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Dissertations / Theses on the topic 'Gamle'

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1

Haugerø, Kai Rune. "Transformasjon av den gamle røde låven ved Reins Kloster." Thesis, Norges teknisk-naturvitenskapelige universitet, Fakultet for arkitektur og billedkunst, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26718.

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Wehmer, Kathrine. "Oral helse i Gamle Lödöse : En osteologisk undersøkelse av det humane materiale." Thesis, Stockholms universitet, Osteoarkeologiska forskningslaboratoriet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-190929.

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This Master ́s thesis focused on the oral health of people who lived in Old Lödöse, Sweden during the Middle Ages. Old Lödöse is approximately 4 miles northeast of Gothenburg. The town existed between 1100 and 1646, and within it you can find St. Peder ́s church, St. Olov ́s church and a monastery. The analyzed material was from these three places and consisted of 58 individuals affected by various oral pathology. From St. Peder ́s church there were 33 individuals, from St. Olov ́s there were 4 individuals and from the monastery there were 19 individuals. They were mostly young adults (20
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Paulsen, Frida Helen. "I Seppalas spor : Å prosjektere nytt med inspirasjon fra det gamle." Thesis, Norges teknisk-naturvitenskapelige universitet, Fakultet for arkitektur og billedkunst, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26379.

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Kvaerndrup, Sigurd. "Den østnordiske ballade, oral teori og tekstanalyse : studier i Danmarks gamle folkeviser /." København : Museum Tusculanums forlag, 2006. http://catalogue.bnf.fr/ark:/12148/cb41005706t.

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Persson, Gunnel. ""Min gamle vän Elin" : En sociolingvistisk studie av bruket av adjektivets e-form." Thesis, Linnéuniversitetet, Institutionen för svenska språket (SV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-68258.

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In the definite form an adjective in Swedish can end in either -a or -e, with the e-form being used in writing especially with masculine reference together with nouns of the n-gender. For a long time, however, there has been some variation in usage, so that the e-form is sometimes also employed with female reference or together with nouns of t-gender. Widmark shows in a study from 1992 that there is uncertainty among Swedish speakers about how the forms should be used. The aim of the present study is to investigate the extent to which speakers accept different uses in writing of the e-form of
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Skotnes, Liv Heidi. "Forstyrrelser i de nedre urinveier hos gamle på sykehejm : urininkontinens, residualurin, urinveisinfeksjon, samt inkontinenspleie." Doctoral thesis, Mittuniversitetet, Institutionen för hälsovetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16337.

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Det overordnede målet med denne avhandling var å få en oversikt over ulike forstyrrelser i de nedre urinveier hos gamle. Dernest var målet å beskrive oppfatninger og barrierer som influerte på personalets muligheter for å gi riktig inkontinenspleie til beboere i sykehjem. Avhandlingen består av en kvantitativ studie (artikkel I, II, III), og en kvalitativ studie (artikkel IV). Artikkel I var en tverrsnittstudie. Artikkel II og III var en prospektiv tidsdesignstudie med en oppfølgingsperiode på ett år. 183 beboere fra seks sykehjem deltok i den kvantitative studien. I artikkel I ble prevalensen
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Mahler, Marianne. "At holde balance Betingelser for og perspektiver i forhold tilforebyggelse af fald blandt gamle mennesker." Doctoral thesis, Nordic School of Public Health NHV, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:norden:org:diva-3768.

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Baggrund. Faldulykker blandt gamle mennesker er et folkesundhedsproblem i Danmark, Norden såvel som i den vestlige verden. Forebyggelse af fald har været grebet an i en befolkningsorienteret adfærdsmotiverendeog –regulerende modus. Denne faldforebyggelsestankegang er i opbrud. Formål. At beskrive hvorledes fald,faldhændelser og at miste balanceopleves og håndteres af gamle mennesker, der bor i selvstændig bolig. Studiet har ligeledes fokus på at undersøge sammenhænge i den faldforebyggende indsats med udgangspunkt i hvad de, der er faldet, har oplevet. Studiet bidragertil udvikling af sundheds
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Kristiansen, Heidi. "Gamle Sandvik båtbyggeri på Bankløkka : Er båtbyggeriet på Bankløkka viktig og i så fall for hvem?" Thesis, Uppsala universitet, Institutionen för kulturantropologi och etnologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-412410.

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This essay examines the old Sandvik boat factory at Bankløkka in Horten in Vestfold County, Norway, through conceptions of a place based on pictures. The essay examines the culture of everyday life, what is around us, local identity, and local community and investigates what is disappearing. The essay is about our experiences and what the pictures should convey and what they convey today. The purpose is based on the questions: What do the pictures show and what do the pictures convey? Is the boat factory at Bankløkka important and if so for whom? Is there a repeating similarity between the ima
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Skou, Nielsen Lone. "Bruger ”gamle ”ældre flere og /eller andre hjælpemidler end ”unge” ældre? : En kortlægning af forbruget af kommunalt bevilgede hjælpemidler til 65+-årige i en dansk kommune, og en vurdering af forskellen i forbrug hos ”gamle ” og ”unge” ældre." Thesis, Nordic School of Public Health NHV, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:norden:org:diva-3229.

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Ældre udgør en stigende del af befolkningen. En del ældre får funktionsnedsættelser, både på grund af de naturlige aldersforandringer og på grund af kroniske sygdomme, der ofte forstærkes med alderen. Derved øges antallet af mennesker, der får behov for hjælpemidler. Formålet med undersøgelsen var, at kortlægge forbruget af hjælpemidler hos den ældre del af befolkningen i en dansk kommune, med henblik på at undersøge om der var forskel i antal og typer af hjælpemidler hos de yngste og de ældste af befolkningen over 65 år. Data blev indsamlet via registre i kommunen og blev inddelt i aldersgrup
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Seberg, Peter. "Den Litterära Hemligheten i Havet : Ett uppmärksammande av konventioner i läsningen av The Old Man and the Sea för att främja elevers litterära kompetensutveckling." Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-15054.

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Syftet med det här arbetet var att ta reda på vad jag som lärare kan lyfta fram i exempeltexten The Old Man and the Sea för att främja elevers förmåga att tolka innehållet i en text. Detta har jag framfört i en analys av romanen med hjälp av Peter J. Rabinowitz teori om konventionella regler i hans bok Before Reading (1997) genom att tydliggöra hur romanen kan förstås med hjälp av de konventioner som Hemingway såväl som hans läsare har att förhålla sig till. Vad jag visat är hur dessa konventioner som jag framlagt i analysen, till exempel avvikande detaljer i texten, förhåller sig till ett mer
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Cordischi, Camilla. "Den gamle och filmen : Om den nya generationen äldre och dess plats i det cinematiska rummet. En representationsstudie." Thesis, Stockholms universitet, Institutionen för mediestudier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-87384.

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Within the field of cinema studies, the question of visual representation is a fundamental pillar. An immense volume of theoretical work has been written on the subject, with various academic approaches such as feministic, postcolonial and gay/lesbian. Yet there is a large social group that seems to have been overlooked within the representational discourse: the elderly. This group of people appears to be a blind spot on the multicultural retina, too often neglected within the area of cultural studies. But as the baby boomer generation, who has always redefined the different stages of life (yo
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Lågbu, Øivind. "Hekkesuksess i gamle og nye kolonier hos gråhegre (Ardea cinerea) i Sørøst-Norge : Kan forskjeller forklares ut fra økonomisk teori?" Thesis, Högskolan Dalarna, Biologi, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:du-1670.

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Gamble, Alexander William. "Between tourist and traveler exploring the threshold between fast and slow /." Thesis, Montana State University, 2010. http://etd.lib.montana.edu/etd/2010/gamble/GambleA0510.pdf.

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Speed in relation to traveling leads to the loss of a direct engagement with the physical environment. Tourists travel as quickly as possible to see as much as they can, and after arriving at a station or airport they will leave the terminal in the travel mindset and still be focused on efficiency and speed, preventing them from connecting with the character of their destination on a deeper level. It is my goal to create a transition space for travelers that mediates between the intimate character of place and the ubiquitous nature of high speed travel. By designing for a traveler's inertia I
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Gale, Steven Burton. "Entrainment losses of westslope cutthroat trout into screened and unscreened irrigation canals on Skalkaho Creek, Montana." Thesis, Montana State University, 2005. http://etd.lib.montana.edu/etd/2005/gale/GaleS0805.pdf.

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Gaile-Irbe, Agnese. "Réformer la tyrannie : étude du Hiéron de Xénophon." Strasbourg, 2011. http://scd-theses.u-strasbg.fr/2482/01/GAILE-IRBE_Agnese_2011.pdf.

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Le premier volume présente une étude du Hiéron ou sur la tyrannie, dialogue écrit par Xénophon d'Athènes, auteur prolifique du IVe siècle av. J. C. Le second volume présente le texte grec, une nouvelle traduction, des notes et un index répertoriant les mots grecs. L’étude poursuit plusieurs objectifs. Elle propose une réflexion sur la méthodologie d’approche de Xénophon ; une analyse de sa structure rhétorique ; une analyse de sa place dans le corpus xénophontique ; une étude du message historique ; une analyse du texte dans le contexte de la tradition des épinicies et du genre de Fürstenspieg
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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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Björklund, Benjamin, and Simon Hjertson Nilsson. "Customisable game interfaces impact on game experience." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1286.

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A graphical user interface (GUI) is the bridge between the software and the user. In video games the user interface must be easily understandable and apprehensive. In fact, if a user interface is poorly done it will often break the game and make the user choose another game. If a user has the ability to configure and change the look of the user interface, will it then result in improved game experience? That’s what we investigated in this thesis. To carry out the investigation we developed a fully customisable user interface to a game called “World of Warcraft”. We then compared the original “
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Nissinen, J. (Joonas). "Game usability in Northern European game industry." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201405281548.

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In today’s heavily competitive game market making a game that stands out from the huge amount of available games has become very important. Even though the game might not be the most unique one out there, it still can offer a better playing experience than a similar competitor’s product by having better usability. Usability research could provide game companies with the tools needed to improve their games usability. The aim of this survey was to find out if game companies are doing usability research and investigate their views on game usability. This research was conducted by sending a survey
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Rich, Mary. "Women who gamble." Click here for text online. The Institute of Clinical Social Work Dissertations website, 1998. http://www.icsw.edu/_dissertations/rich_1998.pdf.

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Dissertation (Ph.D.) -- The Institute for Clinical Social Work, 1998.<br>A dissertation submitted to the faculty of the Institute of Clinical Social Work in partial fulfillment for the degree of Doctor of Philosophy. Includes bibliographical references.
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Bengtsson, Jens. "Grad : Game design document for the game Grad." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-90.

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Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 95-102).<br>This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach t
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Tapani, J. (Juho). "Game usability in North American video game industry." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.

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Competition is so fierce in the video game industry that the companies need to find different angles to make their games stand out from the crowd. Game usability provides one such angle which can result in a better overall user experience. The goals of this research were to find out what usability methods are used in North American video game companies, how the companies define the term “game usability”, and are they utilizing heuristic evaluation. The data was gathered by collecting survey answers from 59 North American video game companies. The results indicated that usability is very impo
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Choi, Sujung. "Norie (Game) /." College Park, Md. : University of Maryland, 2007. http://hdl.handle.net/1903/6640.

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Thesis (D.M.A.)--University of Maryland, College Park, 2007.<br>Thesis research directed by: Music. Title from t.p. of PDF. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Mills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.

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Novak, K. "Game theory." Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/46882.

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Game theory is a section of applied mathematics that studies various mathematical models of optimal decision making in conflict situations. J. Von Neumann and O. Monhenshternom in 1944 wrote the work "Theory of Games and Economic Behavior." From the very beginning of its development, it was aimed at solving economic problems. Later it began to be applied in other areas related to the conflict. Theoretical and playing methods of optimal solutions are widely used in medicine, in economic and social planning and forecasting, and other matters of science and technology.Today, the game theo
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GU, JIN. "Game Complex." Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277849.

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This project is a new type of game center in the "game paradise" Akihabara, Tokyo. In Japan, anime, cosplay, Game industry and virtual world have developed very mature and attractive, while in the reality society, most people are under great pressure. Those lead to the Otaku culture, refer to people like to stay at home, obsessed with virtual world and avoid the real social activities. Game and game center tend to become negative things in many ways. So in this project I want to add new fun circulations in the building, and create new games which help people have better interaction with spaces
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Bertram, David. "Game-Space." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31140.

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Game-space presents the development of a student game-hall on the campus of Virginia Polytechnic Institute and State University in Blacksburg, Virginia. The architectural theory that guided the development asserts that an intelligent translation of a building's physical and conceptual needs into a matrix of well defined layers provides a strong foundation for the creation of a cultivated space.<br>Master of Architecture
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Marker, Stephanie Ann. "The Game." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1269021476.

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Whitehurst, Lauren M. "Home Game." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522342103693997.

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Maurer, Jaclyn, and Linda Houtkooper. "Game Food." College of Agriculture and Life Sciences, University of Arizona (Tucson, AZ), 2005. http://hdl.handle.net/10150/146466.

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Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of t
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Andersen, Kat L. "Lonely Game." ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2686.

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Lonely Gameis a collection of short stories exploring different manifestations and consequences of loneliness. Secondary thematic elements include perceptions based on unique life experiences, and how different perspectives play with one’s concept of reality.
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Vadi-Dris, David, and Miika Pasma. "Game Entry to Swedish Game Awards : "Winds of Kahlara"." Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10315.

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<p>This is a report that describes the implementation of a computer technical examination project at Örebro University. More specifically it is about how two students have developed a computer game as an entry for Swedish Game Awards, a competition for games developed without interaction from commercial companies. The game, titled “Winds of Kahlara”, is written for PC and lets the participants compete against each other over a network in a 3D environment. The graphical theme is fantasy and the players utilize among other things magical attacks to kill their opponents. The development itself ha
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Sundström, Ylva. "Game design and production : frequent problems in game development." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1793.

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This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team’s work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature describing the game industry, a short research study of post mortems written by game developers and a surve
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Falconi, Robert F. "Usability and game design : improving the MITAR Game Editor." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61283.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 59-60).<br>Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the means to effectively create MITAR games, however, there were several areas that needed improvement. This motivated the development of several other incarnations of MI
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Gkritsi, Aikaterini. "Agile game : a project management game for agile methods." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/272766/.

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Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understa
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Weimar, Rolf. "A simplified game engine for a game development course." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/9202.

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Includes bibliographical references.<br>The Video Game industry is maturing. Success in the video game industry relies on many things, including marketing, sound business practises, and top notch technical implementation. Games Engines are software systems that facilitate game production. The growth of the game industry has increased the demand for programmers trained in game development technologies. A simplified game engine, designed specifically for the game development courses which service the supply of graduates for the industry, could have many advantages. This dissertation analysed the
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Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025/document.

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Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptu
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Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025.

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Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptu
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Lamoine, Laurent. "Le pouvoir local en Gaule romaine /." [Clermond-Ferrand] : Presses universitaires Blaise-Pascal, 2009. http://catalogue.bnf.fr/ark:/12148/cb41473693z.

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Texte remanié de: Thèse de doctorat--Histoire--Clermont-Ferrand 2, 2003. Titre de soutenance : Représentations et réalité du pouvoir local en Gaule romaine : substrat gaulois et modèle romain, IIe siècle avant J.-C.-IIIe siècle après J.-C.<br>Bibliogr. p. 387-428. Notes bibliogr. Index.
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Bengts, Eric, and Robert Jansson. "Modellering av gamla Lidingöbron." Thesis, KTH, Bro- och stålbyggnad, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-36999.

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På uppdrag av Lidingöstad har en undersökning av gamla Lidingöbrons nuvarande tillstånd inletts. Uppdraget har gått till Carlbro AB, Stockholm som har anlitat Institutionen för byggvetenskap vid KTH för att utföra töjningsmätningar vid tågpassage över bron vilka gjordes under början av oktober 2003, [1]. Detta examensarbete gjordes i samband med dessa undersökningar. Lidingöbron är i huvudsak en fackverksbro med i regel 50 m spannindelning med undantag av ett bågspann och ett längre fack på 70 m. Den har en totallängd på ca 730 m. Lidingöbron togs i bruk 1925. Den var ursprungligen dimensioner
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Carlsson, Ulf. "Nya kunskapskrav - gamla läromedel." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-27475.

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I detta arbete undersöks ett läromedel i engelska 5 för gymnasiet. Läromedlet är publicerat före 2011. Därför är det undersökningens syfte att analysera hur väl läromedlet förhåller sig till de skrivningar i styrdokumenten som gäller för Lgy11.Undersökningen har försökt koppla styrdokumenten i engelska till relevant teori för att sedan undersöka om samma teoretiska underbyggnad finns i själva läromedlet och om detta speglas i läromedlets innehåll och upplägg. Läromedlet undersöks i förhållande till styrdokument och forskning inom språkinlärningsteorier. Resultatet av undersökningen visar att l
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Rudvi, Emil. "Digital Game Mechanics : to create an analog board game prototype." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.

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Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game us
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Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.

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In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of th
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Blomqvist, Jesper. "Evaluating the Game Approachability Principles for Designing Strategy Game Tutorials." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-177546.

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The approachability of a game is determined by the ease of which a player may learn how to play it. Most often, the player is taught how to play a game during a specially designed first level, called the tutorial level. In order to evaluate the approachability of a game, Desurvire et al. created the Game Approachability Principles (GAP) and suggested that GAP could potentially also be used to design game tutorials. This was tested in this paper by using GAP during an iterative design process of a strategy game tutorial. Each tutorial iteration was user-tested and heuristically evaluated. This
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46

Beaudet, Alexandre, and Alexandre Beaudet. "La spécialisation des métiers de la production en Gaule de 450 à 700." Master's thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/37161.

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Dans cette recherche, nous étudions l'évolution de la spécialisation et de la division du travail pour la Gaule du Ve au VIIe siècle. Après la chute de l'Empire, on a longtemps cru que l'économie de la Gaule s'était à ce point effondrée et que les structures sociales avaient tant changé que le travail spécialisé avait presque disparu. En recherchant plusieurs centaines de noms de métier romain dans les sources hagiographiques, juridiques, épistolaires et patristiques qui ont été numérisées, nous avons constitué une liste de 113 vocables de métiers, pour les années 450 à 700. Nous avons ensuite
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Denimal, Christine. "Dynamique du peuplement du IVe au VIIe siècle dans le nord-ouest de la Gaule (Civitates Bononinsium, Morinorum, Atrebatum, Camaracensium et Turnacensium)." Paris 4, 2005. http://www.theses.fr/2005PA040163.

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Les données archéologiques de l'Antiquité Tardive et de l'époque mérovingienne complétées par les mentions de lieux dans les textes, constituent la base de l'étude de l'évolution de l'occupation des villes et des campagnes dans le nord-ouest de la Gaule. La recherche des éléments de continuité et de rupture au niveau des sites d'une part, des terroirs d'autre part, permettent d'aborder la dynamique du peuplement dans une vision diachronique et de mesurer l'impact de différents facteurs sur cette évolution : facteurs économiques, ethniques, politiques, administratifs, religieux, climatiques, gé
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Ameli, Jacopo. "Visualizing Game Mechanics." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Visualizzare le meccaniche di gioco è un modo importante per consentire di definire, rivedere e migliorare lo sviluppo di videogiochi, specialmente in situazioni dove è necessaria una migliore comunicazione tra molti programmatori e designer. Sono stati sviluppati diversi approcci manuali ed automatici negli ultimi anni, ma alcuni sono troppo astratti e distaccati dal contesto di gioco, altri troppo vicini al codice vero e proprio, altri ancora non hanno alcun collegamento ad esso. In questa dissertazione proponiamo l’architettura di un sistema modulare che potrebbe automaticamente costruire e
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Mehta, Aranyak. "Algorithmic Game Theory." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7220.

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The interaction of theoretical computer science with game theory and economics has resulted in the emergence of two very interesting research directions. First, it has provided a new model for algorithm design, which is to optimize in the presence of strategic behavior. Second, it has prompted us to consider the computational aspects of various solution concepts from game theory, economics and auction design which have traditionally been considered mainly in a non-constructive manner. In this thesis we present progress along both these directions. We first consider optimization problems that a
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Eliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.

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Abstract Game contingent claims (GCCs), as introduced by Kifer (2000), are a generalization of American contingent claims where the writer has the opportunity to terminate the contract, and must then pay the intrinsic option value plus a penalty. In complete markets, GCCs are priced using no-arbitrage arguments as the value of a zero-sum stochastic game of the type described in Dynkin (1969). In incomplete markets, the neutral pricing approach of Kallsen and Kühn (2004) can be used. In Part I of this thesis, we introduce GCCs and their pricing, and also cover some basics of mathematical financ
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