Games (MMOG) have gained in popularity in the gaming industry, the public and the Department of Defense. Improvements to computer technology and the increased data transfer rate over networks have caused the potential applications for networked environments to blossom. MMOGs are a product of these improvements, as technological advancements have made it possible for the masses to gain access to virtual environments and participate. The ability to commu
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Hasslund, Mikael. "Analysis and improvement of tools used in a game-pipeline." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12548.

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<p>Tools development is a sometimes overlooked process that is crucial for developing high quality games. The experience of the users will vary which makes usability an important issue as well as having good guidelines for communications and development of user interfaces. This report presents the development process of two different tools used in production of high-quality projects at Avalanche Studios and describes both the added functionality as well as the methods used to provide them.</p><br><p>Programmering av verktyg är en process som ofta är förbisedd men som är mycket viktig för utvec
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Mendel, Oskar, and Jesper Bergström. "SIMD Optimizations of Software Rendering in 2D Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88989.

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Optimizing rendering is one of the greatest challenges faced by game developers. Most game engines make use of hardware rendering which uses technology specifically built for rendering. Before such hardware existed, game developers had to rely on the CPU to render their games. This is known as software rendering. Software rendering is not commonly used nowadays but has been seen in cases such as a backup for when the end users machine does not support the hardware based renderer of the application. Since the CPU is not purposely built for rendering, unlike the GPU, the developer has to perform
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Goeringer, Tyler. "Massively Parallel Reinforcement Learning With an Application to Video Games." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1373073319.

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Saberi, Amin. "Algorithmic Aspects of the Internet." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.

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The goal of this thesis is to use and advance the techniques developed in the field of exact and approximation algorithms for many of the problems arising in the context of the Internet. We will formalize the method of dual fitting and the idea of factor-revealing LP. We use this combination to design and analyze two greedy algorithms for the metric uncapacitated facility location problem. Their approximation factors are 1.861 and 1.61 respectively. We also provide the first polynomial time algorithm for the linear version of a market equilibrium model defined by Irving Fisher in 1891. Our alg
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Farrenkopf, Thomas. "Applying semantic technologies to multi-agent models in the context of business simulations." Thesis, Edinburgh Napier University, 2017. http://researchrepository.napier.ac.uk/Output/1033149.

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Agent-based simulations are an effective simulation technique that can flexibly be applied to real-world business problems. By integrating such simulations into business games, they become a widely accepted educational instrument in the context of business training. Not only can they be used to train standard behaviour in training scenarios but they can also be used for open experimentation to discover structure in complex contexts (e.g. complex adaptive systems) and to verify behaviours that have been predicted on the basis of theoretical considerations. Traditional modelling techniques are b
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Kisielewicz, Leandro Augusto. "Um jogo eletrônico como ferramenta complementar no ensino de PHP." Universidade Tecnológica Federal do Paraná, 2012. http://repositorio.utfpr.edu.br/jspui/handle/1/1437.

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Em diversas disciplinas que envolvem a programação de computadores, são encontradas dificuldades. Uma delas é manter o aluno motivado por atividades como resolver problemas de programação para fixar conteúdos. Considerando-se os jogos eletrônicos educacionais objetos que atraem a atenção do aluno, buscou-se associálos à sala de aula com o objetivo de testar a hipótese do trabalho, que é a de que os jogos podem promover um aumento na motivação e, assim, melhorar o interesse e engajamento dos alunos nas atividades. Para a verificação da hipótese, foi desenvolvido um jogo eletrônico educacional,
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Geisler, Benjamin Jay. "GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4." Diss., NSUWorks, 2019. https://nsuworks.nova.edu/gscis_etd/1081.

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Game engine programming involves a great number of software components, many of which perform similar tasks; for example, memory allocation must take place in the renderer as well as in the creation routines while other tasks such as error logging must take place everywhere. One area of all games which is critical to the success of the game is that of game balance and tuning. These balancing initiatives cut across all areas of code from the player and AI to the mission manager. In computer science, we’ve come to call these types of concerns “cross cutting”. Aspect oriented programming was deve
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Kazimoglu, Cagin. "Empirical evidence that proves a serious game is an educationally effective tool for learning computer programming constructs at the computational thinking level." Thesis, University of Greenwich, 2013. http://gala.gre.ac.uk/11953/.

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Owing to their easy engagement and motivational nature, games predominantly in young age groups, have been omnipresent in education since ancient times. More recently, computer video games have become widely used, particularly in secondary and tertiary education, as a method of enhancing the understanding of some subject areas (especially in English language education, geography, history and health) and also used as an aid to attracting and retaining students. Many academics have proposed a number of approaches using video game-based learning (GBL), to impart theoretical and applied knowledge,
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Hannah, Jason. "Design pattern usage in designing web services for a video game inventory application /." View PDF document on the Internet, 2005. http://library.athabascau.ca/drr/download.php?filename=scis/JasonHannah.PDF.

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LaMore, Robert L. "CyberCIEGE scenario illustrating secrecy issues through mandatory and discretionary access control policies in a multi-level security network." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FLaMore.pdf.

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Frisk, Maxim. "Utvärdering av visuell programmering för mobila enheter i Unreal Engine 4 : ETT ARBETE UTFÖR VID SPELFÖRETAGET STAKKR AB." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186414.

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This thesis has been carried out at the company Stakkr AB in Stockholm. Stakkr have considered moving their existing C++ code to the visual programming language Blueprints in Unreal Engine 4. The objective of this study was to examine the performance of Blueprint if it’s suitable for mobile games, as well to provide Stakkr a suitability assessment of writing code in Blueprint and examine how well it performs compared with the language programming language C++. The assessment of suitability was performed by implementing a translation of two existing C++ classes to Blueprints and an assessment w
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47

Meyer, Marc K. "A CyberCIEGE scenario illustrating multilevel secrecy issues in an air operations center environment." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FMeyer.pdf.

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48

Lundberg, Edvin. "Collaboration in Multi-agent Games : Synthesis of Finite-state Strategies in Games of Imperfect Information." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209917.

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We study games where a team of agents needs to collaborate against an adversary to achieve a common goal. The agents make their moves simultaneously, and they have different perceptions about the system state after each move, due to different sensing capabilities. Each agent can only act based on its own experiences, since no communication is assumed during the game. However, before the game begins, the agents can agree on some strategy. A strategy is winning if it guarantees that the agents achieve their goal regardless of how the opponent acts. Identifying a winning strategy, or determining
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Lewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.

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Given mobile devices’ weak computational power, game programmers must learn to create games with simple graphics that are engaging and easy to play. Though seldom created for phones and tablets, puzzle games are a perfect fit. In recent years, the genre has gained a following and even won some acclaim. Games like Myst, The Seventh Guest and Portal all engage gamers with challenging puzzles and then reward them with story components upon task fulfillment. Few such games have been created for mobile devices, in part due to the difficulty of developing for devices with different operating systems
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Horký, Lukáš. "Rozšíření vývojové platformy Unity pro vizuální programování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385939.

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The goal of the thesis is to create an extension for Unity Development Platform that will allow creation of computer games from design of game logic to scene programming on visual level. The extension forms an abstract layer between designers, who manage game objects on logic level, and programmers, who are responsible for implementation of parts that can't be created automatically. It then facilitates some designing processes and iterations by eliminating the need of manual programming in places that can by automate and allows to concentrate on the design process itself.
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