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1

Cothran, Donetta J. "Six Volleyball Skill Tests as a Predictor of Game Performance." TopSCHOLAR®, 1992. http://digitalcommons.wku.edu/theses/1656.

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The purpose of this study was to investigate the relationship of six selected volleyball skill tests to actual volleyball game performance. The six skill test items were administered to 64 subjects, who were all members of a college level introductory volleyball course. Based on the ratings of a panel of experts, subjects were rated during game play as good, average, or poor performers. The stepwise discriminant analysis was used to analyze the relationship between skill tests and game performance. Four of the six skill tests were identified as significantly contributing to group membership. T
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Davis, Christopher Ivan. "The effects of game modifications on opportunities to respond in elementary volleyball classes /." The Ohio State University, 1991. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487687115925028.

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3

Pack, Alicia. "New Media Photographic Representations of Women`s Collegiate Volleyball: Game Faces, Action Shots, and Equipment." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3278.

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Researchers consistently find that mainstream media often represent women athletes in stereotypical ways including trivialization, sexualization, infantilization, passivity, and utilization of camera down-angles. However, research on new media's visual representation of women athletes is still in its infancy. This study adds to the growing literature on new media's representation of women athletes and concurs with previous findings suggesting that new media might be an outlet that can counter old media gender stereotypes. This thesis used mixed methods of qualitative content analysis and ph
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4

Stamm, Raini. "Significance of the anthropometric factor in young female volleyballers' physical abilities, technical skills, psychophysiological properties and performance in the game." Phd thesis, [S.l.] : [s.n.], 2007. http://opus.kobv.de/ubp/volltexte/2007/1300.

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5

Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.

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This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for
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Moore, David John. "Dialogue game theory for intelligent tutoring systems." Thesis, Leeds Beckett University, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.333697.

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Brown, Willard Earl. "The effects of volleyball and soccer game modifications on student opportunity to participate in fifth grade physical education classes /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487266691095291.

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Mosiane, Segomotso. "Antecedents to the effectiveness of game-based learning environments for the Net generation: A game task fit and flow perspective." Master's thesis, University of Cape Town, 2017. http://hdl.handle.net/11427/25408.

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Purpose: There is a general consensus that games are effective as learning tools. There is however, a lack of knowledge regarding what makes games effective as a learning tool. The purpose of this study is therefore to answer the question: what are the antecedents of an effective game-based learning environment for the Net generation? The Net generation comprises individuals who prefer to learn using games as a tool. Aim: The aim of this dissertation is to develop a conceptual framework that reflects the antecedents of an effective game-based learning environment for the Net generation. The co
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Jacquot, Paulin. "Game theory and Optimization Methods for Decentralized Electric Systems." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLX101/document.

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Dans le contexte de transition vers un système électrique décentralisé et intelligent, nous abordons le problème de la gestion des flexibilités de consommation électriques. Nous développons différentes méthodes basées sur l'optimisation distribuée et la théorie des jeux.Nous commençons par adopter le point de vue d'un opérateur central en charge de la gestion des flexibilités de plusieurs agents. Nous présentons un algorithme distribué permettant le calcul des profils de consommations des agents optimaux pour l'opérateur.Cet algorithme garantit la confidentialité des agents~: les contraintes i
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Bravo, Francini Garcia. "Evolução do modelo de jogo nas categorias de base do voleibol feminino." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/39/39134/tde-28102015-073250/.

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O objetivo desse trabalho foi observar a evolução do modelo de jogo entre as categorias de base do voleibol feminino, analisando como cada categoria conquista o ponto e a como as variantes das ações de jogo que antecedem o ataque influenciam no seu desempenho no complexo I. Foram analisados três jogos das quatro melhores equipes classificadas da categoria infantil, infanto-juvenil e juvenil feminino, participantes do quadrangular final do Campeonato Metropolitano de São Paulo em 2009 organizado pela FPV. A coleta de dados foi realizada pelo sistema de vídeo. A análise dos dados comportou a est
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Nilsson, Line. "A Usability Study of a prototype Game Based Password System : a comparison between alphanumeric and game based passwords." Thesis, Karlstads universitet, Handelshögskolan, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-57011.

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Passwords are the most commonly used form of authentication. The game based password system is a new concept based on a graphical password but with game features. This research focuses on the authentication systems’ usability and acceptability, from the users’ point of view. This research will investigate if users would rather use a game based password or the dominating alphanumeric password system, and how the users experience the security of the game based password. The game based password prototype used in this study is a simplified replication of the Game Changer Password by McLennan and c
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Wallentin, Olof. "Component-Based Entity Systems : Modular Object Construction and High Performance Gameplay." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227240.

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This bachelor thesis examines design implementation and differences between game entity systems, with a focus on a component-based structure. How each will affect the other will be discussed from both a technical and design point of view, including possible drawbacks or advantages regarding game design iteration and performance. Since the focus is on component-based entity systems, a clarification on traditional entity systems are required, thus this thesis focuses on entity systems that are traditional, property-based, container-based, and aggravated component-based. The design and implementa
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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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Briceño, Simón Ignacio. "A game-based decision support methodology for competitive systems design." Diss., Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26671.

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This dissertation describes the development of a game-based methodology that facilitates the exploration and selection of research and development (R&D) projects under uncertain competitive scenarios. The proposed method provides an approach that analyzes competitor positioning and formulates response strategies to forecast the impact of technical design choices on a project's market performance. A critical decision in the conceptual design phase of propulsion systems is the selection of the best architecture, centerline, core size, and technology portfolio. A key objective of this research is
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Briceñ̃o, Simón Ignacio. "A game-based decision support methodology for competitive systems design." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26671.

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Thesis (Ph.D)--Aerospace Engineering, Georgia Institute of Technology, 2009.<br>Committee Chair: Mavris, Dimitri; Committee Member: Hollingsworth, Peter; Committee Member: Kavadias, Stylianos; Committee Member: Schrage, Daniel; Committee Member: Volovoi, Vitali. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Tanwanteng, Matthew (Matthew E. ). "Applying quantitative models to evaluate complexity in video game systems." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/55113.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2009.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 41).<br>This thesis proposes a games evaluation model that reports significant statistics about the complexity of a game's various systems. Quantitative complexity measurements allow designers to make accurate decisions about how to manage challenge, keeping in mind the player's physical and mental resources and the amount/type of actions the game requires players to act upon. Managing t
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Li, Yihua 1969. "Computerized beer distribution game management flight simulators : a review." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/8733.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Engineering Systems Division, 2000.<br>Includes bibliographical references (leaf 30).<br>The Beer Game has been used to demonstrate the bullwhip effect often observed in supply chains, i.e. the amplification of demand variance upstream in the supply chain in multiple echelon systems. In recent years, computerized Beer Games have been developed at a number of schools to facilitate or replace the traditional manual game. This thesis reviews five existing computerized Beer Distribution Games, discusses their differences, and introduces a new
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18

Tran, Long Tien. "Lecture Quiz Extended : An Improvement of the Lecture Quiz Game." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8909.

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<p>Lecture Quiz is a game used to provide more active and participant students in lectures. The game is based on a server, a teacher client and a student client. In a master thesis done in 2007, Ole Kristian Mørch-Storstein and Terje Øfsdahl have explored concept of game to be used in higher education and develop a prototype game to further evaluate that concept. Their game has three components; the first one is the server part running on a server. This component connect to a database and provide the services to the others component. The second component is called teacher client, when running
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Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning
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Chakeri, Alireza. "Scalable Unsupervised Learning with Game Theory." Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6616.

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Recently dominant sets, a generalization of the notion of the maximal clique to edge-weighted graphs, have proven to be an effective tool for unsupervised learning and have found applications in different domains. Although, they were initially established using optimization and graph theory concepts, recent work has shown fascinating connections with evolutionary game theory, that leads to the clustering game framework. However, considering size of today's data sets, existing methods need to be modified in order to handle massive data. Hence, in this research work, first we address the limitat
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Le, Gal [Beneroso] Mikael. "Procedural generation of game bits and its effect on game user experience." Thesis, Högskolan i Skövde, Institutionen för hälsovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18659.

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Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows
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Tesch, Aaron Daniel Kuechler. "A TALE OF TWO SYSTEMS: EXECUTIVE FUNCTION IN ULTIMATUM GAME DECISIONS." Diss., The University of Arizona, 2009. http://hdl.handle.net/10150/194942.

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Theories that formally describe decision-making have traditionally posited that decisions are made by rational actors. However, it is generally accepted that humans often make irrational decisions because of quick emotional judgements. In order to reconcile these two inconsistent ideas psychologists have developed two-system theories that hypothesize decisions are made by two opposing cognitive systems, representing the rational and emotional processing of decisions. Evidence for a two-system model of decision-making can be observed in ultimatum game responder decisions. It is thought that rat
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Ho, Ki-hiu, and 何其曉. "Extracting real market behavior in complex adaptive systems through minority game." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B30163705.

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Choi, Sin-man, and 蔡倩雯. "Game theory and stochastic queueing networks with applications to service systems." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44907035.

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Smallwood, Samuel. "Evaluating ecological monitoring systems on Mabula Game Reserve, Limpopo, South Africa." Pretoria : [s.n.], 2010. http://upetd.up.ac.za/thesis/available/etd-02162010-105501.

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Rai, Dovan. "Modes and Mechanisms of Game-like Interventions in Intelligent Tutoring Systems." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-dissertations/210.

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While games can be an innovative and a highly promising approach to education, creating effective educational games is a challenge. It requires effectively integrating educational content with game attributes and aligning cognitive and affective outcomes, which can be in conflict with each other. Intelligent Tutoring Systems (ITS), on the other hand, have proven to be effective learning environments that are conducive to strong learning outcomes. Direct comparisons between tutoring systems and educational games have found digital tutors to be more effective at producing learning gains. However
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Peng, Ming. "A Game Theoretic Approach to Power Control in Vehicula rCommunication Systems." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-234908.

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Vehicular-to-network (V2N) communications are a key enabler in various intelligenttransportation system services currently investigated by global standards bodiesand European projects. In this master thesis, we study the impact of pilot and datapower setting on the uplink performance of V2N communications. Specifically, weconsider the “urban” and “rural” scenarios of the 5GCAR project, using the recommendedbase station and vehicular user equipment parameters in the 5.9 GHz band.We study a distributed non-cooperative game theoretic algorithm to determine thepilot-data power ratio for each vehic
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Pons, Luc. "Self-tuning of game scenarios through self-adaptative multi-agent systems." Toulouse 3, 2014. http://thesesups.ups-tlse.fr/2435/.

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Les jeux vidéo modernes deviennent de plus en plus complexes, tant par le nombre de règles qui les composent, que par le nombre d'entités artificielles qui y interagissent. D'un point de vue purement ludique, mais également en ayant des ambitions pédagogiques, les jeux doivent proposer aux joueurs des expériences qui correspondent à leurs niveaux de compétences et à leurs capacités. La diversité au sein de la population de joueurs rend difficile, voire impossible, de proposer une expérience qui aille à tout un chacun. Différents niveaux et différentes capacités de progression font que différen
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O'Grady, Daniel [Verfasser]. "Bringing Database Management Systems and Video Game Engines Together / Daniel O'Grady." Tübingen : Universitätsbibliothek Tübingen, 2021. http://nbn-resolving.de/urn:nbn:de:bsz:21-dspace-1183929.

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Sjöstrand, Johan. "A communication system for a pluggable game engine." Thesis, Linköping University, Department of Electrical Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8361.

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<p>This thesis documents the development of a communication system that is part of a pluggable game engine for a course in advanced game programming. It covers some techniques and problems in network game programming, a description of the developed system and an example of how the system is used in a demo of the game engine.</p>
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Young, David M. "Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340112710.

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Hastings, Erin. "AUTOMATIC GRAPHICS AND GAME CONTENT GENERATION THROUGH EVOLUTIONARY COMPUTATION." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2643.

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Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles,
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Vijayvargiya, Abhishek. "Multiobjective Optimization of Uncertain Mechanical Systems." Scholarly Repository, 2009. http://scholarlyrepository.miami.edu/oa_theses/224.

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This thesis is aimed at the optimum design of uncertain mechanical components and systems involving multiple objectives and constraints. There are various mechanical and design problems that are encountered every now and then which require the output that equalize several conflicting objectives. In recent years several methods have been developed to find a solution to multiobjective problems. The most efficient method for obtaining a compromise solution is the game theory method, which is based on the Pareto minimum or optimum solution. A thorough methodology is developed, and subsequently app
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Abdallah, C. T. (Chaouki T. ). "Robust control and game theory for nonlinear systems with applications to robotics." Diss., Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/14885.

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Nourian, Aval Noghabi Mojtaba. "Mean field game theory: consensus, leader-follower and major-minor agent systems." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=114390.

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This thesis focuses on Mean Field Game (MFG) theory with applications to consensus, flocking, leader-follower and major-minor agent systems. The MFG methodology addresses a class of dynamic games with a large number of minor agents in which each agent interacts with the average or so-called mean field effect of other agents via couplings in their individual dynamics and cost functions. A minor agent is an agent which, asymptotically as the population size goes to infinity, has a negligible influence on the overall system while the overall population's effect on it is significant. The thesis is
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Xie, Yong. "Game Compositioin, an Adjustable Commitment Folk Theorem and Peer-to Peer Systems." Thesis, University of Oxford, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.531657.

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Ketelhohn, Niels. "Development of an interactive simulation game for ISE-5204 Manufacturing Systems Engineering." Thesis, This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-03242009-040732/.

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Sweriduk, Gregory. "Robust control with fixed-order dynamic compensators : a differential game approach." Diss., Georgia Institute of Technology, 1994. http://hdl.handle.net/1853/16891.

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Heaps-Nelson, G. Thomas. "Game theoretic models of inter-firm R&D dynamics in semiconductor manufacturing." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/81108.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Engineering Systems Division, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 269-278).<br>This dissertation demonstrates that valuable strategic insight and a reasonable measure of predictive power can be obtained by developing and analyzing context-rich parsimonious game theoretic strategy models during large technology transitions in concentrated industries. Such models enable clear and compact analysis of oligopolistic competitive dynamics which are typically addressed by more informal process
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Löwenberg, Jakob. "CAN FRIVOLOUS ELEMENTS INCREASE PLAYER RETENTION IN A SERIOUS GAME?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15675.

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The focus of this thesis is to examine if it is possible to increase player retention in a serious game simply by adding a number of game elements that do not aid in the games serious purpose. In order to study this two versions of a serious game called Frogsnap, one with these elements and one without, are examined. The results from this examination is that the game elements managed to increase the time participants interacted with the game, and how many levels they completed. But they did not increase the amount of data that the game collected, which means that they alone did not manage to m
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Oh, Eunjoo. "Project Organization, Diverse Knowledge, and Innovation Systems in the Korean Game Software Industry." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14516.

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This research was initiated in the belief that new product development requires the integration of diverse knowledge located in different units or organizations. In recent decades, evolutionary scholars have emphasized the importance of coherent systems and regional scientists have highlighted the importance of geographical proximity for easier transfer of tacit knowledge. Despite the strength of these explanations, they do not adequately address the balance between tacit and explicit knowledge, ignoring different types of knowledge conversion process (Nonaka and Takeuchi, 1995). My research a
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Ramesh, Vasanth Kumar. "A game theoretic framework for dynamic task scheduling in distributed heterogeneous computing systems." [Tampa, Fla.] : University of South Florida, 2005. http://purl.fcla.edu/fcla/etd/SFE0001115.

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Christie, K. Rhian. "Assessment of managed grazing systems for productivity and abundance in non-game birds." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/mq23251.pdf.

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Suzuki, Toshihiro. "A Game Theoretic Approach to Multi-Agent Cooperation with Application to Economic Systems." Thesis, KTH, Optimeringslära och systemteori, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-144104.

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Consensus problem with multi-agent systems has interested researchers in various areas. Its difficulties tend to appear when available information of each agent is limited for achieving consensus. Besides, it is not always the case that agents can catch the whole states of the others; an output is often the only possible measurement for each agent in applications. The idea of graph Laplacian is then of help to address such a troublesome situation. While every single agent obviously makes decision to achieve an individual goal of minimizing its own cost functional, all agents as a team can obta
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Rakshit, Sudipta. "ACCESS GAMES: A GAME THEORETIC FRAMEWORK FOR FAIR BANDWIDTH SHARING IN DISTRIBUTED SYSTEMS." Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2444.

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In this dissertation, the central objective is to achieve fairness in bandwidth sharing amongst selfish users in a distributed system. Because of the inherent contention-based nature of the distributed medium access and the selfishness of the users, the distributed medium access is modeled as a non-cooperative game; designated as the Access Game. A p-CSMA type medium access scenario is proposed for all the users. Therefore, in the Access Game, each user has two actions to choose from: "transmit" and "wait". The outcome of the Access Game and payoffs to each user depends on the actions taken by
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Christofer, Malmberg, and Phan Henrik. "Lindenmayer’s Defense: Generating projectile patterns in a video game environment using L-Systems." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20003.

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The potential of L-systems is explored byprocedurally generating patterns for use as video game content.By procedurally generating content for video games, thedevelopment costs of game development can be significantlyreduced. An artifact in the form of a tower defense game isdeveloped and tested to evaluate the generation algorithm. Thealgorithm was successful in generating a wide range of pattern anduser feedback indicates a high level of perceived variation. Thealgorithm is highly customizable and could have applications invarious game content such as particle systems or weapons
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Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.

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The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was to investigate the design strategies of video game developers who have successfully created video games that are challenging, entertaining, and successful. The technology acceptance model served as a conceptual framework. The entire population for thi
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macivor, Erin. "Assessing the Impact of Game Dynamics in the Classroom: Eye Candy or Learning Gains?" Ohio University Honors Tutorial College / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1366966527.

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Hutchins-Korte, Laura. "Learning by game-building in theoretical computer science education." Thesis, University of Edinburgh, 2008. http://hdl.handle.net/1842/3162.

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It has been suggested that theoretical computer science (TCS) suffers more than average from a lack of intrinsic motivation. The reasons provided in the literature include the difficulty of the subject, lack of relevance to the informatics degree or future careers, and lack of enjoyment of the learning experience. This thesis presents evidence of these claims derived from the results of an expert survey. Increasing the students’ perceived control of the learning experience has been shown to increase student motivation in numerous different settings. A few of those also showed increased student
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Kohlová, Zuzana. "Vývoj pravidel volejbalu a jeho vliv na rozvoj herních systémů a kombinací." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-298170.

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TITLE: The development of voleyball rules and its influence on the gameplay and combinations ABSTRACT: The goal of my thesis is to study the influence of changes in volleyball rules on the developement of game systems and game combinations. In this paper I will attempt to answer and discuss the following scientific question: What influence have changes of the volleyball rules had on the developement of game systems and game combinations. I will chart the developement of volleyball rules from 1950 until present. I will study how the parametres of the playing field and its surroundings have chan
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