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1

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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2

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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3

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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6

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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8

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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Wang, Sean Yung-hsiang. "Lost in time : the concept of tempo and character in the music of Brahms /." May be available electronically:, 2008. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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12

Woods, Daniel John. "Does self-serving generosity diminish reciprocal response?" Thesis, University of Canterbury. Economics and Finance, 2013. http://hdl.handle.net/10092/8376.

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Cox, Friedman, and Sadiraj (2008) develop a model of reciprocity, „Revealed Altruism‟, which posits that a „more generous than‟ (MGT) offer elicits a „more altruistic than‟ (MAT) response. A MGT ordering is defined by two conditions. Condition a) states that MGT is ordered by the maximum potential increase in income of the recipient, or that the more you stand to receive from an offer, the more generous it is to you. Condition b) states that the increase in maximum potential income of the recipient cannot be less than the maximum potential increase in income of the proposers. In other words, Condition b) states that an offer cannot be self-serving, but it is not specified in Cox, Friedman, and Sadiraj (2008) precisely how b) affects the MGT ordering. I propose that a violation of b) is considered self-serving and is less MGT than when b) is not violated. I then experimentally study the empirical relevance of b) using two designs that hold a) constant, comparing MGT differences implied by responses. The first design is a variant of the Lost Wallet Game (Dufwenberg & Gneezy, 2000) with a negative outside option, and the second design is a modified Investment Game (Berg, Dickhaut, & McCabe, 1995) with elements of the Dictator Game implemented by Andreoni and Miller (2002). I find no empirical support that b) affects the MGT ordering.
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Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.

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14

Garrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, Sept. 2004.<br>Thesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
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15

Mansur-Ul-Islam, Muhammad, and Muhammad Sajjad. "Implementation of Asymmetric Potential Fields in Real Time Strategy Game." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3217.

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In eighties, the idea of using potential fields was first introduced in the field of the robotics. The purpose of using potential fields was to achieve the natural movement in robotics. Many researchers proceeded this idea to enhance their research. The idea of using potential fields was also introduced in real time strategy games for the better movement of objects. In this thesis we worked on the idea of using asymmetric potential fields in the game environment. The purpose of our study was to analyze the affect of asymmetric potential fields on unit’s formation and their movement in game environment. In this study performance of asymmetric potential fields was also compared with symmetric potential fields. By literature review the potential field and its usage in RTS games were studied. The methodology to implement the potential fields in RTS game was also identified in literature review. In experimental part the asymmetric potential fields implemented by using the methodology proposed by Hagelbäck and Johansson. By following that methodology asymmetric potential field was applied on StarCraft bot by using the BWAPI. Experiment was also designed to test the asymmetric potential field bot. Asymmetric potential field bot was tested on the two maps of StarCraft: Brood War game. On these two maps, bot implemented with asymmetric potential field and the bot implemented with symmetric potential field competed with four bots. Three bots were selected from StarCraft competition and one was built-in bot of this game. The results of these competition shows that asymmetric potential field bot has better performance than symmetric potential field bot. The results of experiments show that the performance of bot implemented with asymmetric potential fields was better than symmetric potential field on single unit type and two unit types. This study shows that with the help of asymmetric potential fields interesting unit formation can be formed in real time strategy games, which can give better result than symmetric potential fields.
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Risheim, Lina, and Klara Smedsaas. "Exit game? Any unsaved progress will be lost : En praktikteoretisk analys av relationen mellan svenska spelföretag och ABM-institutioner." Thesis, Uppsala universitet, Institutionen för ABM, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-333449.

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This thesis analyzes the relationship between Swedish video game companies and the institutions for Archive, Libraries and Museums (ALM). The aim is to further the discussion regarding preservation of digital games. The thesis is based on semi-structured interviews with four video game companies and three institutions; an archive, a library and a museum. The theoretical foundation resides within practice theory, with the assumption that a practice is a combination of what people do and what they say. By analyzing what video game companies say they do the authors ascertain which methods of preservation is currently. The analysis is a cross-examination of the seven interviews with the result indicating that while video game companies are interested in the preservation of digital games they do not participate actively in the discussion on the best method of doing so. Communica- tion between video game companies and ALM institutions has room for improvement, as it is virtually non- existent. Furthermore, the findings indicate different motivations for preserving games and it is unclear which perspective the preservation should have; a technical perspective, cultural perspective or for the company’s bene- fit. In conclusion the current situation is that ALM institutions preserve games with a cultural and/or a technical perspective while game companies preserve their games for the company’s benefit.
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Hanrahan, Benjamin Vincent. "Getting Lost in Email: How and Why Users Spend More Time in Email than Intended." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/51204.

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Email has become deeply embedded in many users' daily lives. To investigate how email features in users lives, particularly how users attend to email and get lost within it, I ran five studies that probed how users determined relevancy of messages, logged interactions with email, gathered diary entries related to individual sessions, and investigated the gratifications sought from email use. For the first study, I performed an exploratory experiment in the laboratory to determine how participants assessed the importance of individual emails (N=10). The next investigation I undertook involved three different studies, which I detail individually: a survey on email usage (N=54); a two-week study of email usage (N=20); and finally, the application of Attentional Network Test (N=9). My final study was to validate my findings around the reasons for attending to email, this was done through deploying a survey that followed the Uses and Gratification Theory tradition (N=52) In my studies I found that the majority of attentional effort is around reading email and participating in conversations, as opposed to email management. I also found that participants attended to email primarily based on notifications, instead of the number of unread messages in their inbox. I present my results through answering several research questions, and leverage Conversation Analysis (CA), particularly conversation openings, to explicate several problematic aspects around email use. My findings point to inefficiencies in email as a communication medium, mainly, around how summons are (or are not) issued. This results in an increased burden on email users to maintain engagement and determine (or construct) the appropriate moment for interruption. My findings have several implications: email triage does not seem to be problematic for the participants in my studies, somewhat in contrast to previous research; much of the problem around email, particularly emph{getting lost in email} is in managing the tension between promptly responding to messages while limiting engagement with email; due to the social nature of the problems with email, modifications to the email client are limited in their potential effectiveness to prevent getting lost and reduce email related anxiety.<br>Ph. D.
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Dahlbom, Anders. "An adaptive AI for real-time strategy games." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-908.

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<p>In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission planning, and unit coordination. An Artificial Intelligence (AI) system that acts as an opponent against the human player need to be quite powerful, in order to create one cohesive strategy for victory. Even though the goal for an AI system in a computer game is not to defeat the human player, it might still need to act intelligently and look credible. It might however also need to provide just enough difficulty, so that both novice and expert players appreciates the game. The behavior of computer controlled opponents in RTS games of today has to a large extent been based on static algorithms and structures. Furthermore, the AI in RTS games performs the worst at the strategic level, and many of the problems can be tracked to its static nature. By introducing an adaptive AI at the strategic level, many of the problems could possibly be solved, the illusion of intelligence might be strengthened, and the entertainment value could perhaps be increased.</p><p>The aim of this dissertation has been to investigate how dynamic scripting, a technique for achieving adaptation in computer games, possibly could be applied at the strategic level in an RTS game. The dynamic scripting technique proposed by Spronck, et al. (2003), was originally intended for computer role-playing games (CRPGs), where it was used for online creation of scripts to control non-player characters (NPCs). The focus in this dissertation has been to investigate: (1) how the structure of dynamic scripting possibly could be modified to fit the strategic level in an RTS game, (2) how the adaptation time possibly could be lowered, and (3) how the performance of dynamic scripting possibly could be throttled.</p><p>A new structure for applying dynamic scripting has been proposed: a goal-rule hierarchy, where goals are used as domain knowledge for selecting rules. A rule is seen as a strategy for achieving a goal, and a goal can in turn be realized by several different rules. The adaptation process operates on the probability of selecting a specific rule as strategy for a specific goal. Rules can be realized by sub-goals, which create a hierarchical system. Further, a rule can be coupled with preconditions, which if false initiates goals with the purpose of fulfilling them. This introduces planning.</p><p>Results have shown that it can be more effective, with regard to adaptation time, re-adaptation time, and performance, to have equal punishment and reward factors, or to have higher punishments than rewards, compared to having higher rewards than punishments. It has also been shown that by increasing the learning rate, or including the derivative, both adaptation, and re-adaptation times, can effectively be lowered.</p><p>Finally, this dissertation has shown that by applying a fitness-mapping function, the performance of the AI can effectively be throttled. Results have shown that learning rate, and maximum weight setting, also can be used to vary the performance, but not to negative performance levels.</p>
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Mesquita, Júnior Dario de Souza. "The Lost Experience: estratégias de imersão em jogos de realidade alternada." Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/5599.

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Made available in DSpace on 2016-06-02T20:23:13Z (GMT). No. of bitstreams: 1 4647.pdf: 2401550 bytes, checksum: ef35080b2b92ea2d482d12fca84fed6d (MD5) Previous issue date: 2012-02-03<br>Universidade Federal de Minas Gerais<br>Among the current media forms, the alternate reality games (ARG) is in the spotlights due its capability of giving a ludic experience with strong immersive qualities. Setting its fictional world in sync with everyday reality, the ARG seeks to smear the border between fiction and non-fiction, in order to intensify the experience of the audience. This research analyzes the immersion strategies of alternate reality games based on the study of The Lost Experience (LTE), with the purpose of understanding how the immersion process on the fictional world created by ARGS occurs. Therefore, the main characteristics of alternate reality games are studied, from its main principles established in order to make accessible the fictional world connected to the everyday life of the players, trough the interface of the media. In this process, the concept of immersion is problematized, in order to understand the extension this term receives in front of some perspectives that denote its nature. Visions that lead to a common denominator that connects the notion of immersion with the pleasure of being involved in a sensorial, cognitive and emotional degree towards external stimuli, that as an answer leads an action over the experienced environment. The analysis of the immersion strategies in The Lost Experience helps in the comprehension of how it sets up its fictional world in touch with everyday life, with the goal of creating immersive zones that allows the interaction of players with the elements of its universe.<br>Dentre as atuais formas midiáticas, o alternate reality games (ARG), ou jogo de realidade alternada, se destaca por proporcionar uma experiência lúdica com fortes qualidades imersivas. Configurando seu mundo ficcional em sintonia com a realidade cotidiana, o ARG busca borrar as fronteiras entre a ficção e a não-ficção, a fim de intensificar a experiência vivenciada pelo público. Nesta pesquisa são analisadas as estratégias de imersão dos jogos de realidade alternada a partir de um estudo de The Lost Experience (LTE), com o objetivo de compreender como ocorre o processo de imersão no mundo ficcional criado pelo ARG. Assim, são pesquisadas as principais características que constituem os jogos de realidade alternada, partindo de seus principais preceitos estabelecidos de modo a tornar acessível um mundo ficcional conectado o cotidiano de seus jogadores através da interface dos meios de comunicação. Neste processo, o conceito de imersão é problematizado, a fim de compreender a extensão que esse termo adquire diante de algumas perspectivas que denotem sua natureza. Visões que conduzem a um denominador comum que liga a noção de imersão ao prazer de estar envolvido sensorialmente, cognitivamente e emocionalmente com estímulos externos, que como resposta conduzem a ações sobre o ambiente vivenciado. As análises das estratégias de imersão em The Lost Experience auxiliam na compreensão de como ele configura seu mundo ficcional em contato com a realidade cotidiana, a fim de criar zonas imersivas que possibilitam a interação dos jogadores com os elementos de seu universo.
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Simonsen, Michael D. "Design and Measurement of a Real-Time Peer-to-Peer Game." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1187.pdf.

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Kemp, John J. "Trek : a real time multi-player game for Xerox networked workstations /." Online version of thesis, 1990. http://hdl.handle.net/1850/10586.

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Escobar, Hernandez Rosa Margarita. "Question time in the Mexican Congress : the rules of the game." Thesis, University of Nottingham, 2017. http://eprints.nottingham.ac.uk/43310/.

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This study is the first to examine Question Time (QT) in a Latin American congress. Its main goals seek to discover the extent to which QT in the Mexican Chamber of Deputies is different from, or similar to, the House of Commons in the UK Parliament, and if findings and theories of studies conducted on other parliaments apply or not to Mexico’s Congress. A contrastive analysis reveals significant differences in terms of frequency of sessions, rules, and organisation, but not in how oral questions are used to bend the rules of the game. By using the methodology of Discourse Analysis, two QT sessions in the Chamber of Deputies are examined. At a macro-level, the structure of a type of speech referred to as stance-taking delivered by deputies, just prior to the questioning, is examined to identify its genre. At a micro-level, the analysis is on the discourse strategies deputies and government ministers use to interact. Overall, findings and theories on other Westminster-type systems apply to the Mexican Congress. However, the study yields different results compared to other work on parliaments because Mexico has a multi-party system, while in other parliaments there is, basically, a two-party system. Three types of opposition are identified, each one using their own discourse strategies: anti-system, neutral and loyal. While deputies and government ministers play their corresponding assigned roles as questioners and respondents, the analysis shows such roles allow them to do much more than to enquire or to respond, thus using QT for political purposes. Verbal abuse is also examined. Findings show that although the nature of QT is adversarial, when there is a pre-existing familiarity between a deputy and a government minister conflict escalates. What is considered unparliamentary language and the unspoken red lines that have to be crossed for a session to end prematurely differ between the House of Commons in the UK Parliament and Mexico’s Congress.
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Blomqvist, Samuel, and Björn Detterfelt. "Real Time Integrated Tools for Video Game Development : a usability study." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167066.

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The video game industry can be ruthless. As a developer, you usually find yourself working in the popular third-party development tools of the time. These tools however might not provide the best usability and quality of life one desires. This can lead to a lot of frustration for the developer, especially when the development enters a crunch period of long and hard work. We believe some of the frustration can be avoided, and we believe this can be done by creating effective, functional and user-friendly integrated development tools specialized for the development environment. In this master's thesis we investigated just that, how integrated game development tools can be designed to be usable in terms of effectiveness and learnability. The investigation was performed by designing and implementing an integrated game development tool. The development of the tool was performed iteratively with user testing between every iteration to find usability defects, allowing the tool to be refined and improved throughout the development process. To finish off the development process, there was a final user test where professional video game developers tried out the tool and then answered a System Usability Scale questionnaire. The System Usability Scale score and task completion rate showed that the final state of the tool can be considered highly usable in terms of effectiveness and averagely usable in terms of learnability. This suggests that involving user testing in the development process is vital for ensuring good usability in the end product.
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Beuster, Joseph Thomas. "Making up for lost time the Federal Republic of Germany's attempts to integrate its Muslim population /." Connect to Electronic Thesis (CONTENTdm), 2009. http://worldcat.org/oclc/456412577/viewonline.

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Heilmann, Conrad. "Rationality and time : a multiple-self model of personal identity over time for decision and game theory." Thesis, London School of Economics and Political Science (University of London), 2010. http://etheses.lse.ac.uk/2210/.

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This thesis presents extensions to formal theories of rationality in order to analyse intertemporal decisions. It offers multiple-self models of the decision-maker's personal identity over time. These models complement decision and game theory and are used to develop the new accounts of time discounting, backward induction, and preference change that are presented in this thesis. The first part of the thesis develops multiple-self models of personal identity over time. These models depict a rational decision-maker as a series of different but interconnected temporal selves. The models allow one to relax the assumption that a rational decision-maker is a diachronically stable entity. Moreover, they structurally cohere with key problems and distinctions in theories of personal identity over time. In the second part of the thesis, three problems of time in decision and game theory are analysed. Firstly, the problem of time discounting is considered. General foundations of time discounting are given in a measurement-theoretic framework. In the multiple-self interpretation of a decision-maker, the discounting factor represents the degree of connectedness between temporal selves in a person. Secondly, the reasoning method of backward induction in interactions over time is considered. Sufficient conditions for backward induction are given by formulating a belief revision policy on the basis of intrapersonal connectedness of players. Thirdly, preference change is considered. A new characterisation of diachronic inconsistency in terms of conflicts in intrapersonal connectedness is given. The multiple-self models presented here allow one to represent the internal temporal structure of decision-makers. They capture problems of the interplay between rationality, identity, and time, thereby elucidating new accounts of time discounting, backward induction, and preference change. More generally, this thesis offers a new approach to modelling the intertemporal aggregation of value, which possesses broader relevance for decision theory, the foundations of economics, social epistemology as well as environmental ethics.
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Fjell, Magnus Sellereite, and Stian Veum Møllersen. "Opponent Modeling and Strategic Reasoning in the Real-time Strategy Game Starcraft." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18449.

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Since the release of BWAPI in 2009, StarCraft has taken the position as the leading platform for research in artificial intelligence in real-time strategy games. With competitions being held annually at AIIDE and CIG, there is much prestige in having an agent compete and do well. This thesis is aimed at presenting a model for doing opponent modeling and strategic reasoning in StarCraft.We present a method for constructing a model based on strategies, on the form of build orders, learned from expert demonstrations. This model is aimed at recognizing the strategy of the opponent and selecting a strategy that is capable of countering the recognized strategy. The method puts weight on the ordering and timing of buildings in order to do advanced recognition.
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27

Hagelbäck, Johan. "Multi-Agent Potential Field based Architectures for Real-Time Strategy Game Bots." Doctoral thesis, Blekinge Tekniska Högskola, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-42375.

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Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically in a war setting. The player uses workers to gather resources, which in turn are used for creating new buildings, training combat units, build upgrades and do research. The game is won when all buildings of the opponent(s) have been destroyed. The numerous tasks that need to be handled in real-time can be very demanding for a player. Computer players (bots) for RTS games face the same challenges, and also have to navigate units in highly dynamic game worlds and deal with other low-level tasks such as attacking enemy units within fire range. This thesis is a compilation grouped into three parts. The first part deals with navigation in dynamic game worlds which can be a complex and resource demanding task. Typically it is solved by using pathfinding algorithms. We investigate an alternative approach based on Artificial Potential Fields and show how an APF based navigation system can be used without any need of pathfinding algorithms. In RTS games players usually have a limited visibility of the game world, known as Fog of War. Bots on the other hand often have complete visibility to aid the AI in making better decisions. We show that a Multi-Agent PF based bot with limited visibility can match and even surpass bots with complete visibility in some RTS scenarios. We also show how the bot can be extended and used in a full RTS scenario with base building and unit construction. In the next section we propose a flexible and expandable RTS game architecture that can be modified at several levels of abstraction to test different techniques and ideas. The proposed architecture is implemented in the famous RTS game StarCraft, and we show how the high-level architecture goals of flexibility and expandability can be achieved. In the last section we present two studies related to gameplay experience in RTS games. In games players usually have to select a static difficulty level when playing against computer oppo- nents. In the first study we use a bot that during runtime can adapt the difficulty level depending on the skills of the opponent, and study how it affects the perceived enjoyment and variation in playing against the bot. To create bots that are interesting and challenging for human players a goal is often to create bots that play more human-like. In the second study we asked participants to watch replays of recorded RTS games between bots and human players. The participants were asked to guess and motivate if a player was controlled by a human or a bot. This information was then used to identify human-like and bot-like characteristics for RTS game players.
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28

Berg, Jens, and Tony Högye. "Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324158.

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Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing a game design pattern through observation of RTS games. The pattern is then studied through implementation in three commercial RTS games. The results focus on quantitative data gathered from AI vs AI matches related to game pacing. Through testing and analysis of the AI matches it can be stated that game design patterns in a contextualized setting supports the idea of using game design patterns as a formal tool. It was further concluded that the AI also came with limitations in how the collected data is applicable to the overall design of the games. Additional studies using quantitative data in conjunction with qualitative observations could lend further support to game design patterns as a useful tool for both researchers and developers.<br>Kommunikation av design är i många avseenden en invecklad process. Design av spel innebär inte enbart riktlinjer för utseende och känsla, utan också intentionalitet. En beprövad metod för att uttrycka design och intentionalitet är skapandet av ett gemensamt vokabulär. Game design patterns är ett försök att upprätta och formalisera just ett sådant vokabulär inom speldesign. Game design patterns är ett debatterat verktyg och detta arbetet ämnar undersöka den praktiska tillämpningen av ett pattern genom en kvantitativ studie för att stärka potentialen för en mer sammanhängande definition av termen. Detta utförs genom att först etablera ett game design pattern med hjälp av observation av RTS-spel. Sedan studeras det genom implementation i tre kommersiella RTS-spel. Resultatet fokuseras på kvantitativ data relaterat till pacing som insamlas från matcher mellan två AI. Genom analys av AI-matcherna kan det anses att game design pattern i en kontextualiserad inramning stöder teorin att använda design patterns som ett formellt designverktyg. Vidare drogs slutsatsen att användandet av AI också innebär begränsningar i hur tillämplig den insamlade datan är i den övergripande designen av spel. Fler studier med kvantitativ data ihop med kvalitativa observationer kan ytterligare stödja idén om game design pattern som ett användbart verktyg för både forskare och utvecklare inom spel.
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Gustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.

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Context. Augmented reality (AR) is a technology that uses the camera to display what is seen on the screen and adds digital informationover the picture. This study analyses how augmented reality mightaect game experience when applied to real time strategy games. Objectives. Evaluate the available development tools, to implementthe game prototype and the AR interaction. Then develop interactive methods for AR and traditional version. Create a basic articialintelligence, design the experiment to evaluate game experience, completion time and score. Methods. The experiment were executed after implementation of thegame, in this the participant played both the traditional and augmented reality version of the same game. Before starting to play participant lled out a pre inquiry about their previous experience withgames, tablets and computers. After playing they answered a postinquiry with questions about the game. The comparing experimentwas conducted with several participants in a controlled environment. Results. The results show that most participants thought that theAR version had an interesting mechanic and that the game experiencehad been enhanced when compared to the PC version. However theparticipants thought the controls where better on the PC. Conclusions. The results indicated that the game experience basedon player performance, decreased in the AR version and that the controls were better on the PC. The participants thought that the PCversion was a little easier to play. However about 71% of the participants thought the game experience on the AR version was interestingbecause they could move around while playing. The most enjoyableversion of the game varied a lot between participants, having a slightpreference for the PC version of the game. However, participantsmanifested an interest in playing a sequel of the game in the AR version.
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Präntare, Fredrik. "Simultaneous coalition formation and task assignment in a real-time strategy game." Thesis, Linköpings universitet, Artificiell intelligens och integrerade datorsystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139210.

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In this thesis we present an algorithm that is designed to improve the collaborative capabilities of agents that operate in real-time multi-agent systems. Furthermore, we study the coalition formation and task assignment problems in the context of real-time strategy games. More specifically, we design and present a novel anytime algorithm for multi-agent cooperation that efficiently solves the simultaneous coalition formation and assignment problem, in which disjoint coalitions are formed and assigned to independent tasks simultaneously. This problem, that we denote the problem of collaboration formation, is a combinatorial optimization problem that has many real-world applications, including assigning disjoint groups of workers to regions or tasks, and forming cross-functional teams aimed at solving specific problems. The algorithm's performance is evaluated using randomized artificial problems sets of varying complexity and distribution, and also using Europa Universalis 4 – a commercial strategy game in which agents need to cooperate in order to effectively achieve their goals. The agents in such games are expected to decide on actions in real-time, and it is a difficult task to coordinate them. Our algorithm, however, solves the coordination problem in a structured manner. The results from the artificial problem sets demonstrates that our algorithm efficiently solves the problem of collaboration formation, and does so by automatically discarding suboptimal parts of the search space. For instance, in the easiest artificial problem sets with 12 agents and 8 tasks, our algorithm managed to find optimal solutions after only evaluating approximately 0.000003% of the possible solutions. In the hardest of the problem sets with 12 agents and 8 tasks, our algorithm managed to find a 80% efficient solution after only evaluating approximately 0.000006% of the possible solutions.<br>I denna uppsats presenteras en ny algoritm som är designad för att förbättra samarbetsförmågan hos agenter som verkar i realtidssystem. Vi studerar även koalitionsbildnings- och uppgiftstilldelningsproblemen inom realtidsstrategispel, och löser dessa problem optimalt genom att utveckla en effektiv anytime-algoritm som löser det kombinerade koalitionsbildnings- och uppgiftstilldelningsproblemet, inom vilket disjunkta koalitioner formas och tilldelas uppgifter. Detta problem, som vi kallar samarbetsproblemet, är en typ av optimeringsproblem som har många viktiga motsvarigheter i verkligheten, exempelvis för skapandet av arbetsgrupper som skall lösa specifika problem, eller för att ta fram optimala tvärfunktionella team med tilldelade uppgifter. Den presenterade algoritmens prestanda utvärderas dels genom att använda simulerade problem av olika svårighetsgrad, men också genom att använda verkliga problembeskrivningar från det kommersiella strategispelet Europa Universalis 4, vilket är ett spel som agenter måste samarbeta i för att effektivt uppnå deras mål. Att koordinera agenter i sådana spel är svårt, men vår algoritm åstadkommer detta genom att systematiskt söka efter de optimala agentgrupperingarna för ett antal givna uppgifter. Resultaten från de simulerade problemen visar att vår algoritm effektivt löser samarbetsproblemet genom att systematiskt sålla bort suboptimala delar av sökrymden. I dessa tester lyckas vår algoritm generera högkvalitativa anytime-lösningar. Till exempel, i de enklaste problemen med 12 agenter och 8 uppgifter lyckas vår algoritm hitta den optimala lösningen efter det att den endast utvärderat 0.000003% av de möjliga lösningarna. I de svåraste problemen med 12 agenter och 8 uppgifter lyckas vår algoritm hitta en lösning som är 80% från den optimala lösningen efter det att den endast utvärderat 0.000006% av de möjliga samarbetsstrukturerna.
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31

Mellecker, Robin Rochelle. "The conversion of sedentary time to active time in children: the role of activity enhanced video game play." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44525114.

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Robinson, Timothy J. "A multivariate analysis of lost work time due to on-the-job injuries at Marine Corps commands." Thesis, Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Sep%5FRobinson.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, September 2007.<br>Thesis Advisor(s): Whitaker, Lyn R. "September 2007." Description based on title screen as viewed on October 26, 2007. Includes bibliographical references (p. 81-82). Also available in print.
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Hilbrich, Marcus, Sebastian Lehrig, and Markus Frank. "Measured Values Lost in Time-or How I rose from a User to a Developer of Palladio." Universitätsbibliothek Chemnitz, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-213813.

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I am working with software in academia for more than an decade and I had the "Moment" quite often. Palladio appeared just like an ordinary tool to solve my problem. Then, I changed a single parameter of my simulation---some hours later we hunted for a bug in the depths of Palladio. Based on the open source development model of Palladio and a very elegant structure of the source code, we were able to find the root cause of the problem very fast. To start fixing the problem, we "just" had to know when---in simulation time---a measurement of the SimuLizar simulator is valid. This paper summarizes our technical and philosophical discussions that ware needed to make Palladio deliver correct results and not to get lost in the depths of time and duration.
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34

Insarauto, Valeria. "Lost in transition ? : social uses of women's part-time work hanging in between old and new logics." Paris, EHESS, 2013. http://www.theses.fr/2013EHES0146.

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Malgré la diversification croissante des usages sociaux du travail à temps partiel et des groupes de travailleurs concernés par cette forme d'emploi, son usage en tant qu'outil de conciliation travail-famille reste prédominant et il représente un élément crucial de la ségrégation sexuée des trajectoires professionnelles. Cette thèse étudie les logiques de développement de la forte féminisation du travail à temps partiel à la lumière de ses usages sociaux, pour comprendre si et comment ces derniers sont susceptibles de donner lieu à des nouvelles configurations non-sexuées d'articulation travail-vie privée. La comparaison France-Italie est utilisée en tant que véritable stratégie de recherche et constitue l'arrière-plan sur lequel est projetée l'analyse quantitative des données fournies par l'Enquête Emploi (2003-2009) et la Rilevazione sulle Forze di Lavoro (2004-2010). L'analyse situe les usages du travail à temps partiel en correspondance des transitions entre différents statuts et sphères d'activité qui peuvent se présenter au long de la vie active afin de réfléchir au rôle que le travail à temps partiel peut jouer dans ce cadre. La spécificité des pratiques d'usage du travail à temps partiel mises en place par les femmes ressort comme un important facteur de changement. Ces pratiques prennent forme dans des contextes institutionnels et socio-économiques qui engendrent différents types de contrainte et d'opportunité pour le développement de nouvelles logiques d'usage. Cela se traduit en des configurations d'usage qu'on peut qualifier de « diversifiées » en France et « polarisées » en Italie, et qui pointent la complexité des enjeux sociétaux qu'elles incarnent<br>Despite the growing diversification of part-time work social uses and of the groups of workers concerned by this employment form, its use as a tool for balancing work and family remains the most widespread and it is a crucial component at the basis of gendered career paths. This thesis studies the logics behind the development of the strong feminization of part-time work in light of the social uses of women's part-time work, in order to understand if and how such uses are likely to give rise to new non-gendered configurations of work-life articulation. The comparison between France and Italy is used as an effective research strategy and it is the background on which is projected the quantitative analysis of data from the Enquête Emploi (2003-2009) and Rilevazione sulle Forze di Lavoro (2004-2010). The analysis sets part-time work social uses with respect to the transitions between différent employment statuses and sphères of activity that may occur over the life-course, with the aim of examining the rôle that part-time work can play in this context. The specificity of women's practices with respect to part-time work social uses émerges as an important factor of change. These practices arise within institutional and socio-economic contexts that trigger different types of constraint and opportunity for the development of new logics of social uses. This cornes up to patterns of use that can be defined as "diversified" in France and "polarized" in Italy, which point out the complexity of societal issues that they embody
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Chang, Yanling. "A leader-follower partially observed Markov game." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54407.

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The intent of this dissertation is to generate a set of non-dominated finite-memory policies from which one of two agents (the leader) can select a most preferred policy to control a dynamic system that is also affected by the control decisions of the other agent (the follower). The problem is described by an infinite horizon total discounted reward, partially observed Markov game (POMG). Each agent’s policy assumes that the agent knows its current and recent state values, its recent actions, and the current and recent possibly inaccurate observations of the other agent’s state. For each candidate finite-memory leader policy, we assume the follower, fully aware of the leader policy, determines a policy that optimizes the follower’s criterion. The leader-follower assumption allows the POMG to be transformed into a specially structured, partially observed Markov decision process that we use to determine the follower’s best response policy for a given leader policy. We then present a value determination procedure to evaluate the performance of the leader for a given leader policy, based on which non-dominated set of leader polices can be selected by existing heuristic approaches. We then analyze how the value of the leader’s criterion changes due to changes in the leader’s quality of observation of the follower. We give conditions that insure improved observation quality will improve the leader’s value function, assuming that changes in the observation quality do not cause the follower to change its policy. We show that discontinuities in the value of the leader’ criterion, as a function of observation quality, can occur when the change of observation quality is significant enough for the follower to change its policy. We present conditions that determine when a discontinuity may occur and conditions that guarantee a discontinuity will not degrade the leader’s performance. This framework has been used to develop a dynamic risk analysis approach for U.S. food supply chains and to compare and create supply chain designs and sequential control strategies for risk mitigation.
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Gupta, Sarthak. "Real-time Integration of Energy Storage." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78749.

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Increasing dynamics in power systems on account of renewable integration, electric vehicle penetration and rising demands have resulted in the exploration of energy storage for potential solutions. Recent technology- and industry-driven developments have led to a drastic decrease in costs of these storages, further advocating their usage. This thesis compiles the author's research on optimal integration of energy storage. Unpredictability is modelled using random variables favouring the need of stochastic optimization algorithms such as Lyapunov optimization and stochastic approximation. Moreover, consumer interactions in a competitive environment implore the need of topics from game theory. The concept of Nash equilibrium is introduced and methods to identify such equilibrium points are laid down. Utilizing these notions, two research contributions are made. Firstly, a strategy for controlling heterogeneous energy storage units operating at different timescales is put forth. They strategy is consequently employed optimally for arbitrage in an electricity market consisting of day-ahead and real-time pricing. Secondly, energy storages owned by consumers connected to different nodes of a power distribution grid are coordinated in a competitive market. A generalized Nash equilibrium problem is formulated for their participation in arbitrage and energy balancing, which is then solved using a novel emph{weighted} Lyapunov approach. In both cases, we design real-time algorithms with provable suboptimality guarantees in terms of the original centralized and equilibrium problems. The algorithms are tested on realistic scenarios comprising of actual data from electricity markets corroborating the analytical findings.<br>Master of Science
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37

Hall, Karen Peta. "Discovering the lost race story : writing science fiction, writing temporality." University of Western Australia. English and Cultural Studies Discipline Group, 2008. http://theses.library.uwa.edu.au/adt-WU2008.0216.

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Genres are constituted, implicitly and explicitly, through their construction of the past. Genres continually reconstitute themselves, as authors, producers and, most importantly, readers situate texts in relation to one another; each text implies a reader who will locate the text on a spectrum of previously developed generic characteristics. Though science fiction appears to be a genre concerned with the future, I argue that the persistent presence of lost race stories – where the contemporary world and groups of people thought to exist only in the past intersect – in science fiction demonstrates that the past is crucial in the operation of the genre. By tracing the origins and evolution of the lost race story from late nineteenth-century novels through the early twentieth-century American pulp science fiction magazines to novel-length narratives, and narrative series, at the end of the twentieth century, this thesis shows how the consistent presence, and varied uses, of lost race stories in science fiction complicates previous critical narratives of the history and definitions of science fiction.
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38

Lee, Thompson. "Multiplier: Real-Time Strategy Unit Balancing Tool." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/396.

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We have built an application that integrates a technical editor feature and a custom real-time strategy game. The end users are able to use the technical editor feature for tweaking and customizing the unit attributes and progressions in the game using simple mathematical formulas, and they can play or test their tweaked formulas within the game. Various game modes in the software, which are Single Player, Multiplayer, and Simulation, can help display to the end users the results of their tweaked formulas, or users can just have fun by playing the game. The software was evaluated to see whether the software with the editor feature enabled is more attractive and appealing to the end users than the software with the editor feature disabled. The evaluation is based on the players’ feedback on the game with or without the editor. A total of 50 testers were randomly assigned into 2 groups evenly, the Tool group and the Game group. Testers assigned to the Tool group were able to customize the game unit attributes via the editor and play, while the testers in the Game group only play the game. The results from the post-test survey show both versions of the software are highly appealing to the testers, and there is no significant difference in game appeals between the Tool version and the Game version.
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Rysavy, Wayne Erik. "Virtually there : social structure over time and space /." [Boise, Idaho] : Boise State University, 2009. http://scholarworks.boisestate.edu/td/62/.

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Turner, Amy L. "Secondary Analysis of Firefighter Injuries and Shift Work." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1275922762.

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41

Hagelbäck, Johan. "A multi-agent potential field based approach for real-time strategy game bots /." Karlskrona : Department of Systems and Software Engineering, School of Engineering, Blekinge Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00428.

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42

Kvelland, Liedström Max. "Game Time : Speldesign för träning av tidsuppfattning för barn och ungdomar med autismspektrumtillstånd." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-123593.

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Många barn och ungdomar med autismspektrumtillstånd upplever idag svårigheter med tidsuppfattning. Detta yttrar sig i svårigheter att komma i tid och svårigheter att hinna med de aktiviteter som behövs i vardagen. Detta projekt syftar till att ta fram en design för ett spel som på ett underhållande och engagerande sätt låter brukare träna på sin tidsuppfattning. Genom intervjuer med barn och ungdomar med AST i åldrarna 11-18, samt utvärdering av pappersprototyper, togs två spelkoncept fram. Projektet resulterade i intervjuteman, en föreslagen arbetsmetod, belysning av frågor, möjligheter och svårigheter med en sådan metod, två spelkoncept med olika utformning samt tillhörande resultat i form av enkätdata (User Engagement Scale och Lin et als underhållningsskala) och observerade händelser under utvärdering med användare från målgruppen. Relaterade projekt kan använda dessa resultat som informativ grund för sitt eget arbete och därmed ges möjlighet att genomföra ett bättre arbete.
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43

Hagelbäck, Johan. "A Multi-Agent Potential Field based approach for Real-Time Strategy Game bots." Licentiate thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00428.

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Computer games in general and Real-Time Strategy (RTS) games in particular provide a rich challenge for both human- and computer controlled players, often denoted as bots. The player or bot controls a large number of units that have to navigate in partially unknown dynamic worlds to pursue a goal. Navigation in such worlds can be complex and require much computational resources. Typically it is solved by using some sort of path planning algorithm, and a lot of research has been conducted to improve the performance of such algorithms in dynamic worlds. The main goal of this thesis is to investigate an alternative approach for RTS bots based on Artificial Potential Fields, an area originating from robotics. In robotics the technique has successfully been used for navigation in dynamic environments, and we show that it is possible to use Artificial Potential Fields for navigation in an RTS game setting without any need of path planning. In the first three papers we define and demonstrate a methodology for creating multi-agent potential field based bots for an RTS game scenario where two tank armies battle each other. The fourth paper addresses incomplete information about the game world, referred to as the fog of war, and show how Potential Field based bots can handle such environments. The final paper shows how a Potential Field based bot can be evolved to handle a more complex full RTS scenario. It addresses resource gathering, construction of bases, technological development and construction of an army consisting of different types of units. We show that Artificial Potential Fields is a viable option for several RTS game scenarios and that the performance, both in terms of being able to win a game and computational resources used, can match and even surpass those of traditional approaches based on path planning.
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Liljekvist, Pontus Holmertz, and Andreas Zsigmond. "Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2081.

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While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. With each generation of games getting more advanced, the demand for highly detailed models increase. This leads to a higher workload for the GPU. The purpose of this thesis is to research the fi eld of tessellation and develop a prototype to optimize the tessellation pipeline. The prototype is designed to help reduce the number of generated triangles by dividing the mesh into regions, each region with its own tessellation factor. The prototype implementation supports both manual and automatic generation of these regions. A new fi le format was developed to support the region data. The implementation was split into three parts; one Python based Maya plug-in used for preparing the model for exporting, one exporter for Maya that generated the output fi le, and one viewer application capable of rendering the resulting mesh. The geometry output of the proposed technique was evaluated by comparing it to uniformly tessellated reference mesh geometry. Measurements show that the proposed technique is capable of reducing the face count with minor or maintained correlation to the reference geometry.<br>Medans spelindustrin växer ökar behovet av visuellt tilltalande grafik. Detta driver utvecklingen av hårdvara och nya tekniker framåt. Med den senaste generationens 3D grafik API kom renderingssteget tesselering. Eftersom varje generation av spel blir mer avancerat ökar efterfrågan på detaljerade modeller. Detta leder till en högre arbetsbörda för GPUn. Syftet med denna avhandling är att undersöka tesselering och utveckla en prototyp för att optimera tesseleringspipelinen. Prototypen är utformad för att hjälpa till att minska antalet genererade trianglar genom att dela upp figuren i regioner, varje region med egen tesseleringsfaktor. Prototypen stödjer både manuell och automatisk generering av dessa regioner, ett nytt filformat utvecklades för att stödja dessa. Prototypen delades upp i tre delar, ett Python baserat Maya plug-in som används för att förbereda modellen för export, en Maya exportör som genererar filerna, och ett visningsprogram som kan rendera den färdiga figuren. Figuren från den föreslagna tekniken utvärderades genom att jämföra den med motsvarande figur med universal tesseleringsfaktor. Mätningar visar att den föreslagna tekniken klarar att reducera antalet trianglar med låg felmarginal.
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45

Ziegler-Barranco, Ana, Luis Mera-Barco, Vidal Aramburu-Rojas, Carlos Raymundo, Nestor Mamani-Macedo, and Francisco Dominguez. "SCAT Model Based on Bayesian Networks for Lost-Time Accident Prevention and Rate Reduction in Peruvian Mining Operations." Springer, 2020. http://hdl.handle.net/10757/656168.

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El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado.<br>Several factors affect the activities of the mining industry. For example, accident rates are critical because they affect company ratings in the stock market (Standard & Poors). Considering that the corporate image is directly related to its stakeholders, this study conducts an accident analysis using quantitative and qualitative methods. In this way, the contingency rate is controlled, mitigated, and prevented while serving the needs) of the stakeholders. The Bayesian network method contributes to decision-making through a set of variables and the dependency relationships between them, establishing an earlier probability of unknown variables. Bayesian models have different applications, such as diagnosis, classification, and decision, and establish relationships among variables and cause–effect links. This study uses Bayesian inference to identify the various patterns that influence operator accident rates at a contractor mining company, and therefore, study and assess the possible differences in its future operations.
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46

Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.

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This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
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47

Konečný, Dominik. "Adaptivní real-time reverb jako plugin pro herní engine Unity." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-401983.

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This work is about reverberators as system for simulating space properties of sound and their implementation in game development software Unity. The goal of this thesis is to create a working plug-in module for this development software, which is capable of working in real time and also can change it's parameteres in real time.
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48

Venden, Nick H. "Knots in the string of time| Adapting computer game prototyping tools for interactive music." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1588653.

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<p> This project is an effort to adapt computer game prototyping tools as controls for interactive digital music. Secondarily it is an investigation of a social aspect of interactive music. Meaning, is it possible give the game-player-listeners the ability to structure the music interactively and become the composers of their own game experience? Throughout the process these social and aesthetic questions countered and informed the technical questions. </p><p> In every media composer's digital studio the tools of creation and distribution have elided. Work is instantaneously and efficiently distributable on a global scale; many of the aesthetic difficulties specific to art-making in 2015 derive from this fact. This paper describes some of these difficulties strictly within the context of the rising demand for mediated interactive experiences. </p><p> The conclusions are decisive. Contemporary game prototyping programming techniques&mdash;even those limited to WebGL-enabled browser applications&mdash;are highly effective tools for the creation and control of interactive digital music.</p>
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Gonzalez, Erika R. "Technology and adiposity| Effects of television time, video or computer game time, and computer use on body fat among Latino youth." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1585638.

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<p> Obesity in the United States has reached epidemic proportions and is affecting younger generations. Research indicates that media usage contributes to adolescent obesity. Data shows that technology use (television, video games, and computer, etc.) is specifically higher among Latinos than their White counterparts. However, limited research exists on the effects that technology use has on Latino adolescents' adiposity. A cross-sectional baseline analysis was conducted using a sample of (<i>N</i>=131) at-risk Latino middle school adolescents from the Youth Empowerment for Success <i> S&iacute; Se Puede</i> Project. Body fat percent was used as the dependent variable; while television time, video or computer game time, and frequency of personal computer use were the independent variables. Results indicated that only video or computer game time had a positive association with Latino youth body fat percent, even after controlling for socioeconomic status. The implications and limitations of the study are discussed.</p>
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McGrew, Timothy M. "Army aviation addressing battlefield anomalies in real time with the teaming and collaboration of manned and unmanned aircraft." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Dec/09Dec%5FMcGrew.pdf.

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Thesis (M.S. in Defense Analysis)--Naval Postgraduate School, December 2009.<br>Thesis Advisor: Bordetsky, Alex. Second Reader: Greenshields, Brian. "December 2009." Description based on title screen as viewed on January 27, 2010. Author(s) subject terms: Teaming and collaboration of manned and unmanned aircraft. Includes bibliographical references (p. 59-61). Also available in print.
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