Academic literature on the topic 'Multiplayer'

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Journal articles on the topic "Multiplayer"

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McGuire, Stephen, and Mark ET Willems. "Physiological Responses During Multiplay Exergaming in Young Adult Males are Game-Dependent." Journal of Human Kinetics 46, no. 1 (2015): 263–71. http://dx.doi.org/10.1515/hukin-2015-0054.

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AbstractRegular moderate-intensity exercise provides health benefits. The aim of this study was to examine whether the selected exercise intensity and physiological responses during exergaming in a single and multiplayer mode in the same physical space were game-dependent. Ten males (mean ±SD, age: 23 ±5 years, body mass: 84.2 ±15.6 kg, body height: 180 ±7 cm, body mass index: 26.0 ±4.0 kg·m−2) played the games Kinect football, boxing and track & field (3 × ~10 min, ~ 2 min rest periods) in similar time sequence in two sessions. Physiological responses were measured with the portable Cosme
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Riedl, Mark, Boyang Li, Hua Ai, and Ashwin Ram. "Robust and Authorable Multiplayer Storytelling Experiences." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 189–94. http://dx.doi.org/10.1609/aiide.v7i1.12450.

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Interactive narrative systems attempt to tell stories to players capable of changing the direction and/or outcome of the story. Despite the growing importance of multiplayer social experiences in games, little research has focused on multiplayer interactive narrative experiences. We performed a preliminary study to determine how human directors design and execute multiplayer interactive story experiences in online and real world environments. Based on our observations, we developed the Multiplayer Storytelling Engine that manages a story world at the individual and group levels. Our flexible s
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Henning, Michi. "Massively Multiplayer Middleware." Queue 1, no. 10 (2004): 38–45. http://dx.doi.org/10.1145/971564.971591.

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Bainbridge, William Sims. "Online Multiplayer Games." Synthesis Lectures on Information Concepts, Retrieval, and Services 1, no. 1 (2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.

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Gokhale, Chaitanya S., and Arne Traulsen. "Evolutionary Multiplayer Games." Dynamic Games and Applications 4, no. 4 (2014): 468–88. http://dx.doi.org/10.1007/s13235-014-0106-2.

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Tofent, Tofent, and Hendi Sama. "Analisis Pengaruh Multiplayer services terhadap Daya Tarik Game MOBA." remik 7, no. 1 (2023): 259–69. http://dx.doi.org/10.33395/remik.v7i1.12045.

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Video Game telah berkembang pesat selama beberapa dekade terakhir dan datang dalam berbagai genre. MOBA atau Multiplayer Online Battle Arena adalah salah satunya, genre ini dikenal dengan multiplayer dan adegan kompetitifnya. Penelitian ini bertujuan untuk menganalisis apakah MMO atau Massively Multiplayer Online mempengaruhi minat pemain dalam bermain game MOBA menggunakan multi-method untuk mengumpulkan konsensus responden. DeLone & McLean adalah model yang digunakan dalam penelitian ini. Temuan dalam penelitian ini menunjukkan bahwa masyarakat tertarik dengan game MOBA karena visual dan
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Tofent, Tofent, and Hendi Sama. "Analisis Pengaruh Multiplayer services terhadap Daya Tarik Game MOBA." JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 6, no. 2 (2022): 56–63. http://dx.doi.org/10.30871/jamn.v6i1.4893.

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Video Game telah berkembang pesat selama beberapa dekade terakhir dan datang dalam berbagai genre. MOBA atau Multiplayer Online Battle Arena adalah salah satunya, genre ini dikenal dengan multiplayer dan adegan kompetitifnya. Penelitian ini bertujuan untuk menganalisis apakah MMO atau Massively Multiplayer Online mempengaruhi minat pemain dalam bermain game MOBA menggunakan multi-method untuk mengumpulkan konsensus responden. DeLone & McLean adalah model yang digunakan dalam penelitian ini. Temuan dalam penelitian ini menunjukkan bahwa masyarakat tertarik dengan game MOBA karena visual dan
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LOOHUIS, LOES OLDE, and YDE VENEMA. "LOGICS AND ALGEBRAS FOR MULTIPLE PLAYERS." Review of Symbolic Logic 3, no. 3 (2010): 485–519. http://dx.doi.org/10.1017/s1755020310000079.

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We study a generalization of the standard syntax and game-theoretic semantics of logic, which is based on a duality between two players, to a multiplayer setting. We define propositional and modal languages of multiplayer formulas, and provide them with a semantics involving a multiplayer game. Our focus is on the notion of equivalence between two formulas, which is defined by saying that two formulas are equivalent if under each valuation, the set of players with a winning strategy is the same in the two respective associated games. We provide a derivation system which enumerates the pairs of
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Lumombo, Liony, and Michael Jones. "Penerapan Multiplayer Pada Aplikasi Permainan Android Menggunakan Photon PUN dengan Metode Prototyping." JURNAL INTEGRASI 15, no. 1 (2023): 71–79. http://dx.doi.org/10.30871/ji.v15i1.5345.

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Pada perkembangan pasar industri game, salah satu fitur yang sering ditemui pada game zaman sekarang adalah kemampuan untuk bermain bersama dengan para pemain lainnya secara online dan fitur tersebut sering juga disebut dengan multiplayer. Pada fitur Multiplayer Game, terdapat penyinkronan data dari pergerakan pemain ke pemain lain. Komunikasi yang digunakan untuk mekanisme sinkronisasi dapat melalui tiga jenis mekanisme yang terdiri dari Object Synchronication, Remote Procedure Call (RPC), dan Custom Properties. Namun seiring perkembangan dari mekanisme sinkronisasi, permasalahan yang sering
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Prathama, Gede Humaswara, Ni Made Ary Esta Dewi Wirastuti, and Yoga Divayana. "Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki." Majalah Ilmiah Teknologi Elektro 18, no. 1 (2019): 47. http://dx.doi.org/10.24843/mite.2019.v18i01.p07.

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Ceki adalah salah satu permainan kartu tradisional yang pernah cukup popular di Malaysia, Singapura dan Indonesia. Di Bali permainan ceki sudah menjadi tradisi, dimana permainan ceki dimainkan saat adanya kegiatan masyarakat. multiplayer online games adalah salah satu cara untuk mengenalkan dan mengembangkan games tradisional menjadi lebih menarik untuk dimainkan. Permasalahan yang sering dihadapi untuk mengembangkan multiplayer online game diantaranya adalah permasalahan latency yang berbeda dari masing-masing pemain sehingga bisa mengganggu permainan dari pemain lain yang memiliki latency le
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Dissertations / Theses on the topic "Multiplayer"

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Helin, Henry. "Rewarding the Multiplayer : How rewards and objectives influence Multiplayer games." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226791.

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In this thesis I analyse the reward systems of cooperative and competitive Multiplayer games – the games I have chosen were built for a Single-player campaign with Multiplayer as additional content. My main focus is on the Multiplayer and the reward systems of that game mode. The reward systems are important to consider when designing a game for fans of Multiplayer games, as a faulty reward system might hinder the aspect which makes Multiplayer games special – to be playing together and go for the same goals with other people whether it is of a competitive or cooperative nature.The games I res
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Westermark, Christian. "Mobile Multiplayer Gaming." Thesis, KTH, Kommunikationssystem, CoS, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91990.

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The last ten years, online multiplayer games have become very popular. During the same time period mobile terminals and cellular networks have undergone a tremendous technical evolution. Therefore it is natural to wonder why we have not seen an online mobile multiplayer gaming revolution yet. The answer to this question is of great value for companies selling mobile systems. This answer is important in order to understand how to fill up today’s empty networks with traffic and what kind of traffic these games will generate. This thesis is a continuation of Mattias Åkervik’s thesis. It gives the
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Liu, Tanya X. "TaleBlazer multiplayer : expanding multiplayer functionality for meaningful location-based AR games." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91839.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 69).<br>TaleBlazer is a location-based, augmented reality game platform. Its web-based editor provides game designers with a method to create games regardless of programming experience. Users play these games while walking in the real world, using the mobile application as a gateway for interactions with the virtual world. This thesis extends previous work done on the TaleBlazer multiplayer
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Carlsson, Robert. "The Illusion That Is Multiplayer Games : Position disparities in Client-serverstructured multiplayer games." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27556.

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The goal of this study is to research the disparities in character positions between clients and server when playing an online game. The data needed was gathered by letting three players play a game made by me against each other, using extrapolation methods like the Kalman Filter on the characters’. During the play-through each client saved all characters positions together with the input made by the players. The clients logged the information every network update, in synch with the server. When the time came, all clients sent their information to the server, where it was collected, analyzed a
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LaVan, Michaela (Michaela S. ). "Multiplayer prototyping and quest design for an educational massively multiplayer online role-playing game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85438.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 52-53).<br>Digital games have proven to be powerful learning tools, and may hold the key to closing the STEM (Science, Technology, Engineering, and Mathematics) achievement gap in the United States. Multiplayer play in particular can foster peer instruction, mentorship, and other productive learning interactions. However, few models of effective multiplayer mechanics exist for educational
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Narayanan, Arjun V. "Improving the TaleBlazer multiplayer platform." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106108.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 82).<br>TaleBlazer is a platform for building and playing augmented reality, location-based, mobile games. Users design games in a web-based editor and then play the games on their mobile device with the TaleBlazer mobile app. The classical version of TaleBlazer is single-player, where each player plays in his or her own individual game world. A newer version of TaleBlazer is multiplayer, w
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Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

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Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies.
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Jarrett, Martin, and Eivind Sorteberg. "Real-Time Online Multiplayer Mobile Gaming." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8804.

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<p>Gaming on mobile phones is a business with a great growth potential both in profit and popularity. In today's modern world, the number of potential users of online multiplayer mobile games is enormous. This is because of the wide deployment of mobile phones and the increasing general interest in gaming. For game developers, this is an interesting business area, since mobile games are faster and easier to develop than console or computer games, due to the mobile games' smaller size and reduced complexity. Telecom companies, on the other hand, may profit from this both by attracting users thr
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Badar, Mian, and Nikhil Thakrar. "Development Guidelines for Mobile Multiplayer Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134824.

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In the past decade the advances in mobile technology have produced new powerful genera-tions of mobile devices that come with ever-increasing computing powers and high-speed wireless connection technologies. It is more attractive than ever to develop mobile multiplayer games and many developers are straining to bring more and more multiplayer games into the market. However, there are not many concrete guidelines or helping-tools for developers programming and designing them. The purpose of this thesis is to investigate the relevant infrastructures of mobile multiplayer games and with the obtai
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Nord, Olov. "Mobile Multiplayer Game Interaction With XMPP." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-9500.

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Smartphones are becoming a part of our society, and their usage is becoming more and more widespread. Multiplayer games for these smartphones are increasingly popular and the hardware that is used often puts limits on the developer in terms of battery life and transfer rate. This paper investigates the possibility of using the Publish/Subscribe Extension of the Extensible Messaging and Presence Protocol, or XMPP, as a data transfer protocol in a multiplayer game on Android. To succeed with this, a test application is programmed and used to send position data using PubSub. The report also discu
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Books on the topic "Multiplayer"

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Bainbridge, William Sims. Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5.

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Mulholland, Andrew. Programming multiplayer games. Wordware Pub., 2004.

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Lamb, Michael. Multiplayer network game. University of Manchester, Department of Computer Science, 1997.

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Leung, Ka Hing. Multiplayer online game development. Oxford Brookes University, 2004.

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Engelbrecht, Dylan. Building Multiplayer Games in Unity. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-7474-3.

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Rajiv, Yadu. Developing Turn-Based Multiplayer Games. Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3861-5.

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Mulholland, Andrew. Developer's guide to multiplayer games. Wordware Pub., 2002.

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Jennings, Scott. Massively multiplayer games for dummies. Wiley, 2006.

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Fong, Bryant. StarCraft: Unofficial multiplayer strategies & secrets. Sybex, 1998.

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Inc, ebrary, ed. Flash 10 multiplayer game essentials: Create exciting real-time multiplayer games using Flash. Packt Pub., 2010.

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Book chapters on the topic "Multiplayer"

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Shankar, Aditya Ravi. "Multiplayer Gameplay." In Pro HTML5 Games. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4711-1_12.

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Jessie, Daniel T., and Donald G. Saari. "Multiplayer Games." In Static & Dynamic Game Theory: Foundations & Applications. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-35847-1_6.

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Shankar, Aditya Ravi. "Multiplayer Gameplay." In Pro HTML5 Games. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2910-1_13.

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Uzayr, Sufyan bin. "Multiplayer Basics." In Mastering Unreal Engine. CRC Press, 2022. http://dx.doi.org/10.1201/9781003214731-5.

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Bainbridge, William Sims. "Avatars and Characters." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_6.

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Bainbridge, William Sims. "Personality and Motivation." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_5.

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Bainbridge, William Sims. "Rolecoding and Social Control." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_4.

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Bainbridge, William Sims. "Implications for External Society." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_9.

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Bainbridge, William Sims. "Technical Constraints." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_3.

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Bainbridge, William Sims. "Historical-Cultural Origins." In Online Multiplayer Games. Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02268-5_2.

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Conference papers on the topic "Multiplayer"

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Reddy, B. Siva Kireeti, Dikshant Singh, Chaitanyya Pratap Agarwal, E. Mithil, Sairam Utukuru, and Challa Ruthwik Reddy. "Python based Advanced Multiplayer Gaming Environment." In 2024 8th International Conference on I-SMAC (IoT in Social, Mobile, Analytics and Cloud) (I-SMAC). IEEE, 2024. http://dx.doi.org/10.1109/i-smac61858.2024.10714784.

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Johnson, Nobin Jaison, and Polaki Monika. "Cross Platform Multiplayer using JavaScript and UDP." In 2024 15th International Conference on Computing Communication and Networking Technologies (ICCCNT). IEEE, 2024. http://dx.doi.org/10.1109/icccnt61001.2024.10725622.

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Yu, Zihao, Nicholas Diakopoulos, and Mor Naaman. "The multiplayer." In Adjunct proceedings of the 23nd annual ACM symposium. ACM Press, 2010. http://dx.doi.org/10.1145/1866218.1866246.

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Cunniff, Ross. "Interactive multiplayer HoverBall." In ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96. ACM Press, 1996. http://dx.doi.org/10.1145/253607.253677.

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Hu, Si ying Diana, and Niniane Wang. "Multiplayer augmented reality." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2018. http://dx.doi.org/10.1145/3226552.3226585.

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Wodarczyk, Sebastian, and Sebastian von Mammen. "Emergent Multiplayer Games." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231834.

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Lukaszewicz, Tadeusz, Marian Kucharski, Anton Ravinski, and Ewa Mrozek. "Electrochromic multiplayer device." In SPIE Proceedings, edited by Jaroslaw Rutkowski and Antoni Rogalski. SPIE, 2003. http://dx.doi.org/10.1117/12.519753.

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Ziviani, Patricia, Delano Medeiros Beder, and Joice Lee Otsuka. "Um estudo sobre recomendações para o design de jogos educacionais multiplayer." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/sbie.2022.224782.

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Jogos educacionais multiplayer têm o potencial de promover engajamento, colaboração e debate em processos de aprendizagem mais ativos e significativos. Com o intuito de conhecer recomendações que apoiem o design de jogos educacionais multiplayer foi conduzido um estudo realizado em 3 etapas: (i) um mapeamento sistemático da literatura, conduzido com o intuito de conhecer o estado da arte de recomendações para o design de jogos multiplayer; (ii) uma análise de jogos educacionais multiplayer, com o objetivo de verificar se as recomendações identificadas no mapeamento têm sido empregadas nos jogo
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Neidhardt, Annika, and Anna Rüppel. "Multiplayer audio-only game." In the 7th Audio Mostly Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2371456.2371477.

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Nussbaum, Miguel, Heinz Susaeta, Felipe Jimenez, et al. "Classroom multiplayer presential games." In 2009 International Workshop on Technology for Education (T4E). IEEE, 2009. http://dx.doi.org/10.1109/t4e.2009.5314109.

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Reports on the topic "Multiplayer"

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เครืองาม, ดุสิต, ชุมพล อันตรเสน та บรรยง โตประเสริฐพงศ์. เซลล์แสงอาทิตย์ชนิดอะมอร์ฟัสซิลิคอน. จุฬาลงกรณ์มหาวิทยาลัย, 1994. https://doi.org/10.58837/chula.res.1994.19.

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ได้มีการประดิษฐ์เซลล์แสงอาทิตย์ชนิดอะมอร์ฟัสซิลิคอนเป็นผลสำเร็จ เซลล์แสงอาทิตย์ชนิดอะมอร์ฟัสซิลิคอนนี้มีลักษณะเด่นคือ ผลิตจากฟิล์มบางของวัสดุอะมอร์ฟัสซิลิคอน จึงประหยัดวัสดุและทำให้ต้นทุนการผลิตต่ำกว่าเซลล์แสงอาทิตย์ชนิดผลึกซิลิคอน ผลงานวิจัยเรื่องนี้จะเป็นประโยชน์ต่อประเทศในด้านการผลิตพลังงานทดแทนและส่งเสริมให้เกิดพื้นฐานทางด้านเทคโนโลยีของเซลล์แสงอาทิตย์ขึ้นในประเทศ เซลล์แสงอาทิตย์ชนิดอะมอร์ฟัสซิลิคอนมีโครงสร้างประกอบด้วยแผ่นฐานกระจกและฟิล์มบางชั้นต่างๆ เคลือบเป็นชั้นๆ คือ 1. ฟิล์มบางขั้วไฟฟ้าโปร่งแสง (ดีบุกออกไซด์) หนาประมาณ 2000 อังสตรอม 2. ฟิล์มบางอะมอร์ฟัลซิลิคอนหนาประมาณ 6000 อังสตรอม (
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Landwehr, Peter M. A Collection of Economic and Social Data from Glitch, a Massively Multiplayer Online Game. Defense Technical Information Center, 2013. http://dx.doi.org/10.21236/ada586978.

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McCracken, Arienne. Exploring the uses and importance of avatar dress in a multiplayer online game: A qualitative study of women gamers. Iowa State University, Digital Repository, 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1165.

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Chawla, Amarpreet, and Ehsan Samei. Early Detection of Breast Cancer via Multiplane Correlation Breast Imaging. Defense Technical Information Center, 2007. http://dx.doi.org/10.21236/ada470997.

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Fox, Marye Anne, and James Whitesell. Nanoscaled Components for Improved Efficiency in a Multiplanel Photocatalytic Water-Splitting System. Office of Scientific and Technical Information (OSTI), 2014. http://dx.doi.org/10.2172/1163869.

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Yang, Ziye, Hongzhou Deng, Chao Li, and Xing Ma. STRENGTH OF MULTIPLANAR LONGITUDINAL PLATE-TO-CIRCULAR HOLLOW SECTION (CHS) CONNECTIONS REINFORCED BY EXTERNAL RING STIFFENERS. The Hong Kong Institute of Steel Construction, 2018. http://dx.doi.org/10.18057/icass2018.p.104.

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Kwinda Nyama: A multiplayer hunting game for social learning and sustainable use. FAO, 2024. http://dx.doi.org/10.4060/cc9856en.

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PARAMETRIC STUDIES ON SCF DISTRIBUTION OF THREEPLANAR TUBULAR Y-JOINTS UNDER IN-PLANE BENDING MOMENT. The Hong Kong Institute of Steel Construction, 2022. http://dx.doi.org/10.18057/icass2020.p.275.

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Abstract:
The three-planar tubular Y-joint is normally multiplanar loaded with severe multiplanar interaction effect, which may cause the hot spot stress (HSS) to occur other than crown or saddle points of the weld seam. Thus, the distributions of stress concentration factor (SCF) along weld seam are needed to calculate HSS rather than formulas that only care about values of crown or saddle points. To find the distribution patterns, a numerical database is established using the validated finite element (FE) analysis method. Sensitivity analyses for five geometric parameters affecting distribution along
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