Dissertations / Theses on the topic 'P2P games'
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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.
Full textKogan, 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.
Full textSilva, 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/.
Full textJogos 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.
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.
Full textWebb, Steven Daniel. "Referee-based architectures for massively multiplayer online games." Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/498.
Full textSantos, Marcelo Anderson Batista dos. "SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D." reponame:Repositório Institucional da UFABC, 2011.
Find full textLiang, 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.
Full textBusiness, Sauder School of
Marketing, Division of
Graduate
Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.
Full textWedin, 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.
Full textFantasy 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.
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.
Full textIn 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.
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.
Full textDenna 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.
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.
Full textFor 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.
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.
Full textThere 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.
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.
Full textThis 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/).
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.
Full textDetermina 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
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.
Full textRajabi, Mohammad. "New decision support systems for Public Private Partnership projects." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/25747.
Full textLindström, Elias. "Reklam i spelvärlden." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17101.
Full textCorreia, 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.
Full textFinanciadora 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.
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.
Full textTiivistelmä 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
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.
Full textHůla, 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.
Full textMalik, Kamran S. "Proximity : subtitle a scalable P2P architecture for latency sensitive massively multiplayer online games." Thesis, 2005. http://hdl.handle.net/2429/16641.
Full textScience, Faculty of
Computer Science, Department of
Graduate
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.
Full text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.
Podduturi, Vinith. "MultiTrack: A Delay and Cost Aware P2P Overlay Architecture." 2009. http://hdl.handle.net/1969.1/ETD-TAMU-2009-08-7089.
Full textWong, Edmund Liangfei. "Raising the BAR in dependable cooperative services." 2013. http://hdl.handle.net/2152/21358.
Full texttext
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.
Full text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.
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.
Full text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.
"A game theoretic approach to provide incentive and service differentiation in P2P networks." 2004. http://library.cuhk.edu.hk/record=b5891876.
Full textThesis (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
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.
Full text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.
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.
Full text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.
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.
Full textBird, Matthew R. "Eustia of the Tarnished Wings: The Visual Novel in Translation." 2016. https://scholarworks.umass.edu/masters_theses_2/398.
Full textLin, 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.
Full text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.
Hodges, Benjamin Kidder 1977. "Special affect : special effects, sensation, and pop in post-socialist Bulgaria." 2006. http://hdl.handle.net/2152/13002.
Full textDuguay, 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.
Full textVers 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.
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.
Full textGame 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.
Zhidong, Yao. "A PPP model for China's public hospitals: an empirical study." Doctoral thesis, 2020. http://hdl.handle.net/10071/22574.
Full textOs 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.
Šindelář, Jakub. "Využití historie první světové války v médiu počítačových her." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-387251.
Full textАвраменко, 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.
Full textUA : 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.