Academic literature on the topic 'Lost in Time (Game)'

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Dissertations / Theses on the topic "Lost in Time (Game)"

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Fuller, Marvin Gene. "Interactions Between Patterns of Gamer Behaviors and Time-on-Task for Mathematics Remediation in a Game-based HIVE." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/235.

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As the presence of digital game-based learning increases in United States classrooms, understanding their impact on achievement is critical. Digital games for learning offer many potential benefits, including reducing the number of students trapped in a remediation cycle, a contributor to college dropout. Despite the recognized potential of game-based learning, few researchers have explored the relationships between specific patterns of behaviors and types of digital game-based learning environments. The underlying theory for this study was patterns of gamer behaviors may predict in-game behaviors. Archival, third-party data regarding The Lost Function - Episode 1: Sum of the Forgotten Minds by Advanced Training & Learning Technology, LLC was used in this study. Using 4 case groups at the high school and college levels (n=114), self-reported levels of the 3 patterns of gamer behaviors, gender, and age-band were analyzed using multiple regression to determine relationships to time-on-task in a game-based highly interactive virtual environment, designed for mathematics remediation. While the results were inconclusive, this study supported the existing literature regarding gender differences and the lack of mutual exclusivity in behavior typing. Recommendations include additional research in how the statements used in the 3-factor model may be adjusted to allow for a broader population of game players. The social change implication is that further understanding of the relationship between learner traits and digital learning environment may assist educators that employ digital game-based learning a way to better align learners to the most appropriate digital learning environment, thereby increases their chances at success.
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Pereira, Miguel Ramos. "Time diversity solutions to cope with lost packets." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2012. http://hdl.handle.net/10362/9368.

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A dissertation submitted to Departamento de Engenharia Electrotécnica of Faculdade de Ciências e Tecnologia of Universidade Nova de Lisboa in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Engenharia Electrotécnica e de Computadores<br>Modern broadband wireless systems require high throughputs and can also have very high Quality-of-Service (QoS) requirements, namely small error rates and short delays. A high spectral efficiency is needed to meet these requirements. Lost packets, either due to errors or collisions, are usually discarded and need to be retransmitted, leading to performance degradation. An alternative to simple retransmission that can improve both power and spectral efficiency is to combine the signals associated to different transmission attempts. This thesis analyses two time diversity approaches to cope with lost packets that are relatively similar at physical layer but handle different packet loss causes. The first is a lowcomplexity Diversity-Combining (DC) Automatic Repeat reQuest (ARQ) scheme employed in a Time Division Multiple Access (TDMA) architecture, adapted for channels dedicated to a single user. The second is a Network-assisted Diversity Multiple Access (NDMA) scheme, which is a multi-packet detection approach able to separate multiple mobile terminals transmitting simultaneously in one slot using temporal diversity. This thesis combines these techniques with Single Carrier with Frequency Division Equalizer (SC-FDE) systems, which are widely recognized as the best candidates for the uplink of future broadband wireless systems. It proposes a new NDMA scheme capable of handling more Mobile Terminals (MTs) than the user separation capacity of the receiver. This thesis also proposes a set of analytical tools that can be used to analyse and optimize the use of these two systems. These tools are then employed to compare both approaches in terms of error rate, throughput and delay performances, and taking the implementation complexity into consideration. Finally, it is shown that both approaches represent viable solutions for future broadband wireless communications complementing each other.<br>Fundação para a Ciência e Tecnologia - PhD grant(SFRH/BD/41515/2007); CTS multi-annual funding project PEst-OE/EEI/UI0066/2011, IT pluri-annual funding project PEst-OE/EEI/LA0008/2011, U-BOAT project PTDC/EEATEL/ 67066/2006, MPSat project PTDC/EEA-TEL/099074/2008 and OPPORTUNISTICCR project PTDC/EEA-TEL/115981/2009
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Somervell, Tess Elizabeth Sophie. "Reading time in Paradise lost, The Seasons, and The Prelude." Thesis, University of Cambridge, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709447.

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4

Sörenson, Karl. "In Search of Lost Deterrence – Two essays on deterrence and the models employed to study the phenomenon." Licentiate thesis, KTH, Filosofi och historia, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240090.

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To deter is central for strategic thinking. Some of the more astute observations regarding the dynamics of deterrence were made during the Cold War by game theorists. This set the stage for how deterrence has come to be studied. A strong methodological element like the research on deterrence’s reliance on game theory requires examination in order to understand what sort of knowledge it actually yields. What sort of knowledge does one acquire when deterrence is viewed through game theoretic models? How do they inform us about the phenomenon of deterrence? To understand the nature of a phenomenon through models requires idealization, which in turn presupposes assumptions. This licentiate thesis investigates the type of knowledge we attain when approaching deterrence from a game theoretic perspective. The two articles presented address two separate but related issues. The first article reviews a debate regarding which deterrence model best capture the phenomena of deterrence, i.e. how models can be compared to one and other. The article presents a framework for comparing models and then appraises how these different deterrence models inform us about deterrence. The second article uses one of the more central deterrence models in order to evaluate how and to what extent the naval operation Atalanta managed to deter the Somali piracy.<br><p>QC 20190201</p>
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5

Church, Leslie, and James J. Fox. "Time Lost to Office Referrals: Effect of Disability Status, Behavior, and PBIS." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/140.

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Administrators, general and special educators in two city and two county districts estimated time lost to office referrals. Results in -dicated lost administrative and instructional time depended on disciplinary offense, student disability, and use of PBIS.
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Rojas, Vanessa. "Real time wind simulation in a 3D game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176704.

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While many games incorporate physics to simulate different aspects of gameplay, this is uncommon when it comes to fluid flows like wind, due to the complexity of the associated equations. The challenge increases in 3-dimensional worlds with large world maps and a real-time simulation. It is however possible to simplify a simulation by prioritizing visual and gameplay effects rather than physical accuracy, while still using a physically-sound system as a base. What this means for each game will differ depending on the architecture of the game, the desired outcome and acceptable performance costs. This paper addresses the implementation of a real-time, grid-based wind simulation in Rust for the game Veloren. A preliminary implementation with a simple graphical output was used before the simulation was integrated with the game. In Veloren, the resulting implementation is primarily server-based with a windsim system that runs the simulation itself, while the client side receives updates for the player's position, allowing the player to fly with a handglider using the wind currents created by the simulation. The performance cost of the implementation was measured for both the server and the client, using frames per second according to the grid size (space resolution) and how often the simulation is run (time resolution). When compared to the baseline before the implementation, it showed a performance cost for the server that increased with the time and space resolution. For the client side, no detectable performance cost was observed, but a lower simulation frequency resulted in sharp changes in wind direction from the player's perspective. Given that many options for optimization exist which were not systematically explored, the results show promise for the feasibility of this type of simulation in Veloren by expanding the current implementation.
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Piepiorka, Christine [Verfasser], Eva-Maria [Gutachter] Warth, and Oliver [Gutachter] Fahle. "Lost in time & space / Christine Piepiorka ; Gutachter: Eva-Maria Warth, Oliver Fahle." Bochum : Ruhr-Universität Bochum, 2017. http://d-nb.info/1137380349/34.

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Martin, Victoria R. "Lost time injuries, demographic variables, self-reports, and observational assessment of occupational demands." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0015/MQ57221.pdf.

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9

Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.

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This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases it was cancelled after a short time. Fans have attempted to salvage the game by producing their own server software and content creation tools. Recently, Cyan released their own source code and development tools to the fan community, giving fans an official channel for creating new content. This work builds off of Pearce's (2009b) study of the culture of Uru players and emergent play, but adds the dimension of considering the culture of developers themselves. A primary goal of this study was to determine how the culture of a game developer like Cyan shapes the constraints of the designed "play ecosystem" (Pearce 2009b: 7), and how it shapes the processes by which fans can salvage aspects of the game to create new content. One finding is that the design of Uru's gameplay environment is rooted in the cultural practices, personal philosophical goals and individual personality traits of its developers. Fans were able to assert ownership over the Uru story-world and the means of production of new content by proactively applying technical and problem-solving skills--the same sorts of skills that players must apply to solving puzzles in Myst games. This fan action, coupled with Cyan's goal of making an open-ended world, has helped to propel the initiative to provide open-source tools for creating new content. When fans produce new content, they draw significantly from an existing shared cultural repertoire of cues and conventions. These conventions are supported both by the software affordances of the development environment and by cultural precedent--they are readily adapted to Myst-like narratives and are easily "read" by experienced players.
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Grönberg, Anton. "Real-time Mesh Destruction System for a Video Game." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64533.

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Destructive environments in video games are a feature that can give a gamemore depth and realism by being able to change the landscape or raze a building.This report talks about the research and implementation of a dynamicdestruction system for the video game Scrap Mechanic. The end results are asystem that could split convex 3D meshes to smaller pieces in almost real-time.It was a somewhat stable implementation that needs some future work beforeit can be used in the game. Therefore, in this report, things that could beimproved with the current implementation and how to use it are discussed.
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