Academic literature on the topic 'Island of Kesmai (Game)'

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Journal articles on the topic "Island of Kesmai (Game)"

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Bechervaise, Neil. "The Literacy Game at Palm Island." Aboriginal Child at School 20, no. 3 (July 1992): 41–52. http://dx.doi.org/10.1017/s0310582200007872.

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AbstractThe commercially available Pictionary provides the basis for the game described in this paper and the outcomes of its introduction to a class of grade three aboriginal students on Palm Island in North Queensland are explore. Suggestions are made for the preparation and extension of the game into classes and topic areas specific to a broad variety of learning situations at both primary and secondary level.
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Ramadhan, Aditio Reza. "GAME EXPLORE SUMATERA ISLAND SEBAGAI MEDIA PELESTARIAN BUDAYA BANGSA." Jurnal Ilmiah Infrastruktur Teknologi Informasi 1, no. 2 (January 2, 2021): 1–6. http://dx.doi.org/10.33365/jiiti.v1i2.581.

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Pulau sumatera merupakan pulau ke-3 terbesar di indonesia pulau yang memiliki luas 473,481 km2. Pulau sumatera memiliki kebudayaan yang beragam salah satunya keunikan pakaian adat di tiap daerahnya. Penelitian ini akan membahas tentang merancang dan membangun game petualangan tentang budaya. Game tersebut berisi kebudayaan yang ada di pulau sumatera, game tersebut diberi nama Game Explore Sumatera Island. Kebudayaan yang akan dimasukkan ke dalam Game Explore Sumatera Island ini adalah pakaian adat di pulau sumatera. Tujuan dari pembuatan game ini adalah untuk memperkenalkan dan melestarikan budaya berupa pakaian adat yang ada dipulau sumatera. Pembangunan game ini menggunakan tools Construct 2 dan beberapa tools pendukung lainnya seperti, corel draw x5, photoshop cs6. Hasil implementasi game telah diuji dengan pengujian alpha dan beta. Pengujian alpha melalui pengujian aspek fungsionalitas dengan metode blackbox, dan dapat berjalan dengan baik dengan validasi 100%. Pengujian beta dengan melalui aspek usability, dan didapatkan hasil 80%, sedangkan untuk pengujian perangkat lunak sistem cukup baik di beberapa perangkat. Dari hasil pengujian tersebut, dapat disimpulkan bahwa aplikasi Game Explore sumatra Island dapat berjalan dengan baik dan dapat digunakan.
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Azzmi, Naufal, Lailatul Husniah, and Ali Sofyan Kholimi. "Island Generator pada Game Open world Menggunakan Algoritma Perlin noise." Jurnal Repositor 2, no. 7 (July 23, 2020): 965. http://dx.doi.org/10.22219/repositor.v2i7.601.

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AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).
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Lester, James C., Eun Y. Ha, Seung Y. Lee, Bradford W. Mott, Jonathan P. Rowe, and Jennifer L. Sabourin. "Serious Games Get Smart: Intelligent Game-Based Learning Environments." AI Magazine 34, no. 4 (December 15, 2013): 31–45. http://dx.doi.org/10.1609/aimag.v34i4.2488.

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Intelligent game-based learning environments integrate commercial game technologies with AI methods from intelligent tutoring systems and intelligent narrative technologies. This article introduces the CRYSTAL ISLAND intelligent game-based learning environment, which has been under development in the authors’ laboratory for the past seven years. After presenting CRYSTAL ISLAND, the principal technical problems of intelligent game-based learning environments are discussed: narrative-centered tutorial planning, student affect recognition, student knowledge modeling, and student goal recognition. Solutions to these problems are illustrated with research conducted with the CRYSTAL ISLAND learning environment.
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Chen, Jr-Chang, and Chin-Lin Shiue. "An investigation of the game of Defend the Island." ICGA Journal 40, no. 4 (March 25, 2019): 330–40. http://dx.doi.org/10.3233/icg-180052.

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Vieira, José Cabral, and Marcos Carolino Antunes. "Touristic big-game fishing in Saint Michael Island (Azores)." Tourism Economics 23, no. 6 (January 4, 2017): 1362–68. http://dx.doi.org/10.1177/1354816616686414.

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This article examines anglers’ opinions about the destination, angler profiles and business revenues of touristic big-game fishing in the island of Saint Michael, Azores (Portugal). For this purpose, a survey was carried out among visitors who engaged in that activity and vessels’ owners. In addition, some information was gathered from official data sources. The results reveal that this activity already generates a reasonable contribution to the touristic revenue of the island. There is also evidence based on respondents’ opinions that such an emerging market niche has the potential to expand and compete with other touristic regions in the practice of this recreational activity.
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Chung, Chien-Peng. "Resolving China’s Island Disputes: A Two-Level Game Analysis." Journal of Chinese Political Science 12, no. 1 (June 21, 2007): 49–70. http://dx.doi.org/10.1007/s11366-007-9001-7.

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Gutica, Mirela, and Stephen Petrina. "Emotional Agents in Educational Game Design." International Journal of Game-Based Learning 11, no. 4 (October 2021): 72–89. http://dx.doi.org/10.4018/ijgbl.2021100104.

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Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.
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Yunus, Mursid, Indah Fitri Astuti, and Dyna Marisa Khairina. "Game Edukasi Matematika Untuk Sekolah Dasar." Informatika Mulawarman : Jurnal Ilmiah Ilmu Komputer 10, no. 2 (September 11, 2015): 59. http://dx.doi.org/10.30872/jim.v10i2.192.

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Game telah menjadi sebuah sarana hiburan yang paling banyak diminati masyarakat dari yang muda sampai yang tua belakangan ini. Inilah salah satu faktor yang mendorong banyak pengembang game berinovasi dengan produk-produk game yang menyasar para peminatnya. Penelitian ini bertujuan untuk memberikan kontribusi dalam dunia game, khususnya game yang bersifat edukatif. Sisi edukatif dalam game ini berupa pembelajaran berhitung yang simple dan menarik. Dalam game ini pemain dapat menikmati permainan animasi fantasi sekaligus menambah pengetahuan dan pembelajaran berhitung dengan menjawab soal pertanyaan yang ada dalam permainan. Skor akan didapatkan berdasarkan jumlah jawaban benar. Metode penelitian yang digunakan dalam penelitian ini diantaranya adalah metode analisis yaitu dengan menggunakan teknik pengambilan data melalui studi literatur dengan melakukan pencarian data melalui buku-buku teks ataupun sumber lainnya dan perbandingan game dengan game sejenis. Hasil yang dicapai dari penelitian ini ialah terselesaikanya pembuatan aplikasi game edukasi berbasis Dekstop Game Berhitung : “Taimer Island” menggunakan Swishmax. Game edukasi “Taimer Island” berbasis Dekstop ini diharapkan dapat memberikan nuansa baru dalam dunia pembelajaran dan diharapkan mampu meningkatkan minat anak untuk belajar khususnya belajar berhitung.
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Barnes, Stephanie, and Nick Milton. "Serious game: Knoco’s Bird Island, making the point for KM." World Journal of Science, Technology and Sustainable Development 14, no. 2/3 (April 6, 2017): 194–203. http://dx.doi.org/10.1108/wjstsd-06-2016-0043.

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Purpose Knowledge management really does make a difference; it is not just an academic idea. There are lots of case studies and examples of knowledge management activities having a significant impact on the results of an organization, and some examples will be cited in the body of the paper. However, Knoco’s Bird Island serious game is one of the quickest, easiest, and most enjoyable ways to make the point. The paper aims to discuss these issues. Design/methodology/approach This paper will review how Knoco’s Bird Island serious game is played. It will also discuss the results of over the almost 20 years that it has been played: what participants have experienced, what has been learned, and most importantly, the data that have been collected that help prove that sharing knowledge is a very powerful thing to do. Findings By using three different KM processes (after action reviews, peer assists, and best practice sharing) results of the activity go from abysmal to unbelievable, increasing by an average of 258 per cent, all because of reflecting, sharing, and learning. Even if participants want to continue to be sceptical of the results that making better use of their organization’s knowledge can have and they think they can only attain a fraction of this, 10 per cent of the demonstrated result is still almost 26 per cent. Isn’t that worth at least giving it a try? Originality/value Knoco has been running their serious game for almost two decades and have the data to prove it.
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Dissertations / Theses on the topic "Island of Kesmai (Game)"

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Kooyman, Brian P., and n/a. "Moa and moa hunting : an archaeological analysis of big game hunting in New Zealand." University of Otago. Department of Anthropology, 1985. http://adt.otago.ac.nz./public/adt-NZDU20070619.121632.

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This study is an archaeological examination of the prehistoric hunting of moa, a family (Dinornithidae) of now extinct large flightless birds that inhabited New Zealand. The analysis employs a detailed butchering pattern analysis for the moa remains and combines it with a lithic usewear microchipping and polish analysis. The usewear analysis examines two lithic materials, porcellanite and silcrete. The criteria used to distinguish worked material in the usewear study. The general patterns of moa exploitation and butchering are defined in a faunal analysis of moa remains from sites from throughout New Zealand. Hunting strategies are examined in a case study of the Clutha River area of southern New Zealand, by interpreting the results of the butchering pattern analysis in combination with the usewear analysis results and some of the general aspects of site type and location. It is concluded that moa were hunted by an individual hunting strategy, probably with wooden spears. Hunting was done from habitation sites, not from temporary camps established from base camps. Hunting did not specialise in any one particular moa species. In addition to meat, bone marrow was also particular moa species. In addition to meat, bone marrow was also extracted and eaten. No evidence of meat preservation was found. The results correspond well with expectations based on analogies from traditional hunting of other large birds and in east Polynesia, suggesting the methodology is reliable for studying hunting and could be applied elsewhere. The study also includes an examination of bone anatomical landmarks as a means to identifying moa species. The hypothesised significance of the variation in these traits is used to make suggestions about possible moa behaviour. It is suggested that Megalapteryx didinus was more awkward than the other moa, that Anomalopteryx didiformis may have had a diet more similar to that of the kiwi than to that of the other moa, and that Dinornis species may have balanced their centre of gravity differently from other moa. Based on the manner in which moa were hunted, it is proposed that moa did not congregate in large flocks.
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Chen, Chou-mi, and 陳秋米. "Introducing Environmental Awareness in the Design of Peanut-Island Landlord Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/21841799263299014761.

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碩士
國立高雄師範大學
視覺設計學系
100
Environmental protection is an important and pressing issue. Its serious nature, however, makes some distance between the environmental protection and people. Therefore, this game is created as a way of promoting environmental protection awareness. By introducing environmental knowledge in this game, the goal of this project is to narrow the distance between people and environment based on the methods of exploring theoretical and related documents and collected gaming case studies. This project is based on the game design theory with the familiar concept of real estate tycoon games. The game titled "Peanut Island" is created with the reserved fauna and flora in Taiwan applied as the rules of the game and theme as well as the application of Visual design principles. Players from different age groups were invited to test play the game for improvement if any the problem found during the gaming in order to the game more viable. The findings concluded from the creation of this project indicate that it increases the interest on environmental issue and knowledge for the players during the process of gaming. The method of creating this game integrated with environmental knowledge can be also applied in other areas as a vehicle for the promotion environmental awareness. Introducing the environmental consciousness into a mechanism of real estate Tycoon game is not only just for playing, but also simulating real life. As this game is easy to play, the environmental knowledge is embedded in the fun of it without the propaganda upon environmental protection issues. Keywords: Environmental protection, Monopoly, Reserved fauna and flora in Taiwan, Visual performance, Game design
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Tsai-Chieh, Liu, and 劉再傑. "Study on the Development of Game Industry-- A case of Quemoy Island." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/63748237992266024942.

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碩士
國立暨南國際大學
國際企業學系
97
In the National Development Conference held in December 1996, Taiwan has listed the development of tourism and gambling industry as a propositional topic for increase in tax and development of local areas. Besides, the CEPD has also included the industry in the summary report of economic development issues. After more than a decade, however, it hasn’t been finalized yet while Taiwan has undergone the second transfer of political power. Among neighbor Asian countries, for example, Macau keeps attracting foreign investment after it has allowed the establishment of casinos, which also improves the managerial systems and qualities of existing casinos. Having lifted the ban of gambling, the Singapore government deems the opening of touring casinos a good way to revitalize the economy and attract streams of tourists. And the new comprehensive touring casinos built by the government will be completed and inaugurated in 2009. In contrast, Taiwan has lost the opportunity to earn foreign exchanges which could have been earned through touring casinos. Besides Macau and Singapore mentioned above, Asian countries including Russia (Vladivostok), Japan, South Korea, Philippine, Vietnam, Cambodia, Malaysia, Thailand and Nepal have opened or planned to open touring casinos, from which the study suggests two implications: first, all government authorities have stated the ultimate improvement of economy as high-priority governmental issue, for which the opening of touring casinos is only a tool; second, as nearly surrounding mainland China, these areas may serve as special sites of tour and shopping for the Chinese new-rich class. In the year of 2006, lottery income of Macau has reached up to 7.2 billion U.S. dollars, and for the first time Macau has surpassed Las Vegas in the U.S. and become the world’s largest city of casino, which again shows the change. The study suggests that the off-islands such as Penghu and Quemoy may be the best destinations for establishing touring casinos, and a number of experts and scholars in Taiwan have proposed various views on the establishment of touring casinos in Penghu. The study has additionally set a topic and examined the future establishment of touring casinos in Quemoy. After analyzing the definition and types of touring casinos, effects of the establishment of touring casino and the development survey of Quemoy’s tourism, the study concludes possible issues at two levels, namely supporting infrastructures and tourism planning and development, as the initial themes. Then the themes are selected and confirmed through the first, second, and third round Delphi Expert Opinion Survey Method, in conjunction with relevant advices from experts in questionnaires. Finally, the issues of basic supporting infrastructures include six themes, such as acquisition of land, establishment of the Entry-Exit Administration Bureau, transportation, public facilities, electricity and water supply, and health care resources; and the issues of tourism planning and development include three themes such as large indoor entertainment centers, hotel facilities, and personnel training .
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Wu, Hui-Wen, and 吳卉雯. "Math Island: The Game Design of Primary Mathematical Knowledge Map Support Student Learning." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/31414256310386299354.

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碩士
國立中央大學
網路學習科技研究所
101
With the development of technology, students learn knowledge not only in the classroom, but also individually via Internet. They need to decide what they want to learn, and how well they learn. However, primary mathematical education currently adopts teacher-centered learning with spiral curriculum. Although spiral paradigm may be suitable for students’ ability development, it cannot allow them to realize the relationship among knowledge. Therefore, this study designs an educational game, called “Math Island”, which is based on a knowledge map. This game is designed for first graders to build core mathematical concepts and their relationship. Unlike conventional instruction in classrooms, the game provides learning materials in a game-based knowledge map, which allows students to explore. In Math Island, they may choose learning content, and adjust their direction for self-paced learning. This study aims to investigate the effect of Math Island on students’ knowledge development as well as the influence of mathematical knowledge map and visualization learning process on self-paced learning. For preliminary evaluation, this study used a mathematical ability assessment for low graders, motivation questionnaires, and interviews for data collection and analysis. The results showed that Math Island may significantly improve students’ mathematical ability. Furthermore, some of the students may learn beyond the standard progress. These findings implied that the design of Math Island may help students learn mathematics.
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Trueman, Alice Mary. "Playing the game: the education of girls in private schools on Vancouver Island." Thesis, 2009. http://hdl.handle.net/1828/1602.

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By the mid-nineteenth century academics began to replace the accomplishments in schooling for middle and upper class girls in Britain. Immigrants brought both models to Vancouver Island. Angela College, a religious school clinging to the past, represents the old; Norfolk House, an urban largely day school, and Queen Margaret’s, a country boarding school with some day students, illustrate the two types of the new, reformed schools. This study draws on personal accounts, archival records, and contemporary newspapers to show that parents chose private schools for reasons of ethnic preservation, upward social mobility, and dissatisfaction with local public schools. A comparison of the founding, governance, finance, buildings and grounds, curriculum, headmistresses and teachers, students, parents, and succession plans revealed similarities and striking differences. Parental preference for strong leadership, scholarship, and character-development enabled Norfolk House and Queen Margaret’s to survive; the lack thereof combined with poor management doomed Angela College to failure.
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Hsu, Chi-yang, and 徐啟洋. "Creation Island: Through Self-management Game Mechanism to Enhance Writing Interest and Writing Performance." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/7su395.

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碩士
國立中央大學
網路學習科技研究所
103
Motivation plays an important role in students’ writing learning writing. Previously our research team have proposed a model which could decrease students’ writing difficulty and scaffold students writing performance, named Tomorrow’s Writing, and applied it on an online platform named, Creation-Island. However, we found this model could not improve students’ writing motivation and could not overcome students’ difficulty of peer response. Hence, we added self-management game mechanism and mini-lesions of peer response to enhance the effect of Tomorrow’s Writing and Creation-Island. This study was conducted a quasi-experimental study and the participants were 105 third grade students who all used Creation-Island with self-management game mechanism. The participants were divided into an experimental group (54 students) with mini-lessons and a control group (54 students) without mini-lessons. We gathered students’ cognition aspect of writing performance by the students’ writing articles and the content of peer responses in Creation-Island, and students’ affective aspect of writing performance by a questionnaire which includes writing interests, attitudes, and habits. In addition, we selected each 3 students from high, middle, and low writing ability students and from two groups. The results indicated experiment group students’ writing performance in writing indexes were significant better than control group students. Moreover, the types and quality of peer responses of experiment group students also significant better than control group students. It showed the mini-lessons were effective. Regarding students’ writing motivation, both two group students were improved and showed the effect of self-management game mechanism.
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CHEN, YEN-HUA, and 陳彥樺. "Effectiveness Evaluation of the Self-made Board Game in terms of “Low-carbon Travel of Penghu Island”." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/h3ypds.

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碩士
國立臺南大學
生態暨環境資源學系生態旅遊碩士班
107
This study uses a self-made travel-type board game (referred to as the board game) –“Low-carbon Travel of Penghu Island"which contains the knowledge of low-carbon tourism and information of attractions. The aim of this game is to let gamers learning local attractions and culture in a relaxed and happy way and learning the low-carbon knowledge. The low-carbon knowledge includes understanding the use of low-carbon traffic to travel during the travel is one of the ways to be environment friendly. In addition to tested by experts in different fields, the tabletop games were also testedq in the environmental training courses of Kaohsiung, Nantou and Wuhu in four sessions. Furthermore, there was a front-end questionnaire before the course and a questionnaire after the course. The results of the side questionnaires were collected to analyze the effectiveness of the“ Low-carbon Travel of Penghu Island"board game. As far as the development of this tabletop game is concerned, it is developed through the theme and is invited by experts from different fields to test and modify. After revised by expert advice, the board game were tested on the “relevant environment board games add-on training courses” . After that, the game were analyzed through the results of the side questionnaires. The result shows that the photos of the tourist destinations in the board games and the game experience are a good way to attract people to visit the sightseeing spots and having some insight into the tourist attractions. In addition, combining with the knowledge of low-carbon tourism, game players can promote the understanding of low-carbon behavior and enhance the willingness of participate low-carbon related activities or travel in the future. On the whole, the“ Low-carbon Travel of Penghu Island"board game is a board game which can transmit tourist information and low-carbon information. It proves that board games can be used not only for teaching but also for conveying information and environmental knowledge of a destination. This study is aimed at the use of teaching and further research of the“ Low-carbon Travel of Penghu Island"in the future. The board game can be used for content expansion or topical thinking for teaching themes. It can also be used for big data analysis to understand the behavioral impacts and differences between different ethnic groups after experiencing the game. Keywords: board games, environmental issues game, low-carbon travel, Penghu, low cabon island
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Liao, Chun-Pei, and 廖君珮. "Strategy Analysis of Fisheries Cooperation between Taiwan Distant Water Tuna Purse Seine Fishery and Pacific Island Countries by Game Theory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/e5y4rs.

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碩士
國立臺灣海洋大學
海洋事務與資源管理研究所
102
To be confronted with population growth, fishery resources have been a major source of protein for human. In virtue of some reasons, like nutritive value, tuna species are popular among others. The tuna industry in the Western and Central Pacific Ocean (WCPO) is one of the largest and most valuable fisheries in the world and many countries developed their tuna fisheries there. The tuna fishery in WCPO is complicated with Regional Fisheries Management Organisations (RFMOs), agreements, treaty and scheme. The South Pacific Committee (SPC) established in 1947 as the oldest RFMOs, Forum Fisheries Agency (FFA) in 1979 and Western and Central Pacific Fisheries Commission (WCPFC) in 2004. The fishery cooperations between Pacific island countries (PICs) and distant water fishing nations (DWFNs) by multilateral agreements or bilateral agreements, and manage under the scheme, conservation and management measure (CMMs), which include Vessel Day Scheme (VDS) implemented in 2007. This research aims to study of Taiwan purse seine fishery cooperation with PICs in WCPO and analysis by Game Theory, which include Federated States of Micronesia, Kiribati, Marshall Islands, Nauru, Palau, Papua New Guinea, Solomon Islands and Tuvalu. In order to set the game of WCPO tuna purse seine fisheries by the mechanism design, collected the informations by literature analysis method and case study, then use the semi-standardized in-depth interview with the experts. There are totaol 7 games were setted, include two categories and two scenarios. The categories are “The Taiwan Purse Seiner to PICs Game ” and “The Taiwan Purse Seiner to individual PIC Game”, under two scenarios as the high price and low price of fish by 2009-2012. “The Taiwan Purse Seiner to Individual PIC Game” select Kiribati, Papua New Guinea, Marshall Islands as Players by total fishing days and by area. “The Taiwan Purse Seiner to PICs Game” and “The Taiwan Purse Seiner to individual PIC Game”, show the Nash equilibrium, the dominant strategy of PICs is “continue implement the VDS” and for Taiwan is “co-management the purse seine fishery”. The Game of Taiwan-Papua New Guinea and Taiwan-Kiribati show the situation of Taiwan purse seine vessel could be well-manage under the scenario of high price of fish. In the case of Taiwan-Marshall Game, Marshall Islands need work opportunities than access fee, therefor co-management is the dominant strategy remarkably for Taiwan when build fishery cooperation with Marshall Islands.
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Books on the topic "Island of Kesmai (Game)"

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Inc, Nintendo of America, ed. Yoshi's Island DS: Prima authorized game guide. Roseville, CA: Prima Games, 2006.

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Minecraft: The island. New York City, New York, USA: Del Rey Books, 2017.

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Blyton, Enid. Famous five adventure game book 6. London: Hodder Children's Books, 2011.

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Livingstone, Ian. Island of the Lizard King. New York, N.Y: Dell 1985, c1984., 1985.

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McClellan, John. Rules of the game: Land use and land ownership on Prince Edward Island. Charlottetown, P.E.I: Institute of Island Studies, 1990.

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United States. Congress. Senate. Committee on Foreign Relations. Fisheries treaty with certain Pacific island states: Report (to accompany Treaty Doc. 100-5). [Washington, D.C.?: U.S. G.P.O., 1987.

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Vancouver Island Fish and Game Club. Constitution, certificate of membership, and summary of game protection act. [British Columbia?: Banfield & Jewell, 1996.

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Tom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. 2nd ed. New York: Bantam Books, 1992.

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Tom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. New York, N.Y.: Bantam Books, 1991.

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Inc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.

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Book chapters on the topic "Island of Kesmai (Game)"

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Howell, Greg. "„Game Plans“ im Three Mile Island-Projekt – ein Erfahrungsbericht zur Unsicherheit in Projekten." In Lean Construction – Das Managementhandbuch, 447–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2017. http://dx.doi.org/10.1007/978-3-662-55337-4_26.

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"The Island Game:." In Capturing the Commons, 57–79. University Press of New England, 2014. http://dx.doi.org/10.2307/j.ctv1xx9c2c.7.

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"A Child’s Game of Pretend 1955–58." In Sweet and Bitter Island. I.B.Tauris, 2008. http://dx.doi.org/10.5040/9780755624454.ch-013.

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"4. The Monkeys’ Island: The New Deal Builds a Modern Zoo." In The Animal Game, 115–42. Harvard University Press, 2016. http://dx.doi.org/10.4159/9780674972759-005.

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Gray, David. "Remote, rural and island communities." In Transport Matters, 279–300. Policy Press, 2019. http://dx.doi.org/10.1332/policypress/9781447329558.003.0012.

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This chapter examines transport in the remote rural and island areas, with a particular focus on the Highlands and Islands of Scotland. I explore 50 years of failure to address the rural transport problem, highlighting how population distribution and destination competition have conspired with funding issues and car use to thwart efforts to arrest the decline in rural bus use. In the second part of the chapter I discuss car dependence, how it varies across different types of rural locality and the importance of someone else’s car in maintaining rural access and mobility. Part three examines the impact of rising fuel costs in rural areas, but argues that large scale investment in roads and bridges have had a much more significant long-term impact on people’s travel habits, changing the way that life is lived in the region. I conclude with some reflection on the game-changing potential of technological innovation such as AVs for remote and rural areas.
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Ehrenfeld, David. "More Field Ecology: Rightofway Island." In Swimming Lessons. Oxford University Press, 2002. http://dx.doi.org/10.1093/oso/9780195148527.003.0035.

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On all but one of the field trips in my Field Ecology course, I take my students to the sorts of places that they have been to before: the beach, the pinelands, the Highlands forest, farms, old fields, streams, salt marshes, suburbs. But on the third trip, after the ones to the campus and to the experimental plots at Hutcheson Forest, we go to a place that is, for all its superficial familiarity, altogether different and exotic. This trip is to America’s deserted empire, what the person who knew it best, ecologist Frank Egler, described as the Right of way Domain. Right-of-way land comprises at least fifty to seventy-five million acres in the United States, an area larger than New England. It is disposed as long strips of property along railroad tracks, roads, and canals; under power lines; and above buried pipelines. Many of these rights-of-way, even those in heavily populated areas, are scarcely ever visited by people—they are cut off from human presence by fences, no-trespassing signs, patrolling police, dense vegetation, and a scarcity of reasons to set foot in them. True, some abandoned rights-of-way have been put to use. The tow-path and adjacent land along the old Delaware–Raritan Canal, which winds its way for many miles through central New Jersey, has become a very long, very narrow, very popular state park. Indeed, this is the park that has helped protect the forest along the Millstone River, which I de-scribed earlier. Hunters love the rights-of-way under power lines, which attract deer and small game. And disused railroad lines have been turned into foot and bike trails in several parts of the country. But many rights-of-way, totaling a huge amount of land, go for months or years without feeling a human step or hearing a human voice. These places are them-selves neither urban nor suburban nor rural; neither settled nor wilder-ness. They are a quintessential part of what author James Howard Kunstler has called “the geography of nowhere.” In my right-of-way trip we start with a boggy strip of land above a transcontinental gas pipeline.
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Renshon, Jonathan. "Losing Face and Sinking Costs." In Fighting for Status. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691174501.003.0003.

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This chapter explores the behavioral microfoundations of status dissatisfaction theory by conducting two simultaneously fielded experiments in which status concerns were randomly assigned prior to an “escalation of commitment” task. The first study replicates and extends a sunk costs experiment that asks subjects to make a hypothetical investment decision, while the second introduces the “Island Game” to provide a behavioral measure of escalation of commitment. Several regression models are estimated to determine how leadership affects the tendency to escalate in the primary decision task. The chapter also considers additional mechanisms that link status concerns to war through individuals' willingness to escalate their commitment to a failing course of action, including power and social dominance orientation (SDO). The results show that subjects with stronger preferences for hierarchy—that is, high in SDO—are most affected by status concerns and correspondingly more likely to exhibit patterns of biased escalation.
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"Environment : Past and Present." In Environmental Toxicology, edited by Sigmund F. Zakrzewski. Oxford University Press, 2002. http://dx.doi.org/10.1093/oso/9780195148114.003.0006.

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Concern for the environment is not an entirely new phenomenon. In isolated instances, environmental and wildlife protection laws have been enacted in the past. Similarly, astute early physicians and scientists occasionally recognized occupationally related health problems within the general population. As early as 500 BC, a law was passed in Athens requiring refuse disposal in a designated location outside the city walls. Ancient Rome had laws prohibiting disposal of trash into the river Tiber. In seventeenth century Sweden, legislation was passed forbidding ‘‘slash and burn’’ land clearing; those who broke the law were banished to the New World. Although no laws protecting workers from occupational hazards were enacted until much later, the first observation that occupational exposure could create health hazards was made in 1775 by a London physician, Percival Pott. He observed among London chimney sweeps an unusually high rate of scrotal cancer that he associated (and rightly so) with exposure to soot. Colonial authorities in Newport, Rhode Island, recognizing a danger of game depletion, established the first closed season on deer hunting as early as 1639. Other communities became aware of the same problem; by the time of the American Revolution, 12 colonies had legislated some kind of wildlife protection. Following the example of Massachusetts, which established a game agency in 1865, every state had game and fish protection laws before the end of the nineteenth century (1). In 1885, to protect the population from waterborne diseases such as cholera and typhoid fever, New York State enacted the Water Supply Source Protection Rules and Regulations Program. These instances of environmental concern were sporadic. It was not until some time after World War II that concern for the environment and for the effects of industrial development on human health became widespread. The industrial development of the late eighteenth century, which continued throughout the nineteenth and into the twentieth century, converted the Western agricultural societies into industrialized societies. For the first time in human history, pervasive hunger in the western world ceased to be a problem. The living standard of the masses improved, and wealth was somewhat better distributed.
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Irmscher, Christoph. "The Thinking Singer." In Max Eastman. Yale University Press, 2017. http://dx.doi.org/10.12987/yale/9780300222562.003.0008.

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After his return to the United States in 1927, Max Eastman finds himself isolated from his former radical friends. A controversy with Sidney Hook over his interpretation of Marxism increases his depression, as does the lackluster response to his novel, Venture. Crystal Eastman’s untimely death in 1928 nearly ends Max’s career as a professional lecturer, but Eliena’s devotion to their marriage sustains him. Max’s translation of Trotsky’s History of the Russian Revolution reinvigorates his friendship with the exiled leader, although during Max’s visit to Prinkipo Island the men nearly come to blows over their different interpretations of dialectic materialism. Max publishes more poetry, a book on literature and science, an edition of Marx’s writings, and Artists in Uniform, a critique of the totalitarian takeover of literature in the Soviet Union. He collaborates on the innovative documentary Tsar to Lenin, while Enjoyment of Laughter, his second book on humor, becomes a best-seller. Max’s scathing review of Hemingway’s Death in the Afternoon leads to a well-publicized fistfight between the two men. Worried about the Soviet infiltration of American life, Max is keeping lists of suspected communists in the U.S. and acts as the host of the popular radio show Word Game.
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Cook, Matthew. "Still Life Theory." In New Constructions in Cellular Automata. Oxford University Press, 2003. http://dx.doi.org/10.1093/oso/9780195137170.003.0008.

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In Conway’s Game of Life [2], if one starts with a large array of randomly set cells, then after around twenty thousand generations one will see that all motion has died down, and only stationary objects of low period remain, providing a final density of about .0287. No methods are known for proving rigorously that this behavior should occur, but it is reliably observed in simulations. This brings up several interesting related questions. Why does this “freezing” occur? After everything has frozen, what is the remaining debris composed of? Is there some construction that can “eat through” the debris? If we start with an infinitely large random grid, so that all constructions appear somewhere, what will the long term behavior be? It seems clear that knowing the composition of typical debris is central to many such questions. Much effort has gone into analyzing the objects that occur in such stationary debris, as well as into determining what stationary objects can exist at all in Life [4, 8], Both of these endeavors depend on having some notion of what an “object” is in the first place. One simple notion is that of an island, a maximal set of live cells connected to each other by paths of purely live cells. But many common objects, such as the “aircraft carrier,” are not connected so strongly. They are composed of more than one island, but we think of them as a single object anyway, since their constituent islands are not separately stable. Any pattern that is stable (has period one, i.e., does not change over time) is called a still life. Since a collection of stable objects can satisfy this definition, the term strict still life is used to refer to a single indivisible stable object, and pseudo still life is used to refer to a stable pattern that is composed of distinct strict still lifes. For example, the bi-block is a pseudo still life, since it is composed of two blocks, but the aircraft carrier is a strict still life, since its islands are not stable on their own.
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Conference papers on the topic "Island of Kesmai (Game)"

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Pinilla Giménez, Inés, Francisco J. Díaz-Pernas, Sonia Garrote Fernández, Juan Azael Herrero Alonso, David González Ortega, and Mario Martínez-Zarzuela. "The EPIK Island - Serious Game for Stroke Recovery." In 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006366501920197.

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Liu, Jiayan, and Zheng Hu. "Analysis on Dynamic Game of Island Development under Government Encouragement." In 2016 International Conference on Education, Sports, Arts and Management Engineering. Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/icesame-16.2016.275.

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Dai, Cheng, Hongda Liu, Yuting Wang, Zhongli Ma, Zhipeng Li, Qi Wang, and Xiaofei Sun. "The user side load management based on game theory and smart price in tourist island." In OCEANS 2017 - Aberdeen. IEEE, 2017. http://dx.doi.org/10.1109/oceanse.2017.8084713.

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Chen, Zhi-Hong, Calvin C. Y. Liao, and Tak-Wai Chan. "Quest Island: Developing Quest-Driven Learning Model by Blending Learning Tasks with Game Quests in a Virtual World." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.52.

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"DESIGNING COLLABORATIVE MULTIPLAYER SERIOUS GAMES FOR COLLABORATIVE LEARNING - Escape from Wilson Island - A Multiplayer 3D Serious Game for Collaborative Learning in Teams." In 4th International Conference on Computer Supported Education. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003899801990210.

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Dewi, P. "Gender Equality for Sustainable Development: Focus on Interpreting Gender Relation in YAOI Doujinshi Love Heat at Tropical Island." In Proceedings of The 1st Workshop Multimedia Education, Learning, Assessment and its Implementation in Game and Gamification, Medan Indonesia, 26th January 2019, WOMELA-GG. EAI, 2019. http://dx.doi.org/10.4108/eai.26-1-2019.2282909.

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Asgary, Ali. "Holovulcano: Augmented Reality simulation of volcanic eruptions." In The 8th International Defence and Homeland Security Simulation Workshop. CAL-TEK srl, 2018. http://dx.doi.org/10.46354/i3m.2018.dhss.007.

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"This paper describes an interactive holographic simulation of volcanic eruption. The aim of the project is to use Augmented Reality (AR) technology to visualize different volcanic eruptions for public education, emergency training, and preparedness planning purposes. To achieve this goal, a 3D model of the entire Vulcano Island in Italy has been created using real elevation data. Unity game engine and Microsoft Visual Studio have been used to develop HoloVulcano augmented/virtual reality simulation application. The current version of HoloVulcano simulates normal and unrest situations, single and long lasting Vulcanian, Plinian, and Strombolian eruptions. HoloVulcano has been developed for Microsoft HoloLens AR device. Wearing the HoloLens, users can interact with the volcano through voice, gazing, and gestures and view different eruptions from different points in the island. HoloVulcano will be used for training emergency exercises and public education."
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