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1

Goodall, Victoria Lucy. "Statistical analyses of artificial waterpoints: their effect on the herbaceous and woody structure composition within the Kruger National Park." Thesis, Rhodes University, 2007. http://hdl.handle.net/10962/d1002810.

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The objective of this project is to link the statistical theory used in the ecological sciences with an actual project that was developed for the South African National Parks Scientific Services. It investigates the changes that have occurred in the herbaceous and woody structure due to the closure of artificial waterpoints; including the impacts that elephants and other herbivores have on the vegetation of the Kruger National Park. This project was designed in conjunction with South African National Parks (SANP) Scientific Services and it is a registered project with this department. The results of this project will be submitted to Scientific Services in accordance with the terms and conditions of a SANP research project. A major concern within the KNP is the declining numbers of rare antelope and numerous projects have been developed to investigate possible ways of halting this decline and thus protecting the heterogeneity of the Kruger National Park. Three different datasets were investigated, covering three aspects of vegetation structure and composition within the KNP. The first investigated the changes that have occurred since the N'washitsumbe enclosure in the Far Northern KNP was fenced off from the rest of the park. The results show that over the 40 years since the enclosure was built, changes have occurred which have resulted in a significant difference in the abundance of Increaser 2 and Decreaser grass species between the inside and the outside of the enclosure. Increaser 2 and Decreaser categories are the result of a grass species classification depending on whether the species thrives or is depressed by heavy grazing. The difference in grass species composition and structure between the inside and the outside of the enclosure indicates that the grazing animals within the KNP have influenced the grass composition in a way that favours the dominant animals. This has resulted in a declining roan antelope population - one of the species that is considered as a 'rare antelope'. Many artificial waterpoints (boreholes and dams) have also been closed throughout the KNP in the hope of resulting in a change in vegetation structure and composition in favour of the roan. Veld condition assessment data for 87 boreholes throughout the Park was analyzed to determine whether the veld in the vicinity is beginning to change towards a more Decreaser dominated sward which would favour the roan. The results were analyzed for the different regions of the Park; and they indicate that changes are becoming evident; however, the results are not particularly conclusive, yet. The majority of the boreholes were closed between 1994 and 1998 which means that not a lot of data were available to be analyzed. A similar study conducted in another 10 years time might reveal more meaningful results. However the results are moving in the direction hoped for by the management of the KNP. The results show that the grass composition has a higher proportion of Decreaser grasses since the closure of the waterpoints, and the grass biomass around these areas has also improved. The results were analyzed on an individual basis; and then on a regional basis as the minimal data meant that the individual analyses did not provide any significant results. A third study was then done on the impact that the rapidly increasing elephant population on the vegetation within the Riparian zone along three rivers in the Far Northern region of the KNP. The riparian zone is an important part of the landscape, in terms of providing food for many animals as well as shade. The elephant population has increased substantially since the termination of the culling program and this means that the feeding requirements of the population has increased which could result in severe damage upon the vegetation, as elephants can be very destructive feeders. The results show surprising differences between the three years of data that were analyzed; however the results indicate that the elephants are targeting specific height ranges of trees when feeding; however they do not seem to consistently target specific tree species. This is positive for the diversity of the Riparian zone as this region is very important both ecologically and aesthetically for the tourists who visit the Park.
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MACHADO, Tiago Lemos de Araujo. "Game live logs: uma plataforma de conversação para atenuar conflitos no desenvolvimento de games." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/12444.

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Submitted by João Arthur Martins (joao.arthur@ufpe.br) on 2015-03-12T17:41:45Z No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)<br>Approved for entry into archive by Daniella Sodre (daniella.sodre@ufpe.br) on 2015-03-13T13:24:38Z (GMT) No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)<br>Made available in DSpace on 2015-03-13T13:24:38Z (GMT). No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2013-09-02<br>O processo de desenvolvimento de Games é um trabalho difícil [Blow 2004]. Envolve muitas disciplinas e contém inúmeras fases e tarefas. Nas duas últimas décadas, o crescimento da indústria tem sido evidente, o que motivou uma série de pesquisas acerca de como a indústria encara tal processo. Alguns desses estudos relatam problemas nos processos de produção que podem ser uma barreira a impedir o futuro crescimento da indústria [Potanim 2010]. Notamos que muitos desses problemas estão associados a conflitos entre as fases de préprodução e produção, para as quais a literatura diverge em vários pontos e não oferece respostas adequadas. Um dos conflitos observados diz respeito aos artefatos de suporte a produção. Não há uma padronização sobre quais são necessários, quais seus conteúdos e como devem ser apresentados. Tradicionalmente, de acordo com a literatura, o Documento de Game Design (GDD) teria a função de ser o principal artefato, o guia para equipe de produção criar o software do Game propriamente dito, quase como um roteiro cinematográfico ou a planta baixa de um projeto de arquitetura [Schuytema 2006]. Entretanto, de acordo com nossas pesquisas envolvendo membros da indústria de games (nacional e internacional), a importância de tal artefato foi questionada. Considerando tais pontos, o objetivo deste trabalho foi analisar os conflitos que cercam a pré-produção e a produção de games, de acordo com o ponto de vista da indústria por meio de questionários e entrevistas, contando com participantes atuantes no Brasil e no exterior. A partir do discurso dos entrevistados, definimos um conjunto de princípios, que posteriormente deram origem a uma proposta para atenuar os problemas expostos, tal proposta se traduziu em uma ferramenta, que foi avaliada por uma equipe de profissionais durante o desenvolvimento de um game. Ao longo de quatro semanas, os mesmos ofereceram críticas e sugestões que permitiram a evolução da ferramenta, intitulada Game Live Logs.
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3

Kinert, Jenny. "Increase long-term retention by adding social features in mobile multiplayer games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156725.

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This paper investigates if the social aspects of playing with friends and participate in clans can increase long-term retention for mobile games. Specifically for the game Edge of Combat developed by the company Level Eight. To gain knowledge about how the players and industry perceive these features, a background study was conducted. The study reveals that playing with friends increases long-term retention in mobile games. It also indicates that participating in clans increases long-term retention but the evidence is not that strong. The next phase of the project indicates that playing with friends also increases long-term retention in Edge of Combat. Finally, participating in clans were investigated more thoroughly. The industry is very positive towards clans but that does not seem to reflect the player’s opinions about clans. Because of this the research question ”Can clan participation increase long-term retention in mobile games?” can not be confirmed. That clan participation could increase long-term retention in Edge of Combat could not be confirmed either. However, to be certain of this more research is needed on clans in mobile games taking into account the demographics of the participants in the project.
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4

Pickmans, León Jorge Tulio. "El Desarrollo de los videojuegos limeños y sus avances en la última década. Casos: Bamtang Games y Leap Game Studios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/653214.

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El presente trabajo universitario desarrollado por Jorge Tulio Pickmans León, en calidad de estudiante de la facultad de Comunicaciones en la especialidad de Audiovisual y Medios Interactivos, de la Universidad Peruana de Ciencias Aplicadas, tiene como finalidad ser un trabajo de investigación con tema principal el desarrollo de videojuegos en el Perú, precisamente de Lima provincia, y cómo estos son vistos en un entorno internacional. Además de analizar los factores de desarrollo que están impulsando o retrasando esta joven industria. Para ello, se investigará el mercado y el público objetivo a través de un estudio mixto de investigación. Y con ello, analizar las principales empresas del rubro: Bamtang Games y Leap Game Studios, y sus aportes en el mercado.<br>The present university work written by Jorge Tulio Pickmans León, as a student of the Communication faculty in the specialty of Audiovisual and Interactive Media, of the “Universidad Peruana de Ciencias Aplicadas” (Peruvian University of Applied Sciences), aims to be an investigation project having as a main topic the development of video games in Peru, precisely from Lima City, and how they are seen in an international environment. Plus, to analyze the development factors that are improving or delaying this young industry. In order to do this, the market and the target audience will be investigated through a mixes research study. And with that, analyze the main companies in the work field: Bamtang Games and Leap Game Studios, and their contributions in the market.<br>Trabajo de investigación
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5

Malaspina, Jurado Uldarico. "Elements for teaching game theory." Pontificia Universidad Católica del Perú, 2014. http://repositorio.pucp.edu.pe/index/handle/123456789/96892.

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This article is a lecture accepted for presentation and publication in the proceedings of the 2nd International Conference .on the Teaching of Mathematics, held in Crete on July 2002. Some elements to have in mind for the teaching of Game Theory are given, using the author's teaching experience that relies on the viewpoint that encourages the formal development of mathematical concepts after proposing students problems related with these concepts and after stimulating and analyzing their intuitive approaches to the solution of these problems.
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Ware, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.

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7

Zhai, Yiming. "Adaptive log domain filters using floating gate transistors." College Park, Md. : University of Maryland, 2004. http://hdl.handle.net/1903/2132.

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Thesis (M.S.) -- University of Maryland, College Park, 2004.<br>Thesis research directed by: Dept. of Electrical and Computer Engineering . Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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8

Weiller, Thaís Arrias. "Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/27/27154/tde-17052013-105240/.

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Videogames são um prolífico negócio no dias de hoje, rivalizando diretamente em cifras com indústrias muito mais antigas, como Hollywood. Tamanha aceitação do público é um indicio de que videogames não podem mais ser julgados como meros joguinhos, mas sim um novo meio comunicativo, com sua própria estética e linguagem. Neste trabalho, será explorado brevemente como se caracteriza a linguagem dos videogames, sua evolução em relação a dos jogos e sua atual formatação. Parte essencial da linguagem contemporânea dos jogos digital diz respeito a sua dependência na interação do jogador e, assim sendo, partiremos para o principal estudo deste trabalho: a análise dos elementos de design que mediam esta interação. Observouse a existência de seis elementos mais recorrentes e explica-se, em mais detalhes, quais suas características e seu funcionamento. Estes elementos são: objetivos claros, feedback, nível de dificuldade, interação e sensação de controle, narrativa e estética, e socialização e imagem pessoal.<br>Videogames are a prolific business nowadays, catching up and even surpassing figures with much more traditional industries, as Hollywood. Such a public renown is a clear evidence that videogames are not to be judged anymore as silly games, but as a new communicative media, equipped with its own aesthetics and language. In this research, there is a brief exploration on videogames language, its evolution and its contemporary format. As an essential part of videogames language is intimately connected to player\'s interaction, the elements behind such interaction are outlined and studied as the main corpus of this research. Six elements marked themselves more recurring on the studied literature and, as so, were analyzed on more details both their composition and functionality. This elements are: clear goals, feedback, difficulty level, interaction and sensation of empowerment, narrative and aesthetics, and socialization and self image.
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9

De, Martino Andrea. "Replica-symmetry breaking and long-term memory in large games with heterogeneous players." Doctoral thesis, SISSA, 2001. http://hdl.handle.net/20.500.11767/4319.

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10

SILVA, Priscila Gonçalves da. "Inferência e diagnóstico em modelos não lineares Log-Gama generalizados." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/18637.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-04-25T14:46:06Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE VERSÃO FINAL (CD).pdf: 688894 bytes, checksum: fc5c0291423dc50d4989c1c2d8d4af65 (MD5)<br>Made available in DSpace on 2017-04-25T14:46:06Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE VERSÃO FINAL (CD).pdf: 688894 bytes, checksum: fc5c0291423dc50d4989c1c2d8d4af65 (MD5) Previous issue date: 2016-11-04<br>Young e Bakir (1987) propôs a classe de Modelos Lineares Log-Gama Generalizados (MLLGG) para analisar dados de sobrevivência. No nosso trabalho, estendemos a classe de modelos propostapor Young e Bakir (1987) permitindo uma estrutura não linear para os parâmetros de regressão. A nova classe de modelos é denominada como Modelos Não Lineares Log-Gama Generalizados (MNLLGG). Com o objetivo de obter a correção de viés de segunda ordem dos estimadores de máxima verossimilhança (EMV) na classe dos MNLLGG, desenvolvemos uma expressão matricial fechada para o estimador de viés de Cox e Snell (1968). Analisamos, via simulação de Monte Carlo, os desempenhos dos EMV e suas versões corrigidas via Cox e Snell (1968) e através da metodologia bootstrap (Efron, 1979). Propomos também resíduos e técnicas de diagnóstico para os MNLLGG, tais como: alavancagem generalizada, influência local e influência global. Obtivemos, em forma matricial, uma expressão para o fator de correção de Bartlett à estatística da razão de verossimilhanças nesta classe de modelos e desenvolvemos estudos de simulação para avaliar e comparar numericamente o desempenho dos testes da razão de verossimilhanças e suas versões corrigidas em relação ao tamanho e poder em amostras finitas. Além disso, derivamos expressões matriciais para os fatores de correção tipo-Bartlett às estatísticas escore e gradiente. Estudos de simulação foram feitos para avaliar o desempenho dos testes escore, gradiente e suas versões corrigidas no que tange ao tamanho e poder em amostras finitas.<br>Young e Bakir (1987) proposed the class of generalized log-gamma linear regression models (GLGLM) to analyze survival data. In our work, we extended the class of models proposed by Young e Bakir (1987) considering a nonlinear structure for the regression parameters. The new class of models is called generalized log-gamma nonlinear regression models (GLGNLM). We also propose matrix formula for the second-order bias of the maximum likelihood estimate of the regression parameter vector in the GLGNLM class. We use the results by Cox and Snell (1968) and bootstrap technique [Efron (1979)] to obtain the bias-corrected maximum likelihood estimate. Residuals and diagnostic techniques were proposed for the GLGNLM, such as generalized leverage, local and global influence. An general matrix notation was obtained for the Bartlett correction factor to the likelihood ratio statistic in this class of models. Simulation studies were developed to evaluate and compare numerically the performance of likelihood ratio tests and their corrected versions regarding size and power in finite samples. Furthermore, general matrix expressions were obtained for the Bartlett-type correction factor for the score and gradient statistics. Simulation studies were conducted to evaluate the performance of the score and gradient tests with their corrected versions regarding to the size and power in finite samples.
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Rizzato, Fernanda Bührer. "Modelos de regressão log-gama generalizado com fração de cura." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/11/11134/tde-19032007-152443/.

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Neste trabalho considera-se uma reparametrização no modelo log-gama generalizado para a inclusão de dados com sobreviventes de longa duração. Os modelos tentam estimar separadamente os efeitos das covariáveis na aceleração ou desaceleração no tempo e na fração de sobreviventes que é a proporção da população para o qual o evento não ocorre. A função logística é usada para o modelo de regressão com fração de cura. Os parâmetros do modelo, serão estimados através do método de máxima verossimilhança. Alguns métodos de influência, como a influência local e a influência local total de um indivíduo, serão introduzidos, calculados, analisados e discutidos. Finalmente, um conjunto de dados médicos será analisado sob o modelo log-gama generalizado com fração de cura. Uma análise de resíduos será executada para verificar a qualidade de ajuste do modelo.<br>In this work the generalized log-gama model is modified for possibility that long-term survivors are present in the data . The models attempt to estimate separately the effects of covariates on the accelaration/decelaration of the timing of a given event and surviving fraction; that is, the proportion of the population for which the event never occurs. The logistic function is used for the regression model of the surviving fraction. Inference for the model parameters is considered via maximum likelihood. Some influence methods, such as the local influence, total local influence of an individual are derived, analyzed and discussed. Finally, a data set from the medical area is analyzed under log-gama generalized mixture model. A residual analysis is performed in order to select an appropriate model.
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Couto, Epaminondas de Vasconcellos. "Modelo de regressão log-gama generalizado exponenciado com dados censurados." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/11/11134/tde-16032010-112500/.

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No presente trabalho, e proposto um modelo de regressão utilizando a distribuição gama generalizada exponenciada (GGE) para dados censurados, esta nova distribuição e uma extensão da distribuição gama generalizada. A distribuição GGE (CORDEIRO et al., 2009) que tem quatro parâmetros pode modelar dados de sobrevivência quando a função de risco tem forma crescente, decrescente, forma de U e unimodal. Neste trabalho apresenta-se uma expansão natural da distribuição GGE para dados censurados, esta distribuição desperta o interesse pelo fato de representar uma família paramétrica que possui como casos particulares outras distribuições amplamente utilizadas na analise de dados de tempo de vida, como as distribuições gama generalizada (STACY, 1962), Weibull, Weibull exponenciada (MUDHOLKAR et al., 1995, 1996), exponencial exponenciada (GUPTA; KUNDU, 1999, 2001), Rayleigh generalizada (KUNDU; RAKAB, 2005), dentre outras, e mostra-se útil na discriminação entre alguns modelos probabilísticos alternativos. Considerando dados censurados, e abordado o método de máxima verossimilhança para estimar os parâmetros do modelo proposto. Outra proposta deste trabalho e introduzir um modelo de regressão log-gama generalizado exponenciado com efeito aleatório. Por fim, são apresentadas três aplicações para ilustrar a distribuição proposta.<br>In the present study, we propose a regression model using the exponentiated generalized gama (EGG) distribution for censored data, this new distribution is an extension of the generalized gama distribution. The EGG distribution (CORDEIRO et al., 2009) that has four parameters it can model survival data when the risk function is increasing, decreasing, form of U and unimodal-shaped. In this work comes to a natural expansion of the EGG distribution for censored data, is awake distribution the interest for the fact of representing a parametric family that has, as particular cases, other distributions which are broadly used in lifetime data analysis, as the generalized gama (STACY, 1962), Weibull, exponentiated Weibull (MUDHOLKAR et al., 1995, 1996), exponentiated exponential (GUPTA; KUNDU, 1999, 2001), generalized Rayleigh (KUNDU; RAKAB, 2005), among others, and it is shown useful in the discrimination among some models alternative probabilistics. Considering censored data, the maximum likelihood estimator is considered for the proposed model parameters. Another proposal of this work was to introduce a log-exponentiated generalized gamma regression model with random eect. Finally, three applications were presented to illustrate the proposed distribution.
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Nayfeld, Irene. "The Inquiry Game: Assessing Inquiry Skills in Low-Income Preschoolers." Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_theses/293.

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Inquiry skills in young low-income children may be an important point of intervention for promoting school readiness and later academic achievement. The current study aimed to investigate and measure the inquiry skills of low-income preschoolers. In a newly-designed, game-based assessment (the Inquiry Game), children were instructed to ask questions to determine a target picture among an array of pictures varying by color and object type. Asking constraint-seeking questions that use color and object type to eliminate multiple pictures is a more efficient strategy (and thus evidence of greater inquiry skills), in comparison to asking about a specific picture. One hundred and sixty Head Start preschoolers’ inquiry skills were assessed using the Inquiry Game at three time points. Data on children’s problem solving, math, language, and literacy skills were also collected to examine concurrent and predictive validity of the measure. Results revealed that asking about one picture at a time was the most popular strategy at all time points; however, children asked more efficient questions in the winter and spring when compared to performance in the fall. Analyses revealed a relationship between inquiry skills and vocabulary, verbal reasoning, and matrix reasoning ability. Results, as well as future directions, are presented and discussed.
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Gaspar, Débora da Rocha. "Cómo los nin@s se relacionan con el game art?" reponame:Repositório Institucional da UFSC, 2014. https://repositorio.ufsc.br/xmlui/handle/123456789/132386.

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Tese (doutorado) - Universitat de Barcelona, Facultat de Belles Arts, Departament de Dibuix. Programa de Doctorat: Arts i Educació, Barcelona, 2014.<br>Made available in DSpace on 2015-04-29T20:58:41Z (GMT). No. of bitstreams: 0 Previous issue date: 2014
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Prataviera, Fábio. "O modelo de regressão odd log-logística gama generalizada com aplicações em análise de sobrevivência." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/11/11134/tde-26102017-141941/.

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Propor uma família de distribuição de probabilidade mais ampla e flexível é de grande importância em estudos estatísticos. Neste trabalho é utilizado um novo método de adicionar um parâmetro para uma distribuição contínua. A distribuição gama generalizada, que tem como casos especiais a distribuição Weibull, exponencial, gama, qui-quadrado, é usada como distribuição base. O novo modelo obtido tem quatro parâmetros e é chamado odd log-logística gama generalizada (OLLGG). Uma das características interessante do modelo OLLGG é o fato de apresentar bimodalidade. Outra proposta deste trabalho é introduzir um modelo de regressão chamado log-odd log-logística gama generalizada (LOLLGG) com base na GG (Stacy e Mihram, 1965). Este modelo pode ser muito útil, quando por exemplo, os dados amostrados possuem uma mistura de duas populações estatísticas. Outra vantagem da distribuição OLLGG consiste na capacidade de apresentar várias formas para a função de risco, crescente, decrescente, na forma de U e bimodal entre outras. Desta forma, são apresentadas em ambos os casos as expressões explícitas para os momentos, função geradora e desvios médios. Considerando dados nãocensurados e censurados de forma aleatória, as estimativas para os parâmetros de interesse, foram obtidas via método da máxima verossimilhança. Estudos de simulação, considerando diferentes valores para os parâmetros, porcentagens de censura e tamanhos amostrais foram conduzidos com o objetivo de verificar a flexibilidade da distribuição e a adequabilidade dos resíduos no modelo de regressão. Para ilustrar, são realizadas aplicações em conjuntos de dados reais.<br>Providing a wider and more flexible probability distribution family is of great importance in statistical studies. In this work a new method of adding a parameter to a continuous distribution is used. In this study the generalized gamma distribution (GG) is used as base distribution. The GG distribution has, as especial cases, Weibull distribution, exponential, gamma, chi-square, among others. For this motive, it is considered a flexible distribution in data modeling procedures. The new model obtained with four parameters is called log-odd log-logistic generalized gamma (OLLGG). One of the interesting characteristics of the OLLGG model is the fact that it presents bimodality. In addition, a regression model regression model called log-odd log-logistic generalized gamma (LOLLGG) based by GG (Stacy e Mihram, 1965) is introduced. This model can be very useful when, the sampled data has a mixture of two statistical populations. Another advantage of the OLLGG distribution is the ability to present various forms for the failing rate, as increasing, as decreasing, and the shapes of bathtub or U. Explicity expressions for the moments, generating functions, mean deviations are obtained. Considering non-censored and randomly censored data, the estimates for the parameters of interest were obtained using the maximum likelihood method. Simulation studies, considering different values for the parameters, percentages of censoring and sample sizes were done in order to verify the distribuition flexibility, and the residues distrbutuon in the regression model. To illustrate, some applications using real data sets are carried out.
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Schumacher, Heiner. "A game-theoretic analysis of a market for long-term relationships." [S.l. : s.n.], 2008. http://nbn-resolving.de/urn:nbn:de:bsz:180-madoc-20240.

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Cobanli, Onur. "An application of cooperative game theory." Doctoral thesis, Humboldt-Universität zu Berlin, Wirtschaftswissenschaftliche Fakultät, 2015. http://dx.doi.org/10.18452/17103.

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Die Dissertation besteht aus drei unabhängigen Essays zur Anwendung der kooperativen Spieltheorie auf den internationalen Erdgashandel. Das internationale Erdgasnetz wird von einem stilisierten quantitativen Modell dargestellt, welches aus den wichtigsten Produzenten, Verbrauchern, Pipelines und LNG-Terminals besteht. Die Koalitionsfunktion berücksichtigt wesentliche Merkmale des internationalen Gashandels und schildert die Abhängigkeiten zwischen den Akteuren. Das Spiel wird mit dem Shapley-Wert und dem Nukleolus gelöst, welche alternative Indizes für die Darstellung der Machtstruktur sind. Kapitel 1 versucht die Interessen der Spieler in drei Pipeline-Projekte, d.h. Nord Stream, South Stream und Nabucco, zu rationalisieren. Das Kapitel ordnet die Investitionen in die neuen Pipelines ihren Auswirkungen auf die Verhandlungsmacht der Akteure zu und zieht dabei Rückschlüsse auf die Aussagekraft der Lösungskonzepte. Der Shapley-Wert rechtfertigt die jüngsten Investitionen in die Pipelines als rationale Versuche, die Machtstruktur zu verändern. Im Gegensatz zum Shapley-Wert kann der Nukleolus die empirischen Beobachtungen nicht nachbilden. Kapitel 2 studiert Pipeline-Projekte im zentralasiatischen Raum. Die Ergebnisse erklären die Unterstützung der zentralasiatischen Länder für eine nach China verlaufende Pipeline statt einem nach Europa führenden Projekt, und zeigen, dass die Konkurrenz zwischen China und Europa für das zentralasiatische Erdgas vernachlässigbar ist. Kapitel 3 untersucht die bedeutendsten Entwicklungen in Angebot und Nachfrage im globalen LNG-Markt sowie deren Einfluss auf die Machtstruktur im eurasischen Erdgashandel. Die Entwicklungen kommen den europäischen Verbrauchern deutlich zugute, aber scheitern dabei, die Macht der etablierten Anbieter um Europa, beispielsweise Russlands, einzudämmen.<br>The dissertation contains three independent essays on the application of cooperative game theory on the international natural gas trade. The international natural gas network is represented by a stylized disaggregated quantitative model consisting of its major producers, customers, trunk-pipelines and LNG terminals. The value function considers essential characteristics of the international gas trade and characterizes the interdependencies between the major actors. The game is solved with the Shapley value and the nucleolus as alternative indexes for capturing the power of different players. Chapter 1 aims to rationalize players'' interest in the three pipeline projects, i.e., Nord Stream, South Stream, and Nabucco. The chapter relates the investments into the new pipelines to their impact on the power structure and thereby makes conclusions about the explanatory power of the solution concepts. While the Shapley value can explain the recent investments in the new pipelines as a rational attempt to alter the power structure in the network, the nucleolus, in contrast, fails to replicate the empirical evidence. Chapter 2 studies pipeline options of the Central Asian countries aimed at diversifying their transit routes and export markets. The results explain the Central Asian countries'' endorsement for an eastbound pipeline to China rather than a Europe-bound option, and show negligible demand competition between China and Europe for Central Asian supplies. Chapter 3 investigates major supply and demand developments in the global LNG market as well as their impact on the power structure in the Eurasian natural gas trade. The developments benefit European consumers significantly, but barely curtail the power of the established suppliers in close proximity to Europe, such as Russia.
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Hyvärinen, Olli. "Long-term Vegetation Change Before and After Converting from Livestock farming to Game Ranching in Asante Sana Game Reserve, South Africa." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/28930.

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Although wildlife production is widely considered beneficial for semi-arid environments, few studies have reported on the long-term environmental effects of converting from livestock production to game ranching. Asante Sana Game Reserve in the Eastern Cape has centuries old land use history, during which it was cultivated and heavily overgrazed by domestic livestock with associated loss in vegetation productivity and subsequent soil erosion. After 1996 game ranching was adopted in the reserve, with observed positive results on vegetation productivity. This thesis investigates the long-term (1987-2017) spatial and temporal change in vegetation in the reserve. It documents the change in vegetation types and cover using Landsat Top of Atmosphere (TOA) reflectance multispectral data and Soil Adjusted Vegetation Index (SAVI). Correlative relationships between vegetation cover and different drivers (e.g. rainfall, fire and stocking density) are explored using generalized linear mixed models and the implications of the findings for reserve management are discussed. The results show that the relative area of Thicket has increased over time at the expense of Grassland and Shrubland while Bare-ground has expanded into Shrubland and Thicket. A ground-truthing exercise revealed a significant (p<0.01, R2 = 0.6) positive relationship between the vegetation cover estimated on the ground and satellite derived SAVI values, suggesting that SAVI can be used as a proxy for vegetation cover. Overall vegetation productivity increased over time, with the greatest increases in Thicket and Cultivated land and the lowest in Shrubland and Bare-ground. Grassland and Riverine thicket experienced surprisingly small increases in productivity, which can be explained by high prevalence of grazing ungulates and elephants in areas of Grassland and Riverine thicket respectively. Rainfall, burning and stocking numbers all had an effect on productivity in the reserve. Rainfall had clearly the strongest influence, supporting the non-equilibrium theory for semi-arid rangelands. The management can undertake restoration actions such as tree thinning, erosion control and prevention as well as fencing off affected Grassland and Riverine thicket. A long-term ecological monitoring programme should be established for the reserve for improved understanding of the vegetation dynamics so that effective evidence-based management decisions can be undertaken.
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Zoran, Ristić. "Pernata divljač kao deo lovno-turističke ponude Vojvodine." Phd thesis, Univerzitet u Novom Sadu, Prirodno-matematički fakultet u Novom Sadu, 2004. https://www.cris.uns.ac.rs/record.jsf?recordId=16719&source=NDLTD&language=en.

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Većina zemalja koje imaju uslove za razvoj turizma zalažu se za dovođenje &scaron;to većeg broja turista. Zbog ovoga, inostrani lovni turizam u Vojvodini, prevashodno na pernatu divljač počinje da se razvija krajem pedesetih i početkom &scaron;ezdesetih godina, da bi ekspanziju doživeo krajem sedamdesetih pa do početka devedesetih godina. U periodu od početka &scaron;ezdesetih pa do kraja osamdesetih godina, lovni turizam je imao, pored povećanja broja inostranih lovaca, i povećanje odstrela pernate divljači. Međutim, od početka devedesetih godina pa do danas broj turista je smanjen iz poznatih razloga. Lovačke organizacije su zbog nedostatka lovnog turizma ostale bez značajnijih sredstava a time i mnogo manje ulagale u lovi&scaron;ta. Lovnim turizmom u Vojvodini su se lovačke organizacije bavile vi&scaron;e od četrdeset godina. Od lovno turističkih organizacija koje su pioniri u ovom poslu svakako treba istaći &quot;Lovoturs&quot; koji je u ovoj oblasti prisutan vi&scaron;e od četrdeset godina. Ovaj rad predstavlja doprinos savremenim istraživanjima iz oblasti lovnog turizma Vojvodine i čitave na&scaron;e zemlje. U Vojvodini postoje potencijali koji su podstakli lovno turističku privredu, a za Vojvodinu je najznačajniji lovni turizam. U Vojvodini postoje potencijali koji su podstakli lovno-turističku ponudu koja se odvijala intenzivno od kraja &scaron;ezdesetih pa do kraja osamdesetih godina.<br>Most of the countries with conditions for tourism development are supporting bringing as much tourists as possible. Foreign hunting tourism began to develop in Vojvodina, mostly to game birds, at the end of the 50s and the beginning of the 60s and reached its peak between the end of the 70s and the beginning of the 90s. In the period between the beginning of the 60s and the end of the 80s, hunting tourism have noted, apart of increase of foreign tourists number, an increased catch of game birds. But after beginning of 90s number of tourists had decreased due to well-known reasons. Hunters organizations were left without significant resources and consequently invested less in the hunting grounds. Hunters&amp;apos; organizations in Vojvodina have been in hunting tourism for more than 40 years. From pioneers in this business, the &quot;Lovoturs&quot; must be mentioned, as organization being present in hunting tourism for over 40 years. &quot;Lovoturs&quot; is considered a pioneer in development of hunting tourism in Vojvodina, especially on game birds and a specialized house with considerable results in this field. This work is a contribution to contemporary investigation in a field of hunting tourism in Vojvodina and in the whole country. The main reason is that one of the Republic of Serbia&amp;apos;s strategic directions of development is aimed at tourist economy, and in Vojvodina the hunting tourism is most important part of it. Vojvodina has potentials encouraging hunting-touristic offer intensively from the end of the &amp;apos;60s to the end of the &amp;apos;80s.
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Mushiba, Mark. "Ambiguity, curiosity, and appropriation fro low-threshold intergenerational encounters." Doctoral thesis, Università degli studi di Trento, 2019. http://hdl.handle.net/11572/242796.

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The growing number of video gamers over the age of fifty has sparked new interests in the transformative power of play and consequently, video games, for a larger demographic of citizens. Researchers have found that digital gaming can have positive effects on the physical, psychological and cognitive well-being of older adults. Of particular interest to this thesis is the potential of games to facilitate social connections between different generations of players. Intergenerational games have focused on improving relations between younger people and older adults by providing enjoyable interactions that can impart cognitive and physical benefits. While previous work has focused on enhancing intergenerational social connections between relatives, non-familial intergenerational encounters have scarcely been explored. Games often feature asymmetrical participation and require long term interest, all factors that can prove challenging to implement for public non-kin intergenerational gameplay. Previous works have shown that the successful use of games is dependent on a number of psychosocial and contextual factors that shape the player experience. One of them is the degree of familiarity between players. Familiarity has been linked to many of the core motivations associated with intergenerational play, exposing doubts of whether the same motivations can be used to inform the design of intergenerational games between strangers of different ages. In addition, for most socio-technical interventions designed for older adults, the characteristics of seniors have predominantly been framed around accessibility and decline. This limited perspective also tends to be true when discussing games designed for seniors. Finally, existing research on games for seniors has mainly focused on seniors who play conventional video games and self-identify as gamers, further marginalizing seniors who do not fit these descriptions. The current design of intergenerational games might not be ready for adoption by the broader society. In response to these gaps, this thesis presents a research through design project aimed to investigate how a general population of older people (who may not be composed of video-gamers) perceive and experience game and play, and map this knowledge to promising playful approaches of intergenerational encounters while at the same time promoting a positive image of older adults as active and sociable members of society. The methodology featured a participatory approach that involved interview studies, co-design workshops, and playtests that helped to articulate the general requirements for an intergenerational game to be played in public spaces. The result of these formative exercises produced Klang Verbindet (“Sound Connects”), an interactive playful system that supports embodied interaction and group exploration of spaces. Designed to be played through body movements, the system employs vision-based algorithms and sound synthesis to provide an age- agnostic space for public play. Interactions with the system were evaluated in two different public contexts, using direct observations, semi-structured group interviews, and post-game questionnaires. Based on these data and the design and implementation of the system, the thesis describes a number of important factors to be considered when designing and evaluating games for non-familial intergenerational interaction. The most important being, to design for short-term and low-entry engagements which are defined as “low-threshold intergenerational encounters”. Within this space, the thesis discusses the distinctive value of - ambiguity, appropriation, and curiosity as drivers of gameplay for rapid mixed-aged encounters in the public context.
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Mushiba, Mark. "Ambiguity, curiosity, and appropriation fro low-threshold intergenerational encounters." Doctoral thesis, Università degli studi di Trento, 2019. http://hdl.handle.net/11572/242796.

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The growing number of video gamers over the age of fifty has sparked new interests in the transformative power of play and consequently, video games, for a larger demographic of citizens. Researchers have found that digital gaming can have positive effects on the physical, psychological and cognitive well-being of older adults. Of particular interest to this thesis is the potential of games to facilitate social connections between different generations of players. Intergenerational games have focused on improving relations between younger people and older adults by providing enjoyable interactions that can impart cognitive and physical benefits. While previous work has focused on enhancing intergenerational social connections between relatives, non-familial intergenerational encounters have scarcely been explored. Games often feature asymmetrical participation and require long term interest, all factors that can prove challenging to implement for public non-kin intergenerational gameplay. Previous works have shown that the successful use of games is dependent on a number of psychosocial and contextual factors that shape the player experience. One of them is the degree of familiarity between players. Familiarity has been linked to many of the core motivations associated with intergenerational play, exposing doubts of whether the same motivations can be used to inform the design of intergenerational games between strangers of different ages. In addition, for most socio-technical interventions designed for older adults, the characteristics of seniors have predominantly been framed around accessibility and decline. This limited perspective also tends to be true when discussing games designed for seniors. Finally, existing research on games for seniors has mainly focused on seniors who play conventional video games and self-identify as gamers, further marginalizing seniors who do not fit these descriptions. The current design of intergenerational games might not be ready for adoption by the broader society. In response to these gaps, this thesis presents a research through design project aimed to investigate how a general population of older people (who may not be composed of video-gamers) perceive and experience game and play, and map this knowledge to promising playful approaches of intergenerational encounters while at the same time promoting a positive image of older adults as active and sociable members of society. The methodology featured a participatory approach that involved interview studies, co-design workshops, and playtests that helped to articulate the general requirements for an intergenerational game to be played in public spaces. The result of these formative exercises produced Klang Verbindet (“Sound Connects”), an interactive playful system that supports embodied interaction and group exploration of spaces. Designed to be played through body movements, the system employs vision-based algorithms and sound synthesis to provide an age- agnostic space for public play. Interactions with the system were evaluated in two different public contexts, using direct observations, semi-structured group interviews, and post-game questionnaires. Based on these data and the design and implementation of the system, the thesis describes a number of important factors to be considered when designing and evaluating games for non-familial intergenerational interaction. The most important being, to design for short-term and low-entry engagements which are defined as “low-threshold intergenerational encounters”. Within this space, the thesis discusses the distinctive value of - ambiguity, appropriation, and curiosity as drivers of gameplay for rapid mixed-aged encounters in the public context.
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22

Khodarinova, L. A. "Game-theoretic analysis of behaviour in the context of long-term relationships." Thesis, Nottingham Trent University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247024.

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23

Allen, Kacie C. "Developing and Testing Smartphone Game Applications for Physical Activity Promotion in Adolescents." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/22050.

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Though the benefits of physical activity are numerous and well-known, very few adolescents are meeting physical activity recommendations. Moreover, past research shows that physical activity declines with increasing age with this decline beginning in adolescence. One approach to promote physical activity is through mobile technology such as a mobile phone. Since mobile phone ownership is relatively high (77%) and there is no digital divide by race/ethnicity or socioeconomic status, mobile phones may be suitable for physical activity promotion. Few studies have promoted PA using a mobile phone and those studies showed increased physical activity outcomes. However, more research is needed to explore the effectiveness of mobile phone physical activity promotion especially in more health disparate populations.  The purpose of this research was to develop and test smartphone game application for physical activity promotion in adolescents. The first study included various user-centered approaches (e.g. qualitative data, idea sessions) to get feedback on what was desired from the adolescents in terms of game development and design. The second study examined the degree to which mobile health studies reported on internal and external validity indicators. The last study evaluated the smartphone game applications through a mixed-methods approach. The results of this research showed that physical activity while playing smartphone game applications can yield moderate physical activity intensity. Moreover, adolescents had moderate perceptions of the games and recommended specific changes to the games. Likewise, the data suggest that smartphone physical activity game applications can be enjoyable if they are aesthetically appealing, easy to use, and foster social peer interactions. Overall, this research demonstrated that smartphone games that were developed and designed based on adolescents\' preferences and persuasive technology design principles could increase physical activity in adolescents and provides a tool for further exploration.<br>Ph. D.
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24

Choy, C. S. O. "A bipolar multilevel differential logic gate array." Thesis, University of Manchester, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.378029.

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Chegrane, Marino. "La gale humaine : prise en charge d'une épidémie dans un centre de long séjour." Bordeaux 2, 1997. http://www.theses.fr/1997BOR2M133.

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26

Garcia, del Molino Luis Carlos. "Non-hermitian random matrices and applications to randomly connected firing rate neuronal networks." Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCC167.

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On étudie l'impacte des propriétés statistiques des matrices de connectivité sur la dynamique des réseaux de neurones. Cette étude se fait à travers de l'analyse des propriétés spectrales de matrices aléatoires<br>We study the impact of the statistical properties of connectivity matrices on the dynamics of neuronal networks. This study is done by analyzing the spectral properties of random matrices
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Lamoureux, Julien. "Modeling and reduction of dynamic power in field-programmable gate arrays." Thesis, University of British Columbia, 2007. http://hdl.handle.net/2429/414.

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Field-Programmable Gate Arrays (FPGAs) are one of the most popular platforms for implementing digital circuits. Their main advantages include the ability to be (re)programmed in the field, a shorter time-to-market, and lower non-recurring engineering costs. This programmability, however, is afforded through a significant amount of additional circuitry, which makes FPGAs significantly slower and less power-efficient compared to Application Specific Integrated Circuits (ASICs). This thesis investigates three aspects of low-power FPGA design: switching activity estimation, switching activity minimization, and low-power FPGA clock network design. In our investigation of switching activity estimation, we compare new and existing techniques to determine which are most appropriate in the context of FPGAs. Specifically, we compare how each technique affects the accuracy of FPGA power models and the ability of power-aware CAD tools to minimize power. We then present a new publicly available activity estimation tool called ACE-2.0 that incorporates the most appropriate techniques. Using activities estimated byACE-2.0, power estimates and power savings were both within 1% of results obtained using simulated activities. Moreover, the new tool was 69 and 7.2 times faster than circuit simulation for combinational and sequential circuits, respectively. In our investigation of switching activity minimization, we propose a technique for reducing power in FPGAs by minimizing unnecessary transitions called glitches. The technique involves adding programmable delay elements at inputs of the logic elements of the FPGA to align the arrival times, thereby preventing new glitches from being generated. On average, the proposed technique eliminates 87% of the glitching, which reduces overall FPGA power by17%. The added circuitry increases the overall FPGA area by 6% and critical-path delay by less than 1%. Finally, in our investigation of low-power FPGA clock networks, we examine the tradeoff between the power consumption of FPGA clock networks and the cost of the constraints they impose on FPGA CAD tools. Specifically, we present a parameterized framework for describing FPGA clock networks, we describe new clock-aware placement techniques, and we perform an empirical study to examine how the clock network parameters affect the overall power consumption of FPGAs. The results show that the techniques used to produce a legal placement can have a significant influence on power and delay. On average, circuits placed using the most effective techniques dissipate 9.9% less energy and were 2.4% faster than circuits placed using the least effective techniques. Moreover, the results show that the architecture of the clock network is also important. On average, FPGAs with an efficient clock network were up to12.5% more energy efficient and 7.2% faster than other FPGAs.
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Callahan, Patrick. "Long versus short violent videogame play : do players habituate? /." Swinburne Research Bank, 2006. http://hdl.handle.net/1959.3/4484.

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Thesis (BA(Hons) (Psychology)) - Faculty of Life and Social Sciences, Swinburne University of Technology, 2006.<br>"October 2006". Typescript. [A thesis is submitted in fulfilment of the requirements for the degree Bachelor of Arts in Psychology (Honours), Faculty of Life and Social Sciences, Swinburne University of Technology - 2006.].
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Cappellani, Annalisa. "Metal gate integration in CMOS logic for RF applications." Thesis, University of Newcastle Upon Tyne, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366569.

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Lucich, Rodriguez Diego Alonso. "El papel de los escenarios en el proceso de inmersión de los jugadores explorers dentro del género de aventura en los videojuegos." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/657149.

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La presente investigación tuvo como objetivo determinar el rol de los elementos gráficos de los escenarios de los videojuegos del género de aventura en el proceso de inmersión de los jugadores explorers. Por ello, se propuso realizar un análisis de la construcción y el diseño de escenarios en videojuegos para poder así reconocer qué elementos gráficos están presentes en su desarrollo y, de esta manera, poder determinar si contribuyen a que se dé la inmersión. Se llevó a cabo un estudio cualitativo transversal en el que se analizaron dos videojuegos pertenecientes a este género: Uncharted (2016) y The legend of zelda “Breath of the wild” (2017). Estos títulos presentan mecánicas similares con estilos gráficos diferentes, para poder analizar cómo el elemento gráfico influye en la experiencia. Entre los principales hallazgos, se determinó que los entornos realistas, la presencia de colores icónicos y una perspectiva de tercera persona son los elementos que tienen mayor tendencia a generar la sensación de inmersión debido a la gran cantidad de información que tiene que decodificar el jugador. Si bien se determinó que los elementos gráficos de los escenarios sí forman parte de la inmersión de los jugadores explorers, también es cierto que no son el elemento más importante, ya que se determinó que la inmersión en un videojuego puede ser generada por cualquier estímulo fuerte que genere emoción y motivación en el jugador. Por lo tanto, la suma de varios estímulos solo va a mejorar y potenciar la experiencia inmersiva.<br>The objective of this research was to determine the role of the graphic elements of the adventure genre video game scenarios in the immersion process of the explorer’s players. For this reason, it was proposed to carry out an analysis of the construction and design of scenarios in video games to be able to recognize what graphic elements are present in their development and, in this way, to be able to determine if they contribute to immersion. A qualitative cross-sectional study was carried out in which two video games belonging to this genre were analyzed: Uncharted (2016) and the legend of Zelda “Breath of the wild” (2017). These titles feature similar mechanics with different graphic styles, so you can analyze how the graphic element influences the experience. Among the main findings, it was determined that realistic environments, the presence of iconic colors and a third-person perspective are the elements that have the greatest tendency to generate the sensation of immersion due to the large amount of information that the player has to decode. Although it was determined that the graphic elements of the scenarios are part of the immersion of the explorer’s players, it is also true that they are not the most important element, since it was determined that immersion in a video game can be generated by any strong stimulus that generates emotion and motivation in the player. Therefore, the sum of various stimuli will only enhance and enhance the immersive experience.<br>Trabajo de investigación
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Shliakhovchuk, Olena. "Cultural literacy acquisition through video game environments of a digitally born generation." Doctoral thesis, Universitat Politècnica de València, 2019. http://hdl.handle.net/10251/130848.

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[ES] Los videojuegos modernos son complejos, diversos, inmersivos y muy extendidos, y su influencia en la sociedad y en las personas es muy profunda. Al principio, los videojuegos y sus impactos fueron demonizados, pero con el tiempo los estudios empezaron a evaluar sus efectos positivos en las competencias y habilidades relacionadas con las destrezas del siglo XXI, entre las que se encuentra la alfabetización cultural. Esta tesis sigue esta tendencia y examina el modo en que los juegos de entretenimiento comerciales, los juegos serios, los juegos educativos y las simulaciones pueden ayudar a los jugadores en su aprendizaje y en la adquisición de destrezas que mejoran su alfabetización cultural. Un análisis de las tendencias comunes en las destrezas y competencias necesarias para tener éxito en el siglo XXI (estudiadas por la UNESCO, el British Council, IBM, Google, LinkedIn y el Foro Económico Mundial) reveló que para vivir en un mundo VUCA (volátil, incierto, complejo y ambiguo) hace falta un modelo nuevo y actualizado de la alfabetización cultural. Esta tesis propone tal modelo. Se hizo una revisión de la literatura reciente sobre el impacto y los resultados de los videojuegos. Dicha revisión mostró que los videojuegos pueden reforzar o debilitar los estereotipos, que ayudan a adquirir conocimientos culturales y a desarrollar la alfabetización intercultural, la alfabetización sociocultural, la conciencia cultural, la autoconciencia y el entendimiento cultural de diferentes espacios geopolíticos, y que hasta cierto punto facilitan el desarrollo de las habilidades interculturales. El corazón de la tesis es una investigación sobre la efectividad de los videojuegos en el abordaje de problemas sociales difíciles como son los movimientos migratorios y la crisis de refugiados. Se realizaron dos estudios, uno cuantitativo y otro cualitativo, que obtuvieron resultados alentadores para los creadores de videojuegos de empatía. Muchos participantes informaron que sintieron más empatía y menos rechazo hacia los migrantes y refugiados, así como una mayor motivación para ayudar de forma activa a gente necesitada. Se hizo, además, una encuesta amplia que dio a conocer los géneros de entretenimiento AAA, los personajes, los elementos de juego y las características que los nativos digitales encuentran atractivos, así como los que echan en falta y que les gustaría ver en el futuro. Los hallazgos también confirmaron que los juegos no son solamente una fuente de diversión, sino también de mucho aprendizaje. El inglés, las bases de la informática, el pensamiento estratégico, la geografía y la historia, el trabajo en equipo, conocimientos culturales, el cambio de perspectiva y la creatividad... todo esto se aprende y refuerza con los videojuegos. Las evidencias presentadas en esta tesis sugieren que hay una demanda para herramientas que faciliten la educación intercultural. El punto culminante de esta tesis es el diseño de Chuzme, un juego educativo digital que pretende elevar la autoconciencia (cultural) y el reconocimiento del sesgo cultural con el fin de generar actitudes positivas hacia los migrantes, refugiados y expatriados. En resumen, esta tesis apoya la idea de que los videojuegos facilitan la adquisición de la alfabetización cultural y aporta pruebas de que los videojuegos proporcionan beneficios culturales, sociales y comunicativos que espere animen a los profesores a integrar activamente los videojuegos en su práctica docente. Descriptores: investigación sobre videojuegos, impacto de los videojuegos, comunicación intercultural, aprendizaje basado en juegos, alfabetización cultural<br>[CAT] Els videojocs moderns són complexos, diversos, immersius i molt estesos, i la seva influència en la societat i en les persones és molt profunda. Al principi, els videojocs i els seus impactes van ser demonitzats però amb el temps els estudis van començar a avaluar els seus efectes positius en les competències i habilitats relacionades amb les destreses del segle XXI, entre les quals es troba l'alfabetització cultural. Aquesta tesi segueix aquesta tendència i examina la manera en què els jocs d'entreteniment comercials, els jocs seriosos, els jocs educatius i les simulacions poden ajudar els jugadors en el seu aprenentatge i en l'adquisició de destreses que milloren la seva alfabetització cultural. Una anàlisi de les tendències comunes en les destreses i competències necessàries per tenir èxit en el segle XXI (estudiades per la UNESCO, el British Council, IBM, Google, LinkedIn i el Fòrum Econòmic Mundial) va revelar que per viure en un món VUCA (volàtil , incert, complex i ambigu) cal un model nou i actualitzat de l'alfabetització cultural. Aquesta tesi proposa aquest model. Es va fer una revisió de la literatura recent sobre l'impacte i els resultats dels videojocs. La dita revisió va mostrar que els videojocs poden reforçar o debilitar els estereotips, que ajuden a adquirir coneixements culturals i a desenvolupar l'alfabetització intercultural, l'alfabetització sociocultural, la consciència cultural, l'autoconsciència i l'enteniment cultural de diferents espais geopolítics, i que fins a cert punt faciliten el desenvolupament de les habilitats interculturals. El cor de la tesi és una investigació sobre l'efectivitat dels videojocs en l'abordatge de problemes socials difícils com són els moviments migratoris i la crisi de refugiats. Es van realitzar dos estudis, un quantitatiu i un altre qualitatiu, que van obtenir resultats encoratjadors per als creadors de videojocs d'empatia. Molts participants van informar que van sentir més empatia i menys rebuig cap als immigrants i refugiats, així com una major motivació per ajudar de forma activa a gent necessitada. Es va fer, a més, una enquesta àmplia que va donar a conèixer els gèneres d'entreteniment AAA, els personatges, els elements de joc i les característiques que els nadius digitals troben atractius així com els que troben a faltar i que els agradaria veure en el futur. Les troballes també van confirmar que els jocs no són només una font de diversió, sinó també de molt aprenentatge. L'anglès, les bases de la informàtica, el pensament estratègic, la geografia i la història, el treball en equip, coneixements culturals, el canvi de perspectiva i la creativitat ... tot això s'aprèn i reforça amb els videojocs. Les evidències presentades en aquesta tesi suggereixen que hi ha una demanda per a eines que facilitin l'educació intercultural. El punt culminant d'aquesta tesi és el disseny de Chuzme, un joc educatiu digital que pretén elevar l'autoconsciència (cultural) i el reconeixement del biaix cultural amb la finalitat de generar actituds positives cap als migrants, refugiats i expatriats. En resum, aquesta tesi dóna suport a la idea que els videojocs faciliten l'adquisició de l'alfabetització cultural i aporta proves que els videojocs proporcionen beneficis culturals, socials i comunicatius que esperi animin els professors a integrar activament els videojocs en la seva pràctica docent. Descriptors: investigació sobre videojocs, impacte dels videojocs, comunicació intercultural, aprenentatge basat en jocs, l'alfabetització cultural<br>[EN] Modern video games are complex, diverse, immersive and pervasive, and their influence on society and people is far-reaching. Video games and their impacts were initially demonised, but over time research started assessing the positive effects of games on competencies and abilities connected to twenty-first-century skills that include cultural literacy. In line with this trend, this thesis examines how entertaining commercial titles, serious games, educational games and simulations can support players in learning and in acquiring skills that enhance cultural literacy. An analysis of the common trends for the skills and competencies needed for success in the twenty-first century ¿studied by UNESCO, the British Council, IBM, Google, LinkedIn, and the World Economic Forum, among other,¿ revealed that living in a VUCA (volatility, uncertainty, complexity and ambiguity) world requires a new, updated model of cultural literacy. This thesis proposes such a model. A review was made of the recent literature on the impact and outcomes of video games, showing that video games can reinforce or weaken stereotypes; help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces; and to some extent also facilitate the development of intercultural skills. The heart of the thesis is an investigation into the effectiveness of video games for tackling difficult social issues such as migratory movements and the refugee crisis. Two studies were conducted one quantitative and the other qualitative that obtained heartening results for producers of empathy video games. Many participants reported feeling more empathy and less rejection towards migrants and refugees, as well as being more motivated to actively help people in need. Additionally, a broad survey revealed the AAA entertainment game genres, characters, and in-game elements and features that digital natives find attractive and those they miss and would like in the future. The findings also confirmed that games produce not only fun but also a great deal of learning. The English language, the basics of informatics, strategic thinking, geography and history, teamwork, cultural knowledge, perspective change, and creativity are all learnt and reinforced during video game play. The evidence presented in this thesis suggests there is a demand for tools facilitating intercultural education. The high point of the thesis is the design of Chuzme, an educational digital game that focuses on raising cultural self-awareness and the acknowledgement of cultural bias in order to generate positive attitudes towards migrants, refugees and expatriates. In summary, this thesis supports the idea that video games facilitate the acquisition of cultural literacy and provides evidence on the cultural, social and communication bene¿ts of gaming that hopefully encourages scholars to actively integrate video games in their teaching practice. Keywords: games studies; intercultural communication, impact of video games, games-based learning, cultural literacy<br>Shliakhovchuk, O. (2019). Cultural literacy acquisition through video game environments of a digitally born generation [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/130848<br>TESIS
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Bucarey, López Víctor Daniel Simón. "Addressing problem size in Stackelberg security games." Tesis, Universidad de Chile, 2017. http://repositorio.uchile.cl/handle/2250/148038.

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Doctor en Sistemas de Ingeniería<br>En esta tesis presentamos contribuciones algorítmicas y de modelación para Juegos de Stackelberg para problemas de gran tamaño. Juegos de Stackelberg es un tipo de juego en el que un jugador, llamado líder, utiliza una estrategia y luego el otro jugador, llamado seguidor, observa esta estrategia y juega una mejor respuesta. En el contexto de seguridad, el lider se le denomina defensor, y al seguidor se le denomina atacante. En el Capítulo 1, presentamos una situación en donde el defensor tiene que emparejar recursos para poder desarrollar labores de patrullaje. En este caso, el conjunto de estrategias puras es de tamaño exponencial. Presentamos una formulación en programación lineal entera mixta con un número polinomial de variables y un número exponencial de restricciones que pueden ser separadas en tiempo polinomial. Además, se diseñó un método de sampleo para recuperar estrategias implementables para el defensor. Por otra parte, mostramos un caso de estudio basado en el patrullaje fronterizo de Carabineros de Chile. Finalmente mostramos que nuestro modelo con el generación de cortes funciona considerablemente mejor que cualquier modelo en la literatura. En el Capítulo 2, se muestra una manera de escalar un algoritmo basado en Aprendizaje de M\'aquinas, realizando multiples capas de clusters de territorios en donde en cada cluster el algoritmo resuelve en tiempos razonables. En el Capítulo 3 se realiza un estudio sobre existencia de estrategias estacionarias que formen equilibrios de estrategias fuertes. Se detecta una familia de instancias en las cuales algoritmos de programación dinámica pueden encuentran el único equilibrio de Stackelberg fuerte. En este caso, se demuestra que Iteración de políticas y de valores convergen a los únicos valores de equilibrio. Se muestra vía contraejemplo que no siempre programación dinámica puede encontrar equilibrios de Stackelberg en estrategias estacionarias. Computacionalmente se encuentra que la estructura de juegos de seguridad presentara características que hace aplicable la teoría de operadores para encontrar equilibrios de Stackelberg. Finalmente se estudian formulaciones basadas en programación matemática para calcular equilibrios de Stackelberg. Finalmente, en el Capítulo 4 mostramos un juego dinámico, en donde un agente central tiene como objetivo la sobreexplotación de agua en el contexto agrícola, controlando los costos marginales de extracción que enfrentan los agricultores. Modelamos esta situación como un juego estocástico en donde se busca un equilibrio de Stackelberg en donde el líder es la agencia central, y los seguidores son los agricultores. Computacionalmente se encuentra que se pueden alcanzar mejores niveles de agua en el estado estacionario controlando los costos marginales a través de las tasas de descuento del líder, aunque los agricultures sean miopes. Finalmente, nosotros proponemos una formulación de programación robusta para incluir incertidumbre en nuestros modelos.<br>Este trabajo ha sido parcialmente financiado por CONICYT
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33

Carlson, Charles. "Low-power packet synchronization scheme implemented on field programmable gate array." Thesis, Kansas State University, 2015. http://hdl.handle.net/2097/20423.

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Master of Science<br>Electrical and Computer Engineering<br>Dwight D. Day<br>Synchronization is one of the most critical steps in a wireless communication system. With the system having limited energy resources, low power devices and designs are key aspects of the design process. Digital communication and decoding is discussed along with how synchronization is part of communication. The parameters for wireless communication are outlined and how the system can be simplified in order to reduce power consumption for the network is investigated. The background for the Body Area Network Board which was created for the project, Biosensor Networks and Telecommunication Subsystems for Long Duration Missions, EVA Suits, and Robotic Precursor Scout Missions, is discussed along with some synchronization background as well as some previously researched demodulators designed for limited preambles. With limited-length preambles, oversampling is needed to achieve synchronization. This research investigates what minimum oversampling ratio is needed in a simplified system to still achieve packet synchronization and several synchronization words were compared. The parameters for packet synchronization are outlined as well the impulse noise model used for simulation. For the simulation and the test setup, several oversampling ratios and synchronization words are compared using probability of miss detection and probability of false detection. The oversampling ratio of 16 was shown to be a critical point where increasing the oversampling rate above 16 had diminishing returns. In terms of probability of miss detection, the 7-bit Barker sequence along with the start of frame delimiter for IEEE 802.15.4 had better performance compared to the start of frame delimiter for Ethernet and the sequence 01010111.
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Tárrega, Larrea Salomé. "Nuevos retos en el tratamiento de los trastornos relacionados con la impulsividad: eficacia de los Serious Games." Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/367460.

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En los últimos años, el interés por la categorización dimensional de los trastornos mentales está despertando un creciente interés entre la comunidad científica. Los Trastornos relacionados con la impulsividad (TI), sería un ejemplo de cómo distintas enfermedades mentales pueden clasificarse en función de una patogenia presuntamente compartida. Se partiría del supuesto de que algunos trastornos pueden presentar ciertas similitudes en variables como síntomas, curso evolutivo, comorbilidad, y respuesta al tratamiento. En este sentido, los TI agruparían diferentes trastornos, como los Trastornos de la Conducta Alimentaria (TCA) y más concretamente la Bulimia Nerviosa (BN), así como el Trastorno de Juego (TJ), entre otros. Una característica básica de todos estos pacientes sería el fracaso persistente para resistir el fuerte impulso de llevar a cabo comportamientos que resultan perjudiciales para ellos y/o para otras personas de su entorno. Los procesos de regulación de las emociones y de expresión del estado emocional son fundamentales en la manifestación clínica de la impulsividad que presentan los pacientes con TJ y con BN, y por consiguiente afectan de forma directa a su competencia y funcionalidad. Pero estos procesos han recibido escasa atención desde un punto de vista empírico, y únicamente un número limitado de estudios han explorado en qué medida la regulación de las emociones y la expresión emocional se asocian con los resultados que se obtienen durante el proceso de intervención psicológica de estos pacientes. Objetivos. Esta tesis incluye dos artículos de investigación que tienen como objetivos: a) examinar la expresión emocional implícita y explícita en mujeres pacientes con diagnóstico de BN en estado agudo, BN en fase de recuperación y mujeres control que no cumplen los criterios diagnósticos para la BN; y b) valorar la utilidad de la plataforma Playmancer como herramienta de apoyo terapéutico en la terapia cognitivo-conductual (TCC) en pacientes con diagnóstico de TJ, y estimar los cambios que se producen en el estado clínico de los pacientes tras la intervención, tanto en indicadores psicopatológicos como en medidas de impulsividad y de expresión de emociones. Método. Se analizaron los datos registrados por pacientes que acudieron de forma consecutiva a las unidades de Trastornos Alimentarios y de Juego Patológico del Hospital Universitario de Bellvitge (hospital de tercer nivel de la red asistencial pública), que reunieron los criterios de inclusión para formar parte de los estudios. Resultados. Las medidas de expresión emocional implícita y explícita obtuvieron valores medios distintos en función del estado de las pacientes con diagnóstico de BN (agudo frente a recuperación), y también en comparación con mujeres control sin BN. En el caso de TJ, el grado de psicopatología general y los niveles de impulsividad y expresión de la ira fueron menores tras la intervención con terapia cognitivo-conductual combinada con Playmancer. Conclusión. La Plataforma Playmancer mostró ser útil en la identificación de las expresiones emocionales (explícitas e implícitas), en pacientes en distintas fases de recuperación de su trastorno (BN). Asimismo, fue una herramienta terapéutica eficaz, complementaria a la TCC, para mejorar la capacidad de regulación emocional de los pacientes con diagnóstico de TJ. Esta variable, nuclear en los trastornos relacionados con la impulsividad, resulta difícilmente modificable a través de las terapias tradicionales, por lo que las nuevas tecnologías, y más concretamente los serious games, pueden ser unas estrategias con un potencial significativo en el tratamiento de los trastornos mentales.<br>Recently, interest in the dimensional categorization of mental disorders is growing in the scientific community. Disorders related to impulsivity (ID), are an example of how distinct mental diseases can be classified according to supposed shared pathogenesis. From the assumption that some disorders may have certain similarities in factors such as symptoms, clinical course, comorbidity and response to treatment, ID can encompass several disorders such as Eating Disorders (ED), more specifically Bulimia Nervosa (BN), and the Gambling Disorder (GD), among others. A basic characteristic of patients with these disorders is the persistent failure to resist a strong urge to perform behaviors that are harmful to themselves and /or to others. The emotional regulation processes and expression of emotional states are a core features in the clinical manifestation of impulsivity in GD and BN patients, and therefore directly affect the competence and functionality of these patients. However, these processes have received little attention from an empirical point of view, and only a limited number of studies have explored the extent to which emotion regulation and expression are associated with the results obtained in the psychological intervention of these patients. Aims. This thesis includes two research papers that have the following objectives: a) to examine implicit and explicit emotional expression in female patients diagnosed with an acute state of BN, recovering BN and female controls who do not meet the diagnostic criteria for BN; b) to assess the usefulness of the Playmancer platform as a complementary therapeutic tool to aid cognitive-behavioral therapy (CBT) in treating GD patients, and to estimate changes after the intervention in patients’ clinical status, such as psychopathological indicators , impulsivity measures and emotional expression. Methods. An analysis was conducted of the data provided by patients who were consecutively referred to the University Hospital of Bellvitge (tertiary hospital in the public healthcare network) for assessment and treatment at the Eating Disorders and Pathological Gambling units and met the inclusion criteria for participation in the study. Results. There were differences in the mean values of implicit and explicit emotional expression measures according to the status of the patients diagnosed with BN (acute versus recovery), and in comparison to controls. In the case of GD, general psychopathology levels and both impulsivity and anger expression levels after CBT combined with Playmancer intervention were lower. Conclusion. The Playmancer Platform proved to be useful for the identification of emotional expressions (explicit and implicit), in patients at different stages of recovery from BN. It was also effective as a complementary therapeutic tool to CBT, improving emotion regulation abilities in patients diagnosed with GD. This characteristic, key in disorders related to impulsivity, is difficult to modify through traditional therapies. The use of new technologies, and more specifically serious games, may therefore be a strategy with significant potential for treating disorders mental.
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Kry, Tobias. "How to develop graphic design for games with low-pixel density." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-203236.

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This thesis is written for the Bachelor of Arts degree in Game Design and Graphics at Gotland University in Sweden. A method used in graphic design for games with low-pixel density was initially studied in the course Advanced Game Project and has in this work been further developed. In general, since regular size-reduction of pictures often results in visually incomplete bitmaps, the goal of this thesis is to provide a better overview on the process of reduction where the important features of the original picture are maintained throughout the reduction phase.
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Flisberg, Anna. "Designing tutoring, feedback and gameplay of a mobile game : For pick-up-and-play and long-term playing." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-142330.

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The objective of this master thesis project was to improve the existing mobile game Entanglement. This game needed better tutoring and feedback, since the players found it hard to grasp how to play the game. The gameplay of the game also needed to be adjusted as it had no clear goal and did not keep the players’ interest. Mobile games has exploded on the app market and the way they are composed differs from the more traditional games on gaming consoles and computers. This thesis has investigated what makes mobile games successful and what trends there are in the mobile gaming market. Focus has been on the tutoring, feedback and gameplay of mobile games. The thesis project resulted in improved feedback to the player as he is playing Entanglement. The tutoring of the game has also been given a real boost although it needs continued work and user testing to get it to work optimally. The gameplay was changed to a level based gameplay, which gave the game a clear goal and easily kept the players interested. Entanglement is still not ready for release, but it has come a long way.
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Wilkinson, Mark. "Playing the long game : UK secret intelligence and its relationship with chemical and biological weapons related foreign policy." Thesis, University of Warwick, 2009. http://wrap.warwick.ac.uk/3373/.

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This thesis considers the influence of secret intelligence on UK chemical and biological warfare related foreign policy. Using the Butler Report, published in the wake of the 2003 Iraq War as a reference, a model of intelligence and foreign policy interaction will be constructed. This model will then be used as a baseline against which to compare the interaction of intelligence and foreign policy relating to chemical and / or biological weapons from three case studies; the Soviet Union, South Africa and Libya. Specifically, this thesis will consider how, in each of the three case studies: intelligence linked to foreign policy, what role intelligence had in the termination / exposure of those programmes, what factors might be seen to affect that relationship, and whether intelligence might be seen to be representative of state power. The thesis will argue that the 2003 Iraq War, as described by Butler, marked a paradigm shift in terms of the relationship between intelligence and foreign policy. In particular, it will be argued that the lead up to that war marks a transition in the function of intelligence from something that had always worked to gather information to inform foreign policy to hunting for information to directly support or justify a foreign policy decision that has already been taken. Each of the three case studies will also show the intelligence and foreign policy relationship is further influenced by other factors including personalities, organisational structures and cultures as well as the perceived importance of that case study as a political issue. The thesis will conclude by suggesting that the case studies examined provide several policy recommendations; that HUMINT is essential in counterproliferation efforts, that the development of technical specialists with UK intelligence agencies is vital to prevent future proliferation crises, and that pre-emptive war places such rigorous demands on the intelligence agencies it seems they are at present unable to respond quickly enough – this requires urgent action if UK foreign policy is to continue to purse counter-proliferation as a key objective.
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Percca, Carbajal Renato Alexander. "El uso de la música pregrabada en los videojuegos (1990 – 2018)." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/654984.

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En este trabajo de investigación se busca recopilar y analizar información sobre la forma en la que la música pregrabada fue utilizada en los videojuegos desde la década de los 90. Para ello se ha empezado por brindar una serie de antecedentes que conforman el panorama en el cual apareció la tecnología que hizo posible la inclusión del audio pregrabado en los juegos de video y, posteriormente, su desarrollo e impacto en esta forma de entretenimiento en los años 90. Luego, se analizan distintos aspectos de la música pregrabada a lo largo de la década de los 2000, como la mayor calidad de audio, su vigencia a lado del chiptune, su tal vez excesivo parentesco con la música para otros medios como el cine, entre otros. Por último, se identifica cómo a pesar de la mayor tecnología disponible desde el 2010, varios usuarios aún prefieren videojuegos breves de calidad sonora chiptune y gráfica de pixel art, las cuales también inspiraron subgéneros musicales novedosos como el synthwave y el math rock. Por estos hechos, mediante el análisis de recursos estilísticos musicales tanto del chiptune como de la música pregrabada, se sugiere la composición de música pregrabada para videojuegos que imite o utilice como referencia el estilo chiptune de los videojuegos clásicos como una nueva opción que permitiría el desarrollo de la música para videojuegos.<br>This work of research seeks to collect and analyze data about the way pre-recorded music was used in videogames since 90’s decade. The research starts by bringing background information about the situation in which pre-recorded audio started to be used in videogames to follow with its development and impact in this type of virtual entertainment along the nineties. Then, it analyzes aspects of pre-recorded audio in 2000’s decade like the better audio quality; the importance of pre-recorded audio beside its classical, noisy and still used chiptune; the perhaps excessive similarity with movie music, etc. . By last, it is identified how some players still prefer classic pixel art games with chiptune audio despite the technology available nowadays and also how chiptune music inspired new music subgenres like math-rock and synthwave. Due to this, through analyzing musical resources and patrons of both pre-recorded and chiptune music, the investigation suggests the composition of pre-recorded music for videogames which use as a reference the chiptune style. It’d mean a step forward for the development of videogames music due to the popularity of both chiptune classic and pre-recorded moder music.<br>Trabajo de investigación
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Liljekvist, Hampus. "Detecting Synchronisation Problems in Networked Lockstep Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189593.

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The complexity associated with development of networked video games creates a need for tools for verifying a consistent player experience. Some networked games achieve consistency through the lockstep protocol, which requires identical execution of sent commands for players to stay synchronised. In this project a method for testing networked multiplayer lockstep games for synchronisation problems related to nondeterministic behaviour is formulated and evaluated. An integrated fuzzing AI is constructed which tries to cause desynchronisation in the tested game and generate data for analysis using log files. Scripts are used for performing semi-automated test runs and parsing the data. The results show that the test system has potential for finding synchronisation problems if the fuzzing AI is used in conjunction with the regular AI in the tested game, but not for finding the origins of said problems.<br>Komplexiteten förenad med utveckling av nätverksuppkopplade dataspel skapar ett behov av verktyg för att verifiera en konsistent spelarupplevelse. Vissa nätverksspel hålls konsistenta med hjälp av lockstep-protokollet, vilket kräver identisk exekvering av skickade kommandon för att spelarna ska hållas synkroniserade. I detta projekt formuleras och evalueras en metod för att testa om nätverksuppkopplade flerspelarspel lider av synkroniseringsproblem relaterade till ickedeterministiskt beteende. En integrerad fuzzing-AI konstrueras som försöka orsaka desynkronisering i det testade spelet och generera data för analys med hjälp av loggfiler. Skript används för att utföra halvautomatiserade testkörningar och tolka data. Resultaten visar att testsystemet har potential för att hitta synkroniseringsproblem om fuzzing-AI:n används tillsammans med den vanliga AI:n i det testade spelet, men inte för att hitta de bakomliggande orsakerna till dessa problem.
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Gomes, José Miguel Alves Faria. "Characterization and modelling of long-term memory effects in GaN HEMTs." Master's thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/18456.

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Mestrado em Engenharia Eletrónica e de Telecomunicações<br>Gallium nitride (GaN) high electron mobility transistor (HEMT) technology has been revolutionizing the RF power amplifier (PA) market. Its potential, versus existing technologies, such as Silicon (Si) Laterally-Diffused MOS(LDMOS), is yet to be completely explored. However, the lack of good characterization and modelling of charge carrier trapping related phenomena has been hampering PA designers from extracting this technology’s promised performance. Hence, GaN HEMT trapping has been given a great amount of attention by the scientific and industrial worlds. This is mainly because the overall linearity of the PA built with this technology is affected, to a great extent, by the trapping state dependence on the device’s drain peak voltage. Circuit computer-aided design (CAD) tools are almost ubiquitous at research and development labs. However, these tools rely, not only on their simulation algorithms, but also on their built-in device models. This makes the development of accurate models a fundamental task. This work reports a multi-bias small-signal equivalent circuit (SSEC) model extraction procedure of a 3.3 W GaN HEMT from pulsed S-parameters as well as the development of a pulsed DC I-V measurement system and its use in the characterization of trapping-effects. This system, which is based on two pulser circuits, designed specifically for gate and drain pulsed measurements, was then automated through a MATLAB/PC controller. The pulser circuits allowed pulse widths on the microsecond scale at very low duty cycles as well as high peak voltages - close to 50 V - and currents - up to 4 A. With the developed system, isothermal standard pulsed I-V curves, as well as trapping-state dependent, isodynamic, pulsed I-V curves were obtained from a 15 W GaN HEMT device. In order to obtain the latter, the so-called double-pulse measurement technique was used. The expected asymmetric time constants associated with drain-lag were clearly observed: on the ns scale for the trapping and on the hundreds of milliseconds for the de-trapping. The predicted relatively reduced impact of gate-lag phenomena in more recent GaN HEMT technologies was also verified.<br>A tecnologia GaN HEMT tem revolucionado o mercado dos amplificadores de potência para RF. O seu potencial, comparado com tecnologias anteriores, como a Si LDMOS, continua por ser completamente explorado. Contudo, a falta de uma boa caracterização e modelação dos efeitos de memória lenta causados pelo armadilhamento de cargas têm impedido o total aproveitamento desta tecnologia no desenho de amplificadores de potência. Consequentemente, estes fenómenos de armadilhamento têm sido alvo de um amplo estudo tanto a nível científico como industrial. Isto deve-se, sobretudo, porque a linearidade dos amplificadores baseados nesta tecnologia é bastante afectada pelo estado de armadilhamento de cargas no dispositivo, que, por sua vez, é definido pela tensão de pico na saída, drain, do transístor. As ferramentas de desenho de circuitos auxiliado por computador estão presentes na maioria dos laboratórios de investigação. No entanto, estas dependem não só dos seus algoritmos de simulação mas também, em larga medida, dos modelos nelas utilizados, tornando fundamental o desenvolvimento de melhores modelos. O presente documento descreve a extracção de um modelo de circuito equivalente de pequeno signal dependente da polarização, de um transístor GaN HEMT de 3.3 W, a partir de medidas de parâmetros-S pulsadas, assim como a construcção de um sistema de medidas pulsadas DC I-V e a utilização deste último na caracterização de efeitos de armadilhamento. O sistema desenvolvido, baseado em dois circuitos pulsadores desenhados para medidas pulsadas quer no terminal de entrada, gate, quer no de saída, drain, foi automatizado através do software MATLAB instalado num PC. Os circuitos pulsadores permitem larguras de pulso na escala dos microsegundos com duty-cycles tão pequenos como 0.001%, assim como, elevadas tensões de saída - perto de 50 V - e correntes - pelo menos até 4 A. Com o sistema desenvolvido, obtiveram-se curvas I-V iso-térmicas e também curvas I-V iso-dinâmicas, dependentes do estado de armadilhamento, de um transístor GaN HEMT de 15 W. De modo a obter as últimas, foram utilizadas medidas de duplo-pulso. A assimetria esperada nas constantes de tempo associadas com o drain-lag foram claramente observadas: na escala dos ns para o armadilhamento e das centenas de milisegundos para o desarmadilhamento. Tal como a literatura prevê para tecnologias mais recentes de GaN HEMTs, o impacto dos fenónemos de gate-lag que foi observado revelou-se bastante reduzido.
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41

XHEMBULLA, JETMIR. "Enhancing the museum experience with a sustainable solution based on contextual information obtained from an on-line analysis of users’ behaviour." Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2643669.

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Human computer interaction has evolved in the last years in order to enhance users’ experiences and provide more intuitive and usable systems. A major leap through in this scenario is obtained by embedding, in the physical environment, sensors capable of detecting and processing users’ context (position, pose, gaze, ...). Feeded by the so collected information flows, user interface paradigms may shift from stereotyped gestures on physical devices, to more direct and intuitive ones that reduce the semantic gap between the action and the corresponding system reaction or even anticipate the user’s needs, thus limiting the overall learning effort and increasing user satisfaction. In order to make this process effective, the context of the user (i.e. where s/he is, what is s/he doing, who s/he is, what are her/his preferences and also actual perception and needs) must be properly understood. While collecting data on some aspects can be easy, interpreting them all in a meaningful way in order to improve the overall user experience is much harder. This is more evident when we consider informal learning environments like museums, i.e. places that are designed to elicit visitor response towards the artifacts on display and the cultural themes proposed. In such a situation, in fact, the system should adapt to the attention paid by the user choosing the appropriate content for the user’s purposes, presenting an intuitive interface to navigate it. My research goal is focused on collecting, in a simple,unobtrusive, and sustainable way, contextual information about the visitors with the purpose of creating more engaging and personalized experiences.
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42

Wang, Feng. "Energy Efficient Digital Baseband Modulator for Cable Terminal Systems Targeted on Field Programmable Gate Array." Ohio University / OhioLINK, 2004. http://www.ohiolink.edu/etd/view.cgi?ohiou1091114767.

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43

Schyberg, Jonas, and Johan Palm. "Bedömning av beslutsfattande och utförande av fotbollsaktioner : Utvärdering av Game Performance Evaluation Tool (GPET) i ett Allsvenskt U17-lag." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-5178.

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Sammanfattning Syfte och frågeställningar Syftet med studien var att undersöka om Game Performance Evaluation Tool (GPET) kan särskilja fotbollsprestation hos spelare på junior-elit nivå. Som tillförlitlig utgångspunkt för jämförelse används en samlad subjektiv bedömning av fotbollsförmåga utifrån två oberoende erfarna och kunniga tränare. Frågeställningarna var: (1) Korrelerar den subjektiva bedömningen av fotbollsprestation med GPET-verktygets resultat? (2) Korrelerar den subjektiva bedömningen med GPET-verktygets resultat gällande spelarnas utförande, beslutsfattande och agerande utifrån taktisk kontext? Metod Studien har genom en kvantitativ ansats genomförts med blind observation vid ett tillfälle, vilket har lagrats och i efterhand kodats med GPET. Juniorelit-spelare (n=12, 17,3 ± 0,5 år), har valts ut och delats upp i två grupper av deras två tränare. (n=6) spelare, representerar enligt tränarna de som har kommit längst i sin fotbollskunskap (bra) och (n=6) spelare, representerar de som inom samma lag ansetts svagast sett till deras fotbollskunskap (sämre). Resultat Totalt har 96 minuter film kodats och analyserats. 649 aktioner har registrerats (utan boll 60,3%, med boll 26,5%, och “andra” 13,2%). 32% i taktisk kontext 1A; 65% i kontext 2A samt 3% i kontext 3A. I den totala sammanställningen, medelvärdet av poängen på alla aktioner spelarna lyckats med, nådde grupp “bra” ett resultat av 94,4 ± 3,5 medan grupp “sämre” fick medelvärde 89,7 ± 4,2. Ett oberoende t-test visade en trend mot skillnad mellan grupperna (p &lt; 0,065).   Slutsats GPET verkar kunna särskilja grupperna då resultatet visar en procentuell skillnad på samtliga kodade delar samt den totala sammanställningen vilket är resultatet av spelarnas fotbollsprestation. Verktyget verkar även vara praktiskt tillämpbart då kodningen är relativt tidseffektiv och ger möjlighet att skapa en mer samlad och objektiv bild av fotbollsspelares prestation. Studiens resultat bör tolkas kritiskt på grund av det begränsade urvalet samt det limiterade antal spelsituationer spelarna ställdes inför.<br><p>Ämneslärarprogrammet, Specialidrott</p>
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Bylund, Johanna, and Josefine Nåvik. "Allt är inte sagt bara för att en lag har talat : En kvalitativ dokumentstudie om hur insiderlagen i praktiken kan ses som en spelregel." Thesis, Mittuniversitetet, Institutionen för ekonomi, geografi, juridik och turism, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-37009.

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Reglering av insiderhandel är ett omdebatterat ämne som ofta leder till svarta rubriker i media. Att försöka motverka insiderhandel grundar sig i den asymmetriska information som är vanligt förekommande på värdepappersmarknaden och som tycks vara anledningen till att marknaden kan upplevas som orättvis och omoralisk. Reglering av insiderhandel har således ansetts vara nödvändigt men själva lagen har ifrågasatts när det kommer till dess verkliga funktion och effektivitet. Tidigare forskning visar nämligen på att lagen kanske bäst kan förstås som en spelregel där spelet är amoraliskt. Hur lagen kan liknas vid en spelregel i praktiken verkar däremot saknas i tidigare forskning. En studie som jämför insiderlagen med ekonomiska brott, såsom bedrägeribrott, har således ansetts vara nödvändig för att avgöra på vilka sätt insiderlagen kan liknas vid en amoralisk spelregel. Denna kvalitativa dokumentstudie ämnar således att utifrån ett socialkonstruktionistiskt synsätt analysera och beskriva insiderlagen och på vilka sätt den kan förstås som en spelregel i praktiken. Vikten av att upprätthålla förtroendet för värdepappersmarknaden har vidare framhållits av tillsynsmyndigheterna Ekobrottsmyndigheten och Finansinspektionen, därför ansågs det även vara intressant att studera dokument från deras respektive hemsidor. Dokumenten analyserades utifrån en tematisk analys där resultaten kopplades till värdepappersreglering och insiderlag, förtroende i dess abstrakta form samt insdiderlag och/eller spelregler. Resultaten i denna studie pekar på att insiderlagen i praktiken bäst förstås som en spelregel eftersom insiderhandel är ett offerlöst brott där det tillsynes finns svårigheter att bevisa att ett brott faktiskt har begåtts.<br>Nyckelord: Värdepappersreglering, asymmetrisk information, abstrakta system, abstrakt förtroende, spelregel, spelAbstractInsider trading regulation is a highly-debated topic which often leads to black headlines in the media. Attempts to counteract insider trading is based on the asymmetric information that is common in the securities market and which seems to be the reason why the market can be perceived as unfair and immoral. Insider trading regulation has thus been considered necessary, but the law itself has been questioned when it comes to its real function and efficiency. Earlier research namely shows that the law may be better understood as a game rule where the game is amoral. How the law practically can be better understood as a game rule seems however yet to be lacking in previous research. A study comparing insider law with economic crimes, such as fraud offenses, has thus been considered necessary to determine in which ways the insider law can be compared to an amoral rule of law. This qualitative document-study thus aims to analyze and describe the insider law in a social constructive approach and in what ways it practically can be better understood as a game rule. The importance of maintaining trust in the securities market has also been emphasized by the supervisory authorities Ekobrottsmyndigheten and Finansinspektionen, therefore it was also considered interesting to study documents from their respective websites. The documents were analyzed based on a content analysis where the results were linked to securities regulation and insider law, trust in its abstract form and insiderlaw and/or game rules. The results of this study indicate that the insider law practically should be better understood as a game rule as insider trading is a victimless crime where there are difficulties in proving that a crime actually has been committed.
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45

Gui, Yingying. "Gate Driver for Phase Leg of Parallel Enhancement-Mode Gallium-Nitride (GaN) Transistors." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83516.

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With a higher power rating and broader application, Gallium nitride (GaN) is a promising next-generation power switch. The current four GaN HEMTs in paralleled phase leg that can block 400 V and conduct 200 A current is very beneficial, thus making the protection method on a GaN phase leg an urgent topic. This thesis starts with an overview of shortcircuit robustness among silicon (Si), silicon carbide (SiC) and GaN devices. An approximately safe operation area (SOA) for a GaN power switch will also be determined. The various common shortcircuit protection methods are mentioned. Additionally, current research on a GaN semiconductor is summarized. Among all of the protection methods, desaturation detection is selected and analyzed through simulation and then implemented in a parallel enhancement-mode high-electron-mobility transistor (E-HEMT) GaN phase leg. With this desaturation detection feature, the GaN E-HEMT can be turned off as quickly as 200 ns, and in the worst case, 500 ns, during a shortcircuit test. The phase leg survived a series of shortcircuit tests with shortcircuit protection. For the proposed protection scheme, the best-case reaction time (200 ns) is similar to others in the literature, while the shortcircuit peak current and peak energy are higher. The worst-case performance of this design is limited by both the gate driver and the device shortcircuit robustness. Due to the fast switching speed of the GaN HEMT, the false turn-on phenomenon caused by the Miller effect can be a problem. A shoot through may occur with one switch false turn on. The Miller clamp is added to the phase leg to improve its reliability. After the hardware was implemented, the Miller clamp was tested and verified through a double pulse test (DPT). Compared to the phase leg without the Miller clamp, the gate is better protected from gate voltage overshoot and undershoot. The switching loss is reduced by 20 percent by using a new gate driver IC with higher current driving capability. The degradation effect of GaN power switches in different shortcircuit pulses was also studied. The device passes through the shortcircuit tests, but any degradation effect that may change its parameters and influence its normal operation characteristic need to be addressed. Several GaN devices were selected and characterized after several shortcircuit tests to observe any degradation effect caused by the shortcircuit. The degradation test results reveal a "recovery effect" of the GaN HEMT used in this project. The parameter variations on threshold voltage and on-resistance recover to the original state, several hours after the shortcircuit test. The test results match with the conclusion drawn in degradation test conducts by other research groups that the parameter variation during shortcircuit test is negligible. Also, repetitively fast shortcircuit tests on the GaN HEMT show that the shortcircuit protection limit for this device under 400 V bus should be limited to 300 ns.<br>Master of Science
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46

Wei, Wei. "Stochastic Dynamic Optimization and Games in Operations Management." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1354751981.

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47

Atay, Ata. "Essays on multi-sided assignment markets." Doctoral thesis, Universitat de Barcelona, 2017. http://hdl.handle.net/10803/402148.

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This dissertation covers the study of assignment problems in a game theoretical framework, focusing on multi-sided assignment games and stability notions. In Chapter 2, we provide some preliminaries on assignment markets and assignment games. We give some needed definitions and crucial results with their proof. In Chapter 3, a generalization of the classical three-sided assignment market is considered, where value is generated by pairs or triplets of agents belonging to different sectors, as well as by individuals. For these markets we represent the situation that arises when some agents leave the market with some payoff by means of a generalization of Owen (1992) derived market. Consistency with respect to the derived market, together with singleness best and individual anti-monotonicity, axiomatically characterize the core for these generalized three-sided assignment markets. When one sector is formed by buyers and the other by two different type of sellers, we show that the core coincides with the set of competitive equilibrium payoff vectors. In Chapter 4, we consider a multi-sided assignment game with the following characteristics: (a) the agents are organized in m sectors that are connected by a graph that induces a weighted m-partite graph on the set of agents, (b) a basic coalition is formed by agents from different connected sectors, and (c) the worth of a basic coalition is the addition of the weights of all its pairs that belong to connected sectors. We provide a sufficient condition on the weights to guarantee balancedness of the related multi-sided assignment game. Moreover, when the graph on the sectors is cycle-free, we prove the game is strongly balanced and the core is described by means of the cores of the underlying two-sided assignment games associated with the edges of this graph. Moreover, once selected a spanning tree of the cycle-free graph on the sectors, the equivalence between core and competitive equilibria is established. In Chapter 5, we focus on two-sided assignment games. Solymosi and Raghavan (2001) characterizes the stability of the core of the assignment game by means of a property of the valuation matrix. They show that the core of an assignment game is a von Neumann-Morgenstern stable set if and only if its valuation matrix has a dominant diagonal. Their proof makes use of some graph-theoretical tools, while the present proof relies on the notion of buyer-seller exact representative in Núñez and Rafels (2002). In Chapter 6, we study von Neumann-Morgenstern stability for three-sided assignment games. Since the core may be empty in this case, we focus on other notions of stability such as the notions of subsolution and von Neumann-Morgenstern stable sets. The dominant diagonal property is necessary for the core to be a stable set, and also sufficient in case each sector of the market has only two agents. Furthermore, for any three-sided assignment market, we prove that the union of the extended cores of all mu- compatible subgames, for a given optimal matching mu, is the core with respect to those allocations that are compatible with that matching, and it is always non-empty.
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48

Jedi, Hur. "Resonant Gate-Drive Circuits for High-Frequency Power Converters." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1546870469456974.

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49

Gateman, Emmelina. "Transreality." Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277844.

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How can we as architects interact with external practices, such as video games? Are there relevant aspects to be found, and what are the ways in which they could be approached? This project grounds itself in three different personal interests; architecture, digital design tools and video games, or more specifically: ”What kind of architectural expressions and spaces could be created if we design in the borderland between the real and the virtual game?” This is an experimental project that approaches a few aspects of video game design, as well as potential qualities of virtual worlds. It concerns itself with image based digital massing, level design as basis for program or composition on site, as well as being on the border between the real and the virtual. The result of the investigations is a playful collection of objects, arranged according to a loose, narrative sequence idea. The scene is geographically tied to a real location, but floats in a no-man’s-land between reality and game. In its current state, it is not a proposal for the actual, real world site, and at the same time it is not quite a game either. There is an ambivalence to the scene being at the pivot point of these two definitions. The objects have a structural and aesthetic nature that touches on low-polygon shapes as expression, using images for generating a grid-surface based outcome and exploring a transitioning between reality and virtuality through architectural representation.
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50

Pinel, Cabello Francisco José. "Vidas trazadas. Análisis de los modelos de libertad diseñada en el videojuego." Doctoral thesis, Universitat de Barcelona, 2018. http://hdl.handle.net/10803/586349.

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Esta tesis doctoral se centra el estudio de la libertad como valor trasmitido a través del diseño en videojuegos. La consideración principal para determinar un objeto de estudio de estas características se basa en la forma en que el diseño videolúdico actual está abriéndose al desarrollo de mundos ludoficcionales que permiten un potencial de interacción y experimentación, con conciencia sobre el sentido de agencia y performatividad con el que el jugador se adentra en estos espacios de contingencia. En base a ello, tomaremos como referencia fuentes teóricas del game design para intentar aportar una visión particular del diseño a partir de tres líneas o estéticas definitorias del mismo: el reglamento, la gameplay y la narrativa. Todo ello en referencia a los conceptos clave de mundo ludoficcional y jugador modelo, desde los cuales el diseño adquiere significaciones específicas que apuntan a la creación de experiencias en la línea buscada por este trabajo. El desarro teórico se centra en establecer las bases conceptuales y los criterios necesarios para intentar aportar una metodología a través del establecimiento de una serie de modelos para el diseño de experiencias de libertad derivada del juego, tanto desde una perspectiva macro-estructural de la experiencia global, como desde la posible constitución de espacios de libertad a nivel micro-estructural. Los resultados de la investigación se contrastarán mediante su aplicación sobre el estudio de caso final del videojuego The Legend of Zelda: Breath of the Wild (2017).
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