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1

Ratti, Saurabh. "A distributed location-aware routing architecture for P2P massively multiplayer online games." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28524.

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Populations in contemporary Massively Multiplayer Online Games (MMOG) continue to grow, a trend that current client-server architectures are hard pressed to sustain. Application of peer-to-peer concepts and technologies to the domain of MMOG communications can address the issues of scalability and single points of failure associated with the client-server model. A proposed system takes an existing peer-to-peer network overlay as a foundation for peer connection management, and adapts it to have location-awareness by applying the Hilbert Space-Filling Curve. The new routing architecture's location awareness is done with respect to the virtual environment, in order to achieve area-of-interest updates to interested peers with the latency of a single hop. This is done in manner that is fully distributed, thus sharing the work load as evenly as possible across peers without requiring centralized servers. This thesis reviews existing approaches, details the proposed system, and finally presents a proof-of-concept and associated evaluations.
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Kogan, Ilya. "An Analysis of Cheat Prevention in Peer-to-Peer Massively Multiplayer Online Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1276273302.

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Silva, Marcos Vinicius Maciel da. "Securetrade: a secure protocol based on transferable E-cash for exchanging cards in P2P trading card games." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-22092016-113539/.

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Trading card games (TCG) are distinct from traditional card games mainly because, in the former, the cards are not shared among players in a match. Instead, users play with the cards they own (e.g., that have been purchased or traded with other players), which correspond to a subset of all cards produced by the game provider. Even though most computer-based TCGs rely on a trusted third-party (TTP) for preventing cheating during trades, allowing them to securely do so in the absence of such entity, as in a Peer-to-Peer (P2P) scenario, remains a challenging task. Potential solutions for this challenge can be based on e-cash protocols, but not without adaptations, as those scenarios display different requirements: for example, TCGs should allow users to play with the cards under their possession, not only to be able to pass those cards over as with digital coins. In this work, we present and discuss the security requirements for allowing cards to be traded in TCGs and how they relate to e-cash. We then propose a concrete and efficient TTP-free protocol for trading cards in a privacy-preserving manner. The construction is based on a secure transferable e-cash protocol and on a P-signature scheme converted to the asymmetric pairing setting. According to our experimental results, the proposed protocol is quite efficient for use in practice: an entire deck is stored in less than 5 MB, while it takes a few seconds to be prepared for a match; the verification of the cards, on its turn, takes less time than an usual match, and can be performed in background while the game is played.
Jogos de cartas colecionáveis (TCG, do inglês Trading Card Game) diferem de jogos de cartas tradicionais principalmente porque as cartas não são compartilhadas em uma partida. Especificamente, os jogadores usam suas próprias cartas (obtidas, e.g., por meio de compra ou troca com outros jogadores), as quais correspondem a um subconjunto de todas as cartas criadas pelo produtor do jogo. Embora a maioria dos TCGs digitais atuais dependam de um terceiro confiável (TTP, do ingês Trusted Third-Party) para prevenir trapaças durante trocas, permitir que os jogadores troquem cartas de maneira segura sem tal entidade, como é o caso em um cenário peer-to-peer (P2P), ainda é uma tarefa desafiadora. Possíveis soluções para esse desafio podem ser baseadas em protocolos de moeda eletrônica, mas não sem adaptações decorrentes dos requisitos diferentes de cada cenário: por exemplo, TCGs devem permitir que usuários joguem com as suas cartas, não apenas que passem-nas adiante como ocorre com moedas eletrônicas. Neste trabalho, são apresentados e discutidos os principais requisitos de segurança para trocas de cartas TCGs e como eles se relacionam com moedas eletrônicas. Também é proposto um protocolo eficiente que permite trocas de cartas sem a necessidade de um TTP e com suporte a privacidade. A construção usa como base um protocolo seguro de moeda eletrônica e um protocolo de assinatura-P adaptado para utilizar emparelhamentos assimétricos, mais seguros que os simétricos. De acordo com os experimentos realizados, o protocolo proposto é bastante eficiente para uso na prática: são necessários apenas 5 MB para armazenar um baralho inteiro, enquanto a preparação do mesmo leva apenas alguns segundos; a verificação das cartas, por sua vez, é mais rápida que a duração comum de uma partida e pode ser executada em plano de fundo, durante a própria partida.
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Carter, Christopher. "An extensible test bed architecture and topological analysis for the scalability of hybrid-P2P massively multiplayer online games." Thesis, Liverpool John Moores University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.576549.

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Current mainstream architectural approaches to Massively Multiplayer Online Games (MMOGs) utilise Client/Server-Cluster topologies, where scalability and interaction is hampered by a reliance on hardware provisioning for scaling, whilst partitioning the game world into distinct regions is common. Recent academic research has focused upon the adoption of P2P-based solutions; whilst scalability is considered inherent in P2P architectures, the distribution of state in an efficient manner is non-trivial. The lack of prototypical implementation using real-world gaming technologies implies that existing research has failed to demonstrate the practical application of P2P-based MMOGs. This thesis addresses these issues through two themes: The first theme presented within this thesis details the implementation of a novel MMOG test-bed framework, which has been created to address the development, deployment, execution and analysis of MMOG architectures across heterogeneous machine configurations in order to facilitate the production of prototypical MMOG architectural implementations which can practically demonstrate the efficacies of the proposed architecture and provide a means of direct comparison and enable comparative appraisals against the enterprise-grade Client/Server architectures which have seen widespread utilisation within the games industry.
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Webb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.

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Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the server, reducing responsiveness; (iii) players with lower client-to-server delay than their opponents have an unfair advantage as they can respond to game events faster; and (iv) the server is a single point of failure.The Mirrored Server (MS) architecture uses multiple mirrored servers connected via a private network. MS achieves better scalability, responsiveness, fairness, and reliability than C/S; however, as updates are still routed through the mirrored servers the problems are not eliminated. P2P network game architectures allow players to exchange updates directly, maximising scalability, responsiveness, and fairness, while removing the single point of failure. However, P2P games are vulnerable to cheating. Several P2P architectures have been proposed to detect and/or prevent game cheating. Nevertheless, they only address a subset of cheating methods. Further, these solutions require costly distributed validation algorithms that increase game delay and bandwidth, and prevent players with high latency from participating.In this thesis we propose a new cheat classification that reflects the levels in which the cheats occur: game, application, protocol, or infrastructure. We also propose three network game architectures: the Referee Anti-Cheat Scheme (RACS), the Mirrored Referee Anti-Cheat Scheme (MRACS), and the Distributed Referee Anti-Cheat Scheme (DRACS); which maximise game scalability, responsiveness, and fairness, while maintaining cheat detection/prevention equal to that in C/S. Each proposed architecture utilises one or more trusted referees to validate the game simulation - similar to the server in C/S - while allowing players to exchange updates directly - similar to peers in P2P.RACS is a hybrid C/S and P2P architecture that improves C/S by using a referee in the server. RACS allows honest players to exchange updates directly between each other, with a copy sent to the referee for validation. By allowing P2P communication RACS has better responsiveness and fairness than C/S. Further, as the referee is not required to forward updates it has better bandwidth and processing scalability. The RACS protocol could be applied to any existing C/S game. Compared to P2P protocols RACS has lower delay, and allows players with high delay to participate. Like in many P2P architectures, RACS divides time into rounds. We have proposed two efficient solutions to find the optimal round length such that the total system delay is minimised.MRACS combines the RACS and MS architectures. A referee is used at each mirror to validate player updates, while allowing players to exchange updates directly. By using multiple mirrored referees the bandwidth required by each referee, and the player-to mirror delays, are reduced; improving the scalability, responsiveness and fairness of RACS, while removing its single point of failure. Direct communication MRACS improves MS in terms of its responsiveness, fairness, and scalability. To maximise responsiveness, we have defined and solved the Client-to-Mirror Assignment (CMA) problem to assign clients to mirrors such that the total delay is minimised, and no mirror is overloaded. We have proposed two sets of efficient solutions: the optimal J-SA/L-SA and the faster heuristic J-Greedy/L-Greedy to solve CMA.DRACS uses referees distributed to player hosts to minimise the publisher / developer infrastructure, and maximise responsiveness and/or fairness. To prevent colluding players cheating DRACS requires every update to be validated by multiple unaffiliated referees, providing cheat detection / prevention equal to that in C/S. We have formally defined the Referee Selection Problem (RSP) to select a set of referees from the untrusted peers such that responsiveness and/or fairness are maximised, while ensuring the probability of the majority of referees colluding is below a pre-defined threshold. We have proposed two efficient algorithms, SRS-1 and SRS-2, to solve the problem.We have evaluated the performances of RACS, MRACS, and DRACS analytically and using simulations. We have shown analytically that RACS, MRACS and DRACS have cheat detection/prevention equivalent to that in C/S. Our analysis shows that RACS has better scalability and responsiveness than C/S; and that MRACS has better scalability and responsiveness than C/S, RACS, and MS. As there is currently no publicly available traces from MMOG we have constructed artificial and realistic inputs. We have used these inputs on all simulations in this thesis to show the benefits of our proposed architectures and algorithms.
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6

Santos, Marcelo Anderson Batista dos. "SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D." reponame:Repositório Institucional da UFABC, 2011.

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7

Liang, Yitian. "Economic design in the virtual world : the fee structure and sales mechanism in the P2P trading market in online video games." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/62074.

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Massively multiplayer online games (MMOGs), often referred to as online video games —which enable players to interact with each other in a virtual world—generate significant and growing economic value. The predominant business model is free-to-play, in which collecting fees from in-game player-to-player (P2P) trading markets is an important way for firms to generate revenue. Surprisingly, quantitative research on the free-to-play business model in this industry is limited and, in particular, a thorough empirical investigation of the design of the P2P market is lacking. This thesis examines the fee structure, followed by an initial investigation of the sales mechanism. To understand the fee structure, we examine two commonly designs: listing fee (charged upfront) and commission (charged upon transaction). While it seems intuitive that listing fee—an entry cost—should lower the listing and transaction volumes (common industry indicators of long-run profitability) more than commission does, it is unclear which structure generates higher fee collection (short-run revenue). To answer this question, a structural model is developed to capture players’ trading behavior and applied to a popular game. The model is empirically challenging due to several industry features including a large number of long-lived players with unobserved heterogeneity. We tackle the challenge by assuming that players don't use their identities as information to form the sale probability, which is innocuous when each player’s impact on outcomes is small. We prove the existence of equilibrium, propose and implement a computationally light estimation procedure. Through counterfactuals, we find that there is a trade-off between them: listing fee (vs. commission) generates lower listing volume, similar transaction volume, and greater fee collection. We discuss the managerial implications. To better understand the sales mechanism, we compare fixed-price posting and auction. Due to data limitation (only fixed-price posting is observed), our goal is to develop a tractable auction framework (for estimation with actual auction data) and to conduct preliminary analysis. Using parameter estimates from the fixed-price posting data, our initial counterfactual shows that there is a trade-off: auction generates higher fee collection and listing volume, but lower transaction volume. We discuss the limitations and managerial implications.
Business, Sauder School of
Marketing, Division of
Graduate
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Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.

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Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW's workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today's consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system ('Carbon') is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE's risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead.
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Wedin, Tommy. "Fantasy War Game : Spelmotor i PHP." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6218.

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Fantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare.

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Kisielewicz, Leandro Augusto. "Um jogo eletrônico como ferramenta complementar no ensino de PHP." Universidade Tecnológica Federal do Paraná, 2012. http://repositorio.utfpr.edu.br/jspui/handle/1/1437.

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Em diversas disciplinas que envolvem a programação de computadores, são encontradas dificuldades. Uma delas é manter o aluno motivado por atividades como resolver problemas de programação para fixar conteúdos. Considerando-se os jogos eletrônicos educacionais objetos que atraem a atenção do aluno, buscou-se associálos à sala de aula com o objetivo de testar a hipótese do trabalho, que é a de que os jogos podem promover um aumento na motivação e, assim, melhorar o interesse e engajamento dos alunos nas atividades. Para a verificação da hipótese, foi desenvolvido um jogo eletrônico educacional, capaz de avaliar automaticamente respostas dadas pelos jogadores. O jogo foi aplicado em uma disciplina de programação. Através de uma análise qualitativa a partir de respostas a um questionário de perguntas abertas e da observação do desempenho dos alunos, foi possível verificar que a utilização combinada do jogo com o método tradicionalmente usado na disciplina teve um impacto positivo, aumentando a qualidade da participação dos alunos nas tarefas de programação e exercícios propostos.
In several disciplines that involve computer programming, difficulties are found. On of them is to keep the students motivated by activities such as solving programming problems to memorize contents. Considering the educational electronic games as objects that attract the attention of the student, sought to link them to the classroom in order to test the hypothesis of this study, which is that games can promote an increase in motivation and thereby improving the students' interest and engagement in activities. To verify the hypothesis was developed an educational game, able to automatically evaluate the answers given by players. The game was implemented in a programming discipline. Through a qualitative analysis of responses from a questionnaire with open questions and observation of student performance, the study found that the combined use of the game with the method traditionally used in the discipline had a positive impact, increasing the quality of participation of students in programming tasks and exercises.
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Eklind, Anton, and Tjong Richard Jake Gracia. "Understanding Pop-culture Tourism : Analysis of incentives for travel behaviour and participation of pop-culture tourism products." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30849.

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This study aims to explain the incentives and travel patterns for people who have consumed popculture tourism. Pop-culture refers to popular products such as video-games, comic-books, literature, film and t.v-shows. Pop-culture tourism refers to destinations and attractions based on popular culture products such as conventions, events, exhibitions, theme parks and destinations. This study takes on a qualitative approach in order to do so. The results were then analyzed through four different theories; Bourdieu’s theory on different capitals, his theory on habitus, his theory on fields and Lundberg & Lexhagen’s figure: Pop-culture Tourism: A Research Model. The results showed that the respondents social upbringing and (social) media consumption plays a central role in order for individuals to consume and partake in pop-culture tourism. Results did also show that cultural capital and social capitals was prominent for individuals who consume and partake in popculture tourism.
Denna studie har som syfte att belysa individers motiv och val att besöka pop-kultursrelaterade attraktioner och destinationer. Pop-kultur i denna uppsats syftar till populära produkter såsom tvspel, serietidningar, litteratur, film och tv-serier. Pop-kultursturism syftar till destinationer och attraktioner som är baserade på de sistnämnda vilket kan vara konventioner, event, utställningar, temaparker eller destinationer. Till denna studie har en kvalitativ ansats tillämpats för att besvara uppsatsens syfte och frågeställningar genom att utföra semi-strukturerade intervjuer. Intervjuerna analyserades sedan genom fyra olika teorier; Bourdieu’s teorier om kapital, fält och habitus samt Lundberg och Lexhagens modell “Pop-culture Tourism: A Research model”. Resultaten visade att exponering av pop-kultur i respondenternas uppväxt, sociala umgängen och (sociala) mediekonsumtion spelade en central roll i konsumtionen och deltagandet av pop-kultursturism. Resultaten visade även att kulturellt kapital (ett intresse av en viss pop-kulturell produkt) och socialt kapital (individens habitus) var betydande för individer som deltar i pop-kultursturism.
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Lašinis, Darius. "Skaičių žaidimo strategija ir jos realizacija." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110804_091529-38023.

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Sukurta strategija skaičių spėliojimui nuo vienaženklio iki keturženklio skaičiaus. Žaidimas realizuotas PHP programavimo kalba, vartotojams turintiems prieigą prie interneto. Žaidimas patalpintas Šiaulių Universiteto Informatikos katedros serveryje, adresu http://ik.su.lt/~darlas/zaidimas.
For the speculation on the single-digit to four-digit number created strategy. The game implemented in PHP programming language for users with access to the Internet. Game located at Šiauliai University, Department of Informatics server http://ik.su.lt/~darlas/zaidimas.
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Watanabe, Sandra Satyko Guimarães. "Abordagem de teoria dos jogos evolucionários para modelagem de aplicações de live streaming em redes peer-to-peer." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/25960.

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Existe um interesse crescente do mercado por aplicações de multimídia em streaming via rede. Particularmente, as aplicações de live streaming que utilizam a tecnologia de redes P2P para a disseminação de conteúdo têm sido alvo de grande atenção. Aplicações como PPLive e PPStream provam que as aplicações de live streaming em redes P2P são uma realidade com relação à tecnologia atual. Os sistemas de live streaming fornecem um serviço de multicast no nível de aplicação para transmissões ao vivo na Internet. Essas aplicações de live streaming, quando executadas em redes P2P, têm potencial para serem altamente robustas, escaláveis e adaptativas devido à redundância e não dependência de recursos particulares dentre os nodos participantes. Porém, para fazer uso de todas as vantagens disponíveis, a aplicação deve contornar alguns desafios: i) manter a qualidade de playback mesmo com a inerente dinamicidade das redes P2P; ii) impedir que nodos incorretos escondam ações maliciosas atrás do anonimato que existe em P2P; iii) manter a taxa de upload dos nodos participantes da aplicação em um nível aceitável. A taxa de upload dos nodos é muito importante porque a aplicação de live streaming em P2P é uma aplicação cooperativa. Desta forma, esperase que todo novo usuário ajude a aplicação retransmitindo pacotes para outros usuários, mantendo, desta forma, a capacidade global de upload do sistema. Infelizmente, manter a cooperação em live streaming não é uma tarefa trivial, visto que cada nodo enfrenta o dilema social do interesse próprio (individualmente é melhor explorar a cooperação dos outros usuários sem reciprocidade) versus a cooperação para com o grupo. A principal contribuição deste trabalho consiste na apresentação de um modelo matemático baseado em Teoria dos Jogos Evolucionários, cujo objetivo é ajudar a compreender as aplicações de live streaming em redes P2P e os fatores que influenciam o seu correto funcionamento. Como contribuição secundária, este trabalho fornece uma análise estatística do comportamento do download e upload observado nestas aplicações. A análise estatística mostra que existe um decaimento da variância temporal de download e upload nas aplicações de live streaming, e que tal decaimento segue uma lei de potência. Os resultados evolucionários do modelo indicam que, se a queda do índice de satisfação dos usuários com a taxa de download for suave, e se a redução da satisfação devido ao custo de upload for insignificante, então existe um ambiente propício para que a cooperação entre os nodos cresça. De forma inversa, se a queda do índice de satisfação dos usuários com a taxa de download for abrupta, e a redução da satisfação devido ao custo de upload for significativa, então existe um ambiente propício para proliferação de nodos oportunistas. A realização e descrição desta pesquisa é composta de quatro etapas principais: i) a delimitação do cenário de live streaming e a definição do jogo para modelagem; ii) a definição do conjunto de estratégias e da função de utilidade; iii) a criação do modelo; iv) a análise do modelo e a apresentação dos resultados de simulação. A análise do modelo abrange três fases: i) análise estatística e comparação das características de download e upload dos dois simuladores utilizados; ii) avaliação do modelo de Teoria dos Jogos Evolucionários através de simulações; e iii) análise dos resultados evolucionários gerados pelo simulador de Teoria dos Jogos Evolucionários.
There is a growing interest in the market for networked multimedia applications. Live streaming applications that use the technology of P2P networks for distribution of live content have specially been the subject of great attention. Applications such as PPLive and PPStrem demonstrate that P2P live streaming applications are already possible with our present technology. Live streaming systems provide a multicast service in the application level for live broadcasts to users through the Internet. These systems executing in P2P networks have the potential to be highly robust, scalable and adaptive due to the characteristics of these scenarios. However, to take advantage of these potential properties, they must overcome some challenges: i) to maintain the playback quality even with the inherent dynamics of P2P networks; ii) to prevent that incorrect peers hide malicious behavior behind their anonymity; iii) to maintain the upload contribution of peers at acceptable levels. The upload contribution of peers is highly important because live streaming applications are cooperative applications. Therefore, every new user must help the application forwarding packets to other users, thereby maintaining the global upload capacity of the system. Unfortunately, the maintenance of cooperation in live streaming system is not a trivial task, since each node faces the social dilemma of self-interest (individually is always better to explore the cooperation of other users without reciprocity) versus cooperation to the group. The main contribution of this dissertation is the presentation of a mathematical model based on Evolutionary Game Theory, whose goal is to help understanding live streaming P2P applications and the factors that influence their correct operation. As a secondary contribution, this work provides a statistical analysis of download and upload behaviors of peers in live streaming P2P systems. The statistical analysis indicates that there is a decay in the download and upload variances, and that this decay follows a power law. The evolutionary results of the model indicate that, if the satisfaction of users with the download rate is smooth, and the reduction of satisfaction due to the upload cost is negligible, then there is a favorable environment for the growth of cooperation. Conversely, if the satisfaction of users with the download rate is abrupt, and the reduction of satisfaction due to the upload cost is significant, then there is a favorable environment to the proliferation of opportunistic nodes. The realization and description of this research is composed of four main steps: i) the definition of the live streaming scenario and the definition of the game to model this scenario; ii) the definition of the strategy set and of the utility function; iii) the suggestion of a model; iv) the analysis of the proposed model and the presentation of obtained results. The model analysis comprehends three phases: i) the statistical analysis and the comparison of the characteristics of download and upload of the two simulators used in this work; ii) the evaluation of the Evolutionary Game Theory model through simulation; and iii) the analysis of the results generated by the Evolutionary Game Theory simulator.
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Larsson, Björn. "Webbplats med Jeopardyspel med CodeIgniter." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Data- och elektroteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15440.

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Detta examensarbete kommer att behandla hur man kan skapa en webbplats med tillhörande spel med hjälp av PHP-ramverket CodeIgniter. Rapporten tar upp hur detta ramverk fungerar och hur applikationer i ramverket kan göras säkra. Läsaren kommer att få veta mer om vilka HTML-standarder man kan använda för webbplatser och om den programmeringsmetod, MVC-principen, som CodeIgniter använder sig av. Kortfattat tar rapporten upp teknisk webbutveckling och programmeringen bakom densamma.
This thesis will examine how to create a web site with a game, based on the PHP-framework CodeIgniter. The report explains how this framework works and how you can make secure applications by using the framework. The reader will also get to know more about the HTML-standards possible to use for web sites and about the programming method, the MVC-principle, CodeIgniter is using. In short, the report explains technical web development and the programming behind it.
Kontakt med författaren kan ske via dennes webbplats, http://www.bjornlarsson.se/.Detta verk är licensierat under en Creative Commons Erkännande-IckeKommersiell 2.5 Sverige Licens (http://creativecommons.org/licenses/by-nc/2.5/se/).
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Capcha, Serna Lulio Eusebio. "Correlación entre saturación de oxigeno por pulsoximetría y gasometría arterial en dificultad respiratoria, unidad de shock trauma y reanimación del hospital nacional PNP Luis N. Sáenz, diciembre 2013 - enero 2014." Bachelor's thesis, Universidad Nacional Mayor de San Marcos, 2014. https://hdl.handle.net/20.500.12672/11972.

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Determina la correlación entre las mediciones de la saturación de oxígeno por pulsoximetría y gasometría arterial en los pacientes con dificultad respiratoria tratados en la Unidad de Trauma Shock del Hospital Nacional PNP Luis N. Sáenz entre los meses de diciembre 2013 y enero 2014. El estudio es descriptivo transversal prospectivo en 40 pacientes con dificultad respiratoria, todos tuvieron estudios de gases arteriales, saturación de oxígeno por pulsoximetría, radiografía de tórax y hemoglobina. Se usó como instrumento una ficha de recolección de datos y se realizó un análisis estadístico descriptivo con prueba del chi cuadrado, correlación de Spearman y prueba de hipótesis de Wilcoxon con nivel de significancia p<0.05. La edad media de la serie fue 75.9±13.8 años, el grupo etáreo más afectado eran mayores de 80 años (52.5%) y las características clínicas fueron: polipnea (100%), taquicardia (80%), disnea (40%) e inconsciencia (40%). El 45% fue originado por neumonía. La radiografía de tórax fue normal en 20% de los casos estudiados. La SatO2 por pulsoximetría fue 89.3±4.9%, SatO2 por gasometría fue 91.8±6.5%, con insuficiencia respiratoria fue 75% tipo I y 25% tipo II. El coeficiente de correlación de Spearman fue de 0.574, con prueba de hipótesis d Wilcoxon con significancia asintótica y p<0.05. Se concluye que existe correlación moderada entre la saturación de oxígeno por pulsoxímetro y la saturación de oxígeno por gasometría arterial.
Trabajo académico
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16

Lundkvist, Dennis. "Kom ihåg vem den sanna fienden är! : En analys av normativitet och motstånd i filmatiseringarna av Hunger Games med avseende på klass, genus och etnicitet." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-48988.

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The following study examines the construction of political identities in the cinematic adaptations of Suzanne Collins "The Hunger Games". This is done through the lense of a post-structuralist, discourse-oriented, theoretical framework. Drawing on Chantal Mouffe's and Ernesto Laclau's concept of hegemony as well as Kimberle Crenshaw's theory of intersectionality (amongst others), I used the series main protagonist - Katniss Everdeen - as the focal point of my analysis. Situated in the intersection between class, gender and race, she is a pivotal subject in the hegemonic struggle of the films, having been labelled as a feminist icon. My aims were as follows: Firstly, I wished to establish the hegemonic structures of The Hunger Games. Secondly, I interpreted in what ways Katniss Everdeen related to these, and lastly, I sought to connect my findings to central concepts of school democracy - as I am to become an upper secondary teacher in social studies.       The analysis leaves one ambiguous as to whether Katniss is to be seen as a subversive or conformist figure. If we look at the narrative where she acts as the unifying "Mockingjay" in the struggle against "The Capitol", several subversive acts can be found - especially concerning class. However - the parallell narrative of the love-triangle, the one between Katniss, Peeta and Gale, distorts the picture. The revolutionary subversiveness of Gale is contrasted with the democratic conformity of Peeta. In the end, Katniss chooses the latter. This is to be seen against the horizon that most characters in disadvantaged positions die in their hegemonic resistance. Democracy is thus construed as the safe option, whereas heteronormativity and racism remain largely unchallenged. Regarding the reality of pupils - Katniss can be used to illustrate the limits and possibilities of the intersectional experience, and more so, to demonstrate the precariousness of diverging from the norm.
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17

Rajabi, Mohammad. "New decision support systems for Public Private Partnership projects." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/25747.

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It is well established that one of the key contributing factors to the growth of countries’ economies is the existence of appropriate economic and social infrastructures. The setup of these infrastructures and their operation or delivery of public services associated with them have proved to be a costly and often unaffordable business for most governments. Therefore, private sector participation in the delivery of public services has been opted for by governments under Public-Private Partnerships (PPPs). Additional reasons for the public sector to choose a PPP framework to deliver public services include the public sector representatives’ lack of sufficient technical knowledge and specifications required by most projects; the required amount of investment to implement such projects is too high to be affordable by the public sector alone; the increasing difficulties of predicting and controlling the uncertainties that typically govern the phases of such projects including the level of actual demand for the related services by the time the project is operational; the level of bureaucracy in the public sector and its implications on the time frame of decision-making processes; the relatively low efficiency in project execution by the public sector; and most importantly the fact that, in practice, these difficulties are often better managed by the private sector who seem to possess both the financial and the executive capabilities to undertake such projects Currently, there is a gap in the game theory literature on modelling PPP related decisions and issues. This thesis contributes to reducing such gap by proposing three novel and practice-oriented game theoretical models along with algorithms for solving them, namely an ordinal game for the shortlisting of potential private sector partners; two non-cooperative dynamic games for negotiation with shortlisted private sector partners and selection of private sector partner to award the PPP contract to; and a non-cooperative dynamic game for financial renegotiation post-PPP contract award. In sum, each novel game addresses an important problem faced by the private sector during the typical stages of the life cycle of PPPs, namely private sector partner selection at the tendering stage; negotiation between the public sector and shortlisted bidders to select the candidate to whom to award a PPP contract to at the post-tendering stage; and financial re-negotiation between the public sector and the selected private sector partner at the post-contract award stage.
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18

Lindström, Elias. "Reklam i spelvärlden." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17101.

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Denna undersökning behandlade ämnet IGA (in-game advertising). 8 undersökningsdeltagare spelade ett 2D-platformer-spel som innefattade två reklamtyper: en reklamtavla och en pop-up-reklam, som båda visade stillbildsreklam för fiktiva spel. Deltagarnas åsikter om reklamtyperna och huruvida de lade märke till endera reklamtyp mättes med hjälp av en digital enkät. Undersökningen tog stöd i tidigare forskning om IGA, gällande åsikter om reklam i spel och uppmärksamhet mot den. Bland annat LC4MP (limited-capacity model of mediated message processing) och vanliga sätt att mäta recall och recognition låg till grund för undersökningens utformning. Resultatet antyder att det är möjligt att ha en reklamtavla och pop-up-reklam i samma spel utan att någondera reklamtyp tar för mycket uppmärksamhet eller får bättre omdöme än den andra. Framtida forskning diskuterades där bland annat spelerfarenhet kan undersökas vidare i samma utformning som denna undersökning hade. Det är även möjligt för spelföretag att undersöka ämnet vidare.
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19

Correia, Gabriel Costa. "Novas narrativas para multiplataformas: um estudo sobre jogos de realidade alternada." Universidade Federal de São Carlos, 2013. https://repositorio.ufscar.br/handle/ufscar/5615.

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Financiadora de Estudos e Projetos
The main goal of this dissertation is to introduce the alternate reality game as a new narrative for multiplatform. By new narratives are understood the forms of storytelling arising from the current development of digital technology; and for multiplatform the variety of means by which the contents of these stories can travel. For this main objective is reached, two main hypotheses are formulated: 1) ARGs are stories for multiple platforms using code-breaking with playful and narrative functions; and 2) they are developed from an intense transtextuality guided by pop mythology that flourished during the twentieth century. Based on this starting point, this thesis will examine two ARGs, Uncertain Zone and Why So Serious?, in a way that it contributes to the hypothesis that Alternate Reality Games are a native narrative form of convergence culture founded on an extensive base of pop culture references. In the chapter dedicated to Uncertain Zone will be listed the various media used during the performance of the ARG, that together with interviews with the developers and testimonials from participants will weave a more descriptive overview of how alternate reality games are composed as multiplatform narratives. In addition, a brief discussion on the playful and narrative functions of the code-breaking in ARGs will be outlined. With Why So Serious? the analysis will focus on the intense transtextuality that alternate reality games establish to what will be called pop mythology in this dissertation and in the relationship between ARGs and market. Incidentally issues related to participatory culture will be raised throughout the text, but without further reflection, since, worth reiterating, the main goal of this thesis is the demonstration of a contemporary narrative form from some elements previously submitted, this form is the alternate reality game.
O principal objetivo da presente dissertação é apresentar o ARG (Alternate Reality Game) como uma nova narrativa para multiplataformas. Por nova narrativa, entendemse as formas de contar histórias decorrentes do desenvolvimento atual da tecnologia digital; e por multiplataforma os variados meios através dos quais os conteúdos dessas histórias podem trafegar. Para que esse objetivo principal seja atingido, duas hipóteses principais serão formuladas: 1) os ARGs são narrativas para múltiplas plataformas que utilizam a quebra de código com função lúdica e narrativa; e 2) são desenvolvidos a partir de uma intensa transtextualidade pautada pela mitologia pop que floresceu durante o século XX. Partindo desse ponto de partida, esta dissertação analisará dois ARGs, Zona Incerta e Why So Serious?, de modo a apresentar as características que corroboram a hipótese de que os Jogos de Realidade Alternada são uma forma narrativa nativa da cultura de convergência fundamentada sobre uma extensa base de referências à cultura pop. No capítulo dedicado ao Zona Incerta serão elencadas as diversas mídias utilizadas durante a realização do ARG, que em conjunto com entrevistas com os realizadores e depoimentos de participantes tecerão um panorama mais descritivo de como os Jogos de Realidade Alternada se compõem enquanto narrativas multiplataformas. Além disso, uma breve discussão sobre o caráter lúdico e narrativo da quebra de código nos ARGs será esboçada. Já com Why So Serious? as análises irão se focar na intensa transtextualidade que os Jogos de Realidade Alternada estabelecem com aquilo que nesta dissertação será chamada de mitologia pop e nas relações que os objetos mantêm com o mercado. Incidentalmente questões relacionadas à cultura participativa serão levantadas por todo o texto, porém sem um maior aprofundamento, uma vez que, vale reiterar, o objetivo principal desta dissertação será a demonstração de uma forma narrativa contemporânea a partir de alguns elementos previamente apresentados, essa forma são os Jogos de Realidade Alternada.
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20

Sanguanpuak, T. (Tachporn). "Radio resource sharing with edge caching for multi-operator in large cellular networks." Doctoral thesis, Oulun yliopisto, 2019. http://urn.fi/urn:isbn:9789526221564.

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Abstract The aim of this thesis is to devise new paradigms on radio resource sharing including cache-enabled virtualized large cellular networks for mobile network operators (MNOs). Also, self-organizing resource allocation for small cell networks is considered. In such networks, the MNOs rent radio resources from the infrastructure provider (InP) to support their subscribers. In order to reduce the operational costs, while at the same time to significantly increase the usage of the existing network resources, it leads to a paradigm where the MNOs share their infrastructure, i.e., base stations (BSs), antennas, spectrum and edge cache among themselves. In this regard, we integrate the theoretical insights provided by stochastic geometrical approaches to model the spectrum and infrastructure sharing for large cellular networks. In the first part of the thesis, we study the non-orthogonal multi-MNO spectrum allocation problem for small cell networks with the goal of maximizing the overall network throughput, defined as the expected weighted sum rate of the MNOs. Each MNO is assumed to serve multiple small cell BSs (SBSs). We adopt the many-to-one stable matching game framework to tackle this problem. We also investigate the role of power allocation schemes for SBSs using Q-learning. In the second part, we model and analyze the infrastructure sharing system considering a single buyer MNO and multiple seller MNOs. The MNOs are assumed to operate over their own licensed spectrum bands while sharing BSs. We assume that multiple seller MNOs compete with each other to sell their infrastructure to a potential buyer MNO. The optimal strategy for the seller MNOs in terms of the fraction of infrastructure to be shared and the price of the infrastructure, is obtained by computing the equilibrium of a Cournot-Nash oligopoly game. Finally, we develop a game-theoretic framework to model and analyze a cache-enabled virtualized cellular networks where the network infrastructure, e.g., BSs and cache storage, owned by an InP, is rented and shared among multiple MNOs. We formulate a Stackelberg game model with the InP as the leader and the MNOs as the followers. The InP tries to maximize its profit by optimizing its infrastructure rental fee. The MNO aims to minimize the cost of infrastructure by minimizing the cache intensity under probabilistic delay constraint of the user (UE). Since the MNOs share their rented infrastructure, we apply a cooperative game concept, namely, the Shapley value, to divide the cost among the MNOs
Tiivistelmä Tämän väitöskirjan tavoitteena on tuottaa uusia paradigmoja radioresurssien jakoon, mukaan lukien virtualisoidut välimuisti-kykenevät suuret matkapuhelinverkot matkapuhelinoperaattoreille. Näiden kaltaisissa verkoissa operaattorit vuokraavat radioresursseja infrastruktuuritoimittajalta (InP, infrastructure provider) asiakkaiden tarpeisiin. Toimintakulujen karsiminen ja samanaikainen olemassa olevien verkkoresurssien hyötykäytön huomattava kasvattaminen johtaa paradigmaan, jossa operaattorit jakavat infrastruktuurinsa keskenään. Tämän vuoksi työssä tutkitaan teoreettisia stokastiseen geometriaan perustuvia malleja spektrin ja infrastruktuurin jakamiseksi suurissa soluverkoissa. Työn ensimmäisessä osassa tutkitaan ei-ortogonaalista monioperaattori-allokaatioongelmaa pienissä soluverkoissa tavoitteena maksimoida verkon yleistä läpisyöttöä, joka määritellään operaattoreiden painotettuna summaläpisyötön odotusarvona. Jokaisen operaattorin oletetaan palvelevan useampaa piensolutukiasemaa (SBS, small cell base station). Työssä käytetään monelta yhdelle -vakaata sovituspeli-viitekehystä SBS:lle käyttäen Q-oppimista. Työn toisessa osassa mallinnetaan ja analysoidaan infrastruktuurin jakamista yhden ostaja-operaattorin ja monen myyjä-operaattorin tapauksessa. Operaattorien oletetaan toimivan omilla lisensoiduilla taajuuksillaan jakaen tukiasemat keskenään. Myyjän optimaalinen strategia infrastruktuurin myytävän osan suuruuden ja hinnan suhteen saavutetaan laskemalla Cournot-Nash -olipologipelin tasapainotila. Lopuksi, työssä kehitetään peli-teoreettinen viitekehys virtualisoitujen välimuistikykenevien soluverkkojen mallintamiseen ja analysointiin, missä InP:n omistama verkkoinfrastruktuuri vuokrataan ja jaetaan monen operaattorin kesken. Työssä muodostetaan Stackelberg-pelimalli, jossa InP toimii johtajana ja operaattorit seuraajina. InP pyrkii maksimoimaan voittonsa optimoimalla infrastruktuurin vuokrahintaa. Operaattori pyrkii minimoimaan infrastruktuurin hinnan minimoimalla välimuistin tiheyttä satunnaisen käyttäjän viive-ehtojen mukaisesti. Koska operaattorit jakavat vuokratun infrastruktuurin, työssä käytetään yhteistyöpeli-ajatusta, nimellisesti, Shapleyn arvoa, jakamaan kustannuksia operaatoreiden kesken
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21

Dari, Bekara Kheira. "Protection des données personnelles côté utilisateur dans le e-commerce." Phd thesis, Institut National des Télécommunications, 2012. http://tel.archives-ouvertes.fr/tel-00923175.

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L'informatique et Internet en particulier favorisent grandement la collecte de données à l'insu de l'utilisateur, leur divulgation à des tiers et le croisement des données. La densité des activités humaines dans le monde numérique constitue donc un terrain fertile pour de potentielles atteintes à la vie privée des utilisateurs. Les présents travaux examinent d'abord le contexte légal de la protection de la vie privée, ainsi que les divers moyens informatiques destinés à la protection des données personnelles. Il en ressort un besoin de solutions centrées utilisateur, lui donnant davantage de contrôle sur ses données personnelles. Dans cette perspective, nous analysons le cadre légal français et européen pour en tirer des axes de protection. Nous spécifions ensuite les contraintes tirées de ces axes, en proposant de les introduire dans les modèles de politiques de sécurité existants. Ainsi, nous suggérons l'application d'un seul modèle pour le contrôle d'accès et la protection de la vie privée. Le modèle de contrôle d'accès doit être étendu par de nouvelles conditions et paramètres d'accès. Pour cela, nous définissons le langage XPACML (eXtensible Privacy aware Access Control Markup Language) conçu sur la base d'extensions apportées au modèle de contrôle d'accès XACML. Placés dans un contexte E-Commerce, nous avons défini un modèle sémantique permettant de représenter les contextes liés aux différentes transactions électroniques. Ainsi nous avons pu effectuer une génération dynamique des politiques XPACML en fonction du contexte en cours. A la quête d'une protection étendue des données personnelles, nous avons consacré la dernière partie de nos travaux aux négociations possibles qui peuvent être effectuées entre un utilisateur et un fournisseur de service. Ainsi nous avons proposé deux protocoles. Le premier porte sur la négociation des termes et conditions des politiques de protection des données, alors que le deuxième porte sur la négociation des données à dévoiler elles mêmes
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22

Hůla, Vladimír. "Herní webový portál - objektové programování." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-242147.

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This thesis deals with design and implementation of programming structure of game web portal. The web portal will serve as a communication and information center to simplify coordination among players and allow them to gain new experience. In the thesis are analyzed the needs of players, existing solutions and their drawbacks. The results of this analysis are used to design individual functions of the portal. Implementation of the most important parts of the website has been described, the implementation of these parts were evaluated and some enhancemets were eventually suggested. In the end of this thesis several functionalities were suggested, which could extend the portal in the future.
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23

Malik, Kamran S. "Proximity : subtitle a scalable P2P architecture for latency sensitive massively multiplayer online games." Thesis, 2005. http://hdl.handle.net/2429/16641.

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P2P overlays are a natural architecture for scalably supporting Massively Multiplayer Online Games. However, computing consistent game state in a distributed fashion without compromising responsiveness places very hard to meet bandwidth, latency and scalability requirements on the architecture. We present Proximity - a system that utilizes the limited Area of Interest of game entities to arrange player contributed machines in an overlay that optimizes bandwidth consumption, reduces event propagation delays and scales dynamically with an increasing number of players. Network proximity of nodes is also taken into account during the overlay construction process. In this thesis, we describe how to split game state management over unreliable player machines while meeting the fault tolerance, state persistency and consistency requirements of games. We anticipate our system, with its increased scalability and lower latency, opening the possibility of completely new genre of MMOGs with fast paced reflexive action at a fraction of a cost of the more traditional client server architecture.
Science, Faculty of
Computer Science, Department of
Graduate
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24

Tsai, Wei-Lun, and 蔡瑋倫. "A Game­-Theoretic Analysis of P2P File-­Sharing Systems." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2z5n4e.

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碩士
國立臺灣大學
資訊工程學研究所
107
A peer­-to-­peer (P2P) network is commonly used for file-­sharing among different users. This kind of structure can solve some common problems of centralized networks. However, experiments show that free-­riding is a major problem for the P2P networks, so we have to design a good incentive mech­anism with the help of game theory in order to encourage users to contribute to the community and maintain the network [16]. We use the model proposed by Buragohain et al. [2] in 2003. In the orig­inal paper, the author determines the probability function, from the contri­bution of each user, which controls the probability that a user can retrieve resources from the community. The probability increases with the contribu­tion. The utility function is determined by the retrieved resources with the contribution cost subtracted. In a two­-player file-­sharing game, there are two non-­collapsing Nash equilibria, one of which with a greater contribution is stable. In our thesis, we further consider a multi-­player file­-sharing game where the need for resources of each user is limited. In this game, we’ve dis­covered that when the limitation is not obvious, the original Nash equilibria are not affected. When the limitation is a little influential, the contribution of the Nash equilibrium with a greater contribution will be lowered and it will become unstable. When the limitation is drastic, the system will col­lapse. Besides, we’ve also observed how the efficiency of Nash equilibria changes with system parameters under different conditions. The parameters include the benefit drawn by one unit of resources, the limitation of need for resources, and the number of users in the network which will be defined later.
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25

Podduturi, Vinith. "MultiTrack: A Delay and Cost Aware P2P Overlay Architecture." 2009. http://hdl.handle.net/1969.1/ETD-TAMU-2009-08-7089.

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The rapid growth of peer-to-peer (P2P) networks in the past few years has brought with it increases in transit cost to Internet Service Providers (ISPs), as peers exchange large amounts of traffic across ISP boundaries. This ISP oblivious behavior has resulted in misalignment of incentives between P2P networks|that seek to maximize user quality|and ISPs|that would seek to minimize costs. Can we design a P2P overlay that accounts for both ISP costs as well as quality of service, and attains a desired tradeoff between the two? We design a system, which we call MultiTrack, that consists of an overlay of multiple kinds of Trackers whose purpose it is to align these goals. We have mTrackers that form an overlay network among themselves, and split demand from users among different ISP domains while trying to minimize their individual costs (delay plus transit cost) in their ISP domain. We design the signals in this overlay of mTrackers in such a way that potentially competitive individual optimization goals are aligned across the mTrackers. The system could also have a tTracker that acts as a gateway into the system, and ensures that users who are from different ISP domains have a fair chance of being admitted into the system, while keeping costs in check. We prove analytically that our system is stable and achieves maximum utility with minimum cost. We validated our system design using Matlab simulations, and implemented the system on ns-2 in order to conduct more realistic experiments. We showed that our system significantly outperforms two types of systems, one in which user delay is the only control dimension (forwarding traffic without considering the transit prices) and a second system in which transit prices are the only control dimension (localized traffic only). Thus, we conclude that our system, that operates in two dimensions: (1) user delay and (2) transit prices, results in minimum cost and maximum utility for fixed capacity of the system.
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26

Wong, Edmund Liangfei. "Raising the BAR in dependable cooperative services." 2013. http://hdl.handle.net/2152/21358.

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Cooperative services--a term which includes any system that relies on the resources and participation of its clients to function--have proven to be a popular, naturally scalable means to disseminate content, distribute computational workloads, or provide network connectivity. However, because these services critically depend on participants that are not controlled by a single administrative domain, these services must be designed to function in environments where no participant--because of failure or selfishness--will necessarily follow the specified protocol. This thesis addresses the challenge of establishing and maintaining cooperation in cooperative services by (1) advancing our understanding of the limits to what our services can guarantee in the presence of failure, (2) demonstrating the critical role that correct participants can play in the incentives provided by the service, and (3) proposing a new notion of equilibrium that, unlike traditional notions, provides both rigorous yet practical guarantees in the presence of collusion. Furthermore, we demonstrate that our ideas can be applied to practice by designing and implementing Seer, a system that provides a scalable, reliable, and robust method for disseminating content even if participants may fail arbitrarily or deviate selfishly as a coalition.
text
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27

Wang, Tzu-Ming, and 王子銘. "A Novel P2P Sharing Mechanism based on Social Network and Game Theory." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/14668294867785174465.

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碩士
淡江大學
電機工程學系碩士班
100
In recent years, with the emergence of P2P technology, there are many of the applications for P2P technology has emerged and how to effectively inhibit the free-riders is a hot issue. According to statistics, most of the P2P applications used Gnutella protocol and BitTorrent protocol. BitTorrent uses the Choking algorithm to isolate free-riders, but Choking algorithm is simply giving free-riders choke. Gnutella uses the EigenTrust algorithm to combat free-riders. However according to the actuality, EigenTrust algorithm is not a consummated algorithm. Therefore, both of Choking algorithm and EigenTrust algorithm have a bed effect. A research was conducted in 2005, there are nearly 85 percent of Gnutella network users are free-riders from all users. Furthermore, there is only 1 percent of users voluntary to share new files. Due to the resource in the P2P applications are like public goods that everyone can use it for free. It makes most of the users were not sharing their own resource, to cause tragedy of the commons and inefficiency. Therefore, in this paper, we propose an incentive mechanism on the basis of game theory; it promotes the peers to spontaneous sharing their own resource. We also use social network to promote users to share their resource, to maintain a long-term cooperation between users, and also use user''s relationship of social network to exclude free-riders. To deploy the mechanism to the architecture, the system will give users counters by considering bandwidth, computing power and electricity of each user. These counters will be stored in server and managed by server. In addition, the sharing model of the system can be divided into live media streaming sharing and file sharing. In live media streaming sharing, users can participate in the auction and using their counters to bid the tickets of high-quality live media streaming. In file sharing, users have to pay counters for every unit download bandwidth. In other words, users need to use the counters to bid or buy service from server. Therefore, the mechanism can promotes the peers to spontaneous sharing their own resource if they need some resources from server.
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28

LIN, CHING-YEH, and 林青燁. "A Game Theory Analysis of Herding Effect in P2P Internet Financing Service." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/82jr27.

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碩士
東吳大學
經濟學系
107
With the rapid development of financial market and the continuous progess of internet thchnology, the combination on internet thchnology and traditional finance model have promoted the birth and development on internet finance, a new industry. P2P(Peer-to-Peer) is the most important business model under the “Internet Finance”. It’s emergence makes the inclusive finance, financial democracy and financial disintermediation have been popularized. It is the creation of internet thchnology and traditional lending. The new combination used the internet between borrowers and lenders, and it has replaced the traditional indirect loan financing model of banks. P2P internet lending platforms divorce the lending business from the commercial bank. They provide an information intermediary platform to link borrowers (fund demanders) with lender (fund providers). P2P internet lending platform provides potential investment opportunities for lenders, and enables the disadvantaged people to have more channels to obtain loans. P2P is a new financial tool. In the past, most of the research and policy recommendations on P2P internet lending were based on borrowers’ default and moral hazard. In recent years, some scholars have found the existence of herding effect between lenders in P2P lending platform. It actually causes the situation of financial risk by runs. Though the framework of game theory, this paper explores the interaction of lenders’ decision-making with each other. First, it is found that when the lenders’ views or judgements on borrowers are similar and not very different from each other, the so- called herding effect is prone to occur between lenders in the P2P internet lending platform. In order to increase own risk-free fee revenue and the investment of other lenders, “the strategists” who will promote their bidding strategies in the platform and relax the lending criteria, even if the borrower’s credit is not too good. Under the catalysis of system automatic bidding, the whole market will be made the turnover and risk of the market have increased.
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29

"A game theoretic approach to provide incentive and service differentiation in P2P networks." 2004. http://library.cuhk.edu.hk/record=b5891876.

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Ma Tianbai.
Thesis (M.Phil.)--Chinese University of Hong Kong, 2004.
Includes bibliographical references (leaves 49-51).
Abstracts in English and Chinese.
Chapter 1 --- Introduction --- p.1
Chapter 2 --- Incentive P2P System Overview --- p.6
Chapter 3 --- Resource Distribution Mechanism --- p.11
Chapter 4 --- Resource Competition Game --- p.22
Chapter 4.1 --- Theoretical Competition Game --- p.22
Chapter 4.2 --- Practical Competition Game Protocol --- p.26
Chapter 5 --- Generalized Mechanism and Game --- p.33
Chapter 5.1 --- Generalized Mechanism with Incentive --- p.33
Chapter 5.2 --- Generalized Mechanism with Utility --- p.35
Chapter 6 --- Experiments --- p.38
Chapter 7 --- Conclusion --- p.48
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30

Shiau, Jung-Ping, and 蕭忠平. "A Direct Selling Operation Model for Massive Multiplayer Online Game based on Hybrid Client-Server and P2P Architecture." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/69803619420784980508.

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碩士
中華大學
資訊管理學系
92
The success of online game produces huge business opportunity and market. The online game market becomes competitive in every country. For the vendors, to survive in online game market, the high investment in hardware and operating cost are two main issues. It is also a great risk and doorsill. The traditional Client/Server game architecture has many drawbacks needed to be improved. Such as the number of players, heavy loading in servers, no scalability and fault tolerance. To solve these problems, we propose a hybrid Client-Server and P2P game architecture in this paper. By using quadtree data structure, the game population can be dynamically split and merged. Actually the players are dispersed to different servers acting by players. Hence the investment in hardware and operating cost are greatly reduced. To apply our architecture in real business world, we propose a new model of direct selling operation modified from the Amway company. This model uses the concept of direct selling to offer servers bonus to attract players to participate the game. In the near future, we expect this new direct selling operating model will be used in the e-commerce.
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31

Hsu, Ming-Yuan, and 徐銘遠. "Motivating Selfish User to Cooperate: A Game Theory Based win-win Solution for Mobile P2P Live Streaming System." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/99414361240754811428.

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碩士
國立臺灣大學
資訊工程學研究所
100
With the fast development of technology, smart mobile devices play an important role in our daily life. These devices provide high mobility to let user use internet to search and get data they want, even watch live streaming video. However, due to the capacity limit of battery on mobile device, it is hard to afford the energy consumption when continually watching live streaming video. To solve this problem, one method is leveraging the multiple communication interfaces on mobile device. Only a few users need to download streaming data with cellular network, and they will help other users to get data via short-range low energy consumption communication interface. This method makes some users avoid using cellular network, which consumes higher energy. It provides an energy-efficient system to this environment. But this method did not consider the selfish behaviors of users. If a user has to transmit data to other users, to reduce the energy consumption of its own, it may choose not to join the system, and only download streaming data with cellular network.. In this paper, we use game theory to compute the user behaviors, and prove that when using credit-based system, Nash equilibrium is occur at a point which users are more willing to transmit streaming data to other users than a system without any design. Besides, we design a new method, which is based on some theory in economic to build a credit-based system with interest rate. We also use game theory to prove the willing of transmitting data to other users is much more than a pure credit-based system. This method can reduce the probability of unable to watch live streaming video because of the battery limit.
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32

Kennedy, Gregory Michael. "Can game theory be used to address PPP renegotiations? : a retrospective study of the Metronet : London Underground PPP." Master's thesis, 2013. http://hdl.handle.net/10400.14/15839.

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Public Private Partnerships (PPPs) have been introduced in many countries in order to increase the supply of public infrastructure services. The main criterion for implementing a PPP is that it will provide value for money. Often, however, these projects enter into financial distress which requires that they either be rescued or retendered. The cost of such a financial renegotiation can erode the value for money supposed to be created by the PPP. Due to the scale and complexity of these projects, the decision either to rescue or retender the project is not straightforward. We determine whether game theory can aid the decision making process in PPP renegotiation by applying a game theory model retrospectively to the failure of the Metronet - London Underground PPP. We study whether the model can be applied to a real PPP case, whether the application of this model would have changed the outcome of the case and, finally, whether and how the model can be used in future PPP renegotiations. We show that the model can be applied but that its parameters are not easy to quantify, that the model indicates that the outcome of our case was correct and, finally, that as long as the users of the model are prepared that it can be used in to aid decision making in future PPP decision making.
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Bird, Matthew R. "Eustia of the Tarnished Wings: The Visual Novel in Translation." 2016. https://scholarworks.umass.edu/masters_theses_2/398.

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The center of this thesis proposal is a translation of the first book of AUGUST Software’s Eustia of the Tarnished Wings 穢翌のユースティア, a 2011 dark fantasy visual novel. As visual novels are practically unknown in English or Japanese academic writing, this thesis will provide an introduction to the medium’s history, as well as common display and organizational formats of the medium; a literary overview of Eustia of the Tarnished Wings and its characters and themes of choice and sacrifice; and a discussion of translation methodology and goals pursued in the accompanying excerpts. The translation presented consists of selected excerpts from the Prologue of Eustia of the Tarnished Wings, introducing the main characters, the floating city-state of Novus Aether, and the uneasy social climate of the city. Presented scenes are selected on the basis of plot or thematic relevance or translational interest, as well as scenes that are necessary to contextualize plot or character developments discussed in the critical introduction. This thesis will serve as an introduction to a developing medium that has been overlooked by most academics in the field of Japanese popular culture, as well as a look at the utilization of choice mechanics and branching story structure to In addition, it will present a personal methodology of and approach to translation as related to Eustia’s many and varied characters, social strata and situations, and maintaining individual and consistent voices for different characters and a first-person narrator in fiction.
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34

Lin, Sheng-Lung, and 林聖隆. "An Analysis Using Game Theory on the Investment Incentive and Profit Allocation of PPP Projects." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/51165204411594561762.

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碩士
國立臺灣大學
土木工程學研究所
104
According to the research of Taiwan Institute of Economic Research, the domestic PPP (Public Private Partnership) projects create economic growth rate of about 0.08% per 10 billion NTD capital formations. In Feb. 2015, the Ministry of Finance project report pointed out that signed PPP projects over the years had actual financial investment of approximately 30.6 billion NTD in 2014, to create economic growth rate of about 0.24%. Therefore, government is actively promoting PPP in recent years, and in order to attract private 100 billion NTD a year for the investment target. While PPP projects in the country has been an important part of the industry, but the push has derived some controversy, especially in the controversy of royalty. This study combined with game theory and EVA theory (Economic Value Added), established investment incentive and profit allocation two kinds of game model, used the difference between government and business firms operating in the same PPP project ability to create excess profits allocation ratio of the composition, and then analysis criteria established by the concept of game equilibrium through simulation of simulate and actual cases, explore the equilibrium conditions and outcomes of the PPP investment incentive and profit allocation. Investment incentive game provides government and bidders to evaluate if the minimum royalty formulated by government have investment incentive; this study proposes “fixed allocation” and “changed allocation” two modes to discuss. Fixed allocation mode shows it has investment incentive when the minimum royalty decided by investments ratio or act lower than the reasonable profit allocated by the capacity of the government and bidders to create excess profits ratio. Changed allocation mode shows it’s difficult to have investment incentive when the land value higher then bidders’ investments. Profit allocation game model provides government and bidders to decide the strategies and profit allocation of game equilibrium in PPP selection or bargain phase. This study proposes three commonly seen modes of bidders to discuss, include “rational participation,” “priority bid” and “priority profit” modes. The results show that when the capacity of government and bidders to create excess profits is similar, rational bidders will adopt an honest strategy, with each assigned half of the excess profits. When the cheat strategy becomes the equilibrium strategy, bidders should try to widen the gap between the investment plan excess profits and the actual estimated excess profits within a range acceptable to government to increase the chances of the bid or best profits.
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35

Hodges, Benjamin Kidder 1977. "Special affect : special effects, sensation, and pop in post-socialist Bulgaria." 2006. http://hdl.handle.net/2152/13002.

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36

Duguay, David. "Design de jeux pour la santé : utilisation de jeux sérieux pour favoriser l’adhésion aux exercices thérapeutiques chez des jeunes patients atteints de fibrose kystique." Thesis, 2020. http://hdl.handle.net/1866/24116.

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Mémoire en recherche-création. Master in research-creation
Vers l’âge de 7 ans, les patients atteints de fibrose kystique (FK) sont amenés à suivre une thérapie par pression expiratoire positive (PEP). Celle-ci consiste à réaliser une série d’exercices respiratoires répétitifs et méthodiques. Cependant, ces exercices peuvent être ennuyeux et démotivants pour des jeunes enfants et entrainent un taux d’adhésion quotidien de moins de 50%. Ce faible résultat affecte grandement la qualité et l’espérance de vie à long terme des patients, en plus d’avoir un impact social et familial considérable. Ces derniers utilisent les aspects ludiques et interactifs des jeux vidéo pour motiver et susciter l’engagement des sujets envers l’activité et son contenu. Ils ont déjà faits leurs preuves dans le domaine de la santé et de l’éducation en favorisant l’apprentissage ou la réhabilitation par exemple. Ce projet de recherche-création cherche à valider la possibilité d’utiliser des jeux spécialement conçus pour la thérapie PEP ainsi que l’intérêt des jeunes atteints de FK à les utiliser dans le cadre de leurs exercices thérapeutiques. L’objectif est de favoriser l’adhésion des jeunes envers cette thérapie et faciliter l’apprentissage et l’application des techniques associées. Cette approche ludique vise ultimement à améliorer la qualité de vie des jeunes atteints de FK dans la durée. Grâce à une collaboration entre des étudiants de l’Université de Montréal et des spécialistes en santé de la clinique de FK du CHU Ste-Justine, trois prototypes de jeux et un prototype d’interface électronique, utilisé pour contrôler les jeux et pour être compatibles avec l’appareil PEP le plus utilisé en Amérique du Nord (le PariPEP®), ont été conçus dans le cadre de ce projet. Les prototypes ont été testés sur place, à la clinique FK de l’hôpital pour enfants, dans le cadre d’une étude pilote effectuée auprès de 10 jeunes patients, toutes et tous âgés entre 8 et 10 ans.
At around the age of 7 years old, younger patients diagnosed with cystic fibrosis (CF) are usually prescribed a new therapy using positive expiratory pressure (PEP). For PEP therapy, patients are required to perform a series of repetitive and methodical breathing exercises to improve lung capacity among other health benefits. However, these exercises can be boring and demotivating for young children. As a result, daily adherence rate to PEP therapy is less than 50%. In turn, this affects the quality of life and long-term health of patients as well as directly impacting their families. In the education and health sectors, serious games are already used with children to help them with learning, therapy and even physical rehabilitation. Serious games leverage the fun and interactive aspects of video games to motivate and improve the commitment of the player to learn the targeted material or adhere to a specific health behaviour. This research-creation project seeks to validate the efficacy of using games specially designed to help patients adhere to PEP therapy exercises more regularly. The objective is to encourage them to get involved in their daily exercises and to facilitate the learning and application of the breathing techniques. This playful approach ultimately aims to improve the quality of life of CF children over time. Leveraging a multi and interdisciplinary collaboration between students from University of Montreal and specialists from the CF clinic at CHU Ste-Justine, three games prototypes and an electronic device prototype, used to control the games, were developed for the most popular PEP device in North America (PariPEP®). The games and electronic device prototypes were tested at the CF clinic, within the hospital for children, as part of a pilot study with 10 young patients, aged from 8 to 10 years old.
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37

Carmo, Marcelo Alves Ribeiro do. "Game of Thrones e a cultura na era da transmedia." Master's thesis, 2019. http://hdl.handle.net/10362/76276.

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Game of Thrones é um dos maiores fenômenos da cultura pop do século XXI. É também um exemplo de sucesso de narrativa transmedia. Vivemos na era da transmedia, onde mais do que contar uma boa história, é preciso construir um universo de onde saiam diversas boas histórias para os mais diferentes meios. Ao mesmo tempo em que apresenta ainda um universo em expansão, Game of Thrones já deu claros sinais de que não se trata de uma mera adaptação dos livros da saga A Song of Ice and Fire, de George R. R Martin, mas um projeto que dialoga com a cultura transmedia desde a sua formação. Este trabalho reflete sobre os conceitos em torno da narrativa transmedia e analisa em que ponto Game of Thrones encontra-se dentro dos conceitos de transmedia, especialmente a partir de ideias traçadas por Henry Jenkins e Carlos A. Scolari.
Game of Thrones is one of the biggest pop culture phenomenon of the 21st century. It is also an example of successful transmedia narrative. We live in the age of transmedia, where more than telling a good story, we must build a universe from which come different good stories for different media. At the same time that it presents an expanding universe, Game of Thrones has already given clear signs that it is not a mere adaptation of the books of George R. R. Martin's Song of Ice and Fire saga, but a project that dialogues with transmedia culture since its formation. This work reflects on the concepts around the transmedia narrative and examines the extent to which Game of Thrones finds itself within the concepts of transmedia, especially from ideas drawn by Henry Jenkins and Carlos A. Scolari.
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38

Zhidong, Yao. "A PPP model for China's public hospitals: an empirical study." Doctoral thesis, 2020. http://hdl.handle.net/10071/22574.

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Medical resources are closely related to people’s health and daily lives. At present, China’s medical resources are confronted with seriously unbalanced distribution, which results in differences in healthcare services among regions, and is prone to causing the common phenomenon of “overcrowding of patients in large hospitals and lack of patients in small hospitals”. Public hospitals are the main providers in China’s medical service system, and play the main role in embodying public welfare, providing basic medical care, and resolving people’s difficulty in seeking medical treatment. China’s public hospitals are faced with difficulties and challenges, including insufficient government financial investment, rising medical expenses, as well as the overcrowding of patients in large hospitals and the lack of patients in small hospitals. These difficulties and challenges also reflect the context of China’s medical reform. PPP refers to public-private partnerships in which the government and social capital (or social institutions) cooperate to build or operate public service facilities and provide public products or services. The practice of PPP has proved that this model is an effective way for China’s medical reform. Based on the difficulties and challenges faced by China’s public hospitals and the application of PPP in the healthcare sector, the research purpose of this study is to explore the PPP model applicable to China’s public hospitals. Literature suggests that strategic alliance theory, cooperative game theory, and stakeholder theory can affect the effectiveness of PPP projects. The present study adopts empirical research methods to answer the research questions raised herein through case study and analysis. The research results indicate that PPP is an effective way to help public hospitals resolve their development difficulties, but not all models of PPP are applicable to China’s public hospitals; the BOT (build-operate-transfer) model can help public hospitals raise the development funds, but it requires guarantee from institutions with certain strength; the “franchising” model is suitable for public hospitals in large cities; government cooperation willingness, coordination from public hospital management, hospital staff participation, investors’ experience and management capabilities, and the contractual capacity of each cooperation party are the key factors for the success of PPP cooperation; there are huge business opportunities for the supply of mid-to-high-end medical services in China; there is also large room for investment in specialized hospitals, health tourism services and integrated healthcare projects; social capital is more likely to identify investment and cooperation opportunities for public hospital projects in such administrative areas as districts (including counties), villages and townships, as well as streets and communities.
Os recursos médicos estão estreitamente relacionados com a saúde e a vida diária da população. Atualmente, os recursos médicos da China confrontam-se com uma distribuição severamente desequilibrada, o que causa diferenças nos serviços de saúde entre diferentes regiões e potencia o fenômeno comum de "superlotação de pacientes em grandes hospitais e falta de pacientes nos pequenos". Os hospitais públicos são os principais fornecedores do sistema de serviços médicos da China e desempenham o papel principal na incorporação do bem-estar público, na prestação de cuidados médicos básicos e na resolução das dificuldades das pessoas em procurar tratamento médico. Os hospitais públicos da China enfrentam dificuldades e desafios, incluindo insuficiente investimento financeiro governamental, aumento das despesas médicas, além da superlotação de pacientes em grandes hospitais e a falta de pacientes em pequenos hospitais. Essas dificuldades e desafios também refletem o contexto da reforma médica da China. PPP refere-se uma parcerias público-privadas na qual o governo e o capital social (ou instituições sociais) cooperam para construir ou operar instalações de serviço público e fornecer produtos ou serviços públicos. A prática da PPP tem demonstrado que esse modelo é uma maneira eficaz para a reforma médica da China. Com base nas dificuldades e desafios enfrentados pelos hospitais públicos da China, assim como na aplicação de PPP no setor de saúde, o objetivo da pesquisa deste estudo é explorar o modelo de PPP aplicável aos hospitais públicos da China. A literatura sugere que a teoria da aliança estratégica, a teoria dos jogos cooperativos e a teoria das partes interessadas podem afetar a eficácia dos projetos de PPP. O presente estudo adota métodos de pesquisa empírica para responder as questões de pesquisa aqui levantadas por meio de estudo de casos. Os resultados da pesquisa indicam que a PPP é uma maneira eficaz de ajudar os hospitais públicos a resolver suas dificuldades de desenvolvimento, mas nem todos os modelos de PPP são aplicáveis aos hospitais públicos da China; o modelo BOT (por suas siglas em inglês: construir, operar e transferir) pode ajudar os hospitais públicos a levantar os fundos necessários ao seu desenvolvimento, mas exige garantia das instituições; o modelo de "franquia" é adequado para hospitais públicos nas grandes cidades; vontade de cooperação do governo, coordenação da gerência do hospital público, participação da equipe do hospital, experiência e capacidade de gestão dos investidores e, a capacidade contratual de cada parte da cooperação são os fatores-chave para o êxito da cooperação PPP; existem enormes oportunidades de negócios para o fornecimento de serviços médicos de médio a alto nível na China; há também um amplo espaço para investimentos em hospitais especializados, serviços de turismo de saúde e projetos integrados de assistência à saúde; é mais provável que o capital social identifique oportunidades de investimento e cooperação para projetos de hospitais públicos nessas áreas administrativas, como distritos (incluindo municípios), aldeias e cidades pequenas, além de ruas e comunidades.
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39

Šindelář, Jakub. "Využití historie první světové války v médiu počítačových her." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-387251.

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The thesis is a comparative case study, that applies the typology of deployments of history of S. A. Metzger and R. J. Paxton on the World War I video games Battlefield 1 and Valiant Hearts. The objective of the thesis is to compare the studied games and to evaluate the usefulness and limitations of the applied typology as an analytical tool. A. Chapman's analytical framework for the formal analysis of historical video games is used as a methodological guideline. The "texts" of the video games serve as the main data source, complemented by the use of Let's Play videos, that allow a deeper level of analysis in certain areas and offer a glimpse of how historical representations and narratives are being consumed. Results show that both games present a rich and critical view of the World War I history and that they offer space for representation of marginalized groups. The game Valiant Hearts, unlike the game Battlefield 1, has a strong anti-war message and tells its story from a transnational perspective, emphasizing the Franco-German reconciliation. The game Battlefield 1 celebrates the combat heroism of the soldiers of individual nations and avoids completely the portrayal of civilians and the impact of the war on their lives. The World War I in this game is likened to the Second World War and it...
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40

Авраменко, Дар’я Олександрівна. "Розробка Web-додатку вивчення слів англійської мови на базі ігрової моделі." Магістерська робота, 2020. https://dspace.znu.edu.ua/jspui/handle/12345/5093.

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Авраменко Д. О. Розробка Web-додатку вивчення слів англійської мови на базі ігрової моделі : кваліфікаційна робота магістра спеціальності 121 "Інженерія програмного забезпечення" / наук. керівник Є. В. Панасенко. Запоріжжя : ЗНУ, 2020. 63 с.
UA : Робота викладена на 63 сторінках друкованого тексту, містить 34 рисунки, 24 джерела, 2 додатки. Об’єкт дослідження: технології проектування Web-додатків. Мета роботи: розробити WEB-додаток з вивчення слів англійської мови на базі ігрової моделі. Метод дослідження: аналітичний, порівняльний, методи моделювання, проектування, конструювання та тестування програмного забезпечення. Для реалізації основної мети поставлені наступні задачі: 1. Розробка програмного продукту для CMS Drupal; 2. Створення бази даних на мові запитів MySQL; 3. Написання коду на мові програмування РНР, JS, HTML та CSS; 4. Розробити мінімалістичний дизайн; 5. Розроблений програмний продукт запустити на сервері та протестувати на клієнті. У роботі проведено аналіз проектування Web-додатків на базі ігрової моделі для процесу вивчення англійських слів. Представлено реалізацію Webдодатку вивчення слів англійської мови з використанням мов програмування РНР та JS для CMS Drupal.
EN : The work is presented on 63 pages of printed text, 34 figures, 24 references, 2 supplements. The object of the study is a software product that controls the work process by the administrator and the regular user. The aim of the study is develop a WEB-application for learning English words based on the game model. The methods of research are analytical, comparative, writing software product code. To achieve the main goal the following tasks are set: 1. Software product development on CMS Drupal; 2. Creating a database in the language of MySQL queries; 3. Writing code in the programming language PHP, JS, HTML and CSS; 4. Develop a minimalist design; 5. Run the developed software on the server and test it on the client. In the master's work, it is planned to develop a practical part with the presentation of the software product in the form of a WEB-application for the process of learning English words from the English language in the form of a game model for the learning process. Write and draw up a theoretical part with an explanatory note.
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