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1

Daschewski, Maxim [Verfasser], Marc [Gutachter] Kreutzbruck, and Reimund [Gutachter] Gerhard. "Thermophony in real gases - Theory and applications / Maxim Daschewski ; Gutachter: Marc Kreutzbruck, Reimund Gerhard." Berlin : Bundesanstalt für Materialforschung und -prüfung (BAM), 2016. http://d-nb.info/1193728428/34.

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Coussement, Axel. "Direct numerical simulation and reduced chemical schemes for combustion of perfect and real gases." Doctoral thesis, Universite Libre de Bruxelles, 2012. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/209765.

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La première partie de cette thèse traite du développement du code de simulation numérique directe YWC, principalement du développement des conditions aux limites. En effet, une forte contribution scientifique a été apportée aux conditions aux limites appelées "Three dimensional Navier-Stokes characteristic boundary condtions" (3D-NSCBC). Premièrement, la formulation de ces conditions aux arêtes et coins a été complétée, ensuite une extension de la formulation a été proposée pour supprimer les déformations observées en sortie dans le cas d'écoulements non-perpendiculaires à la frontière. <p>De
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Daschewski, Maxim [Verfasser], Marc Gutachter] Kreutzbruck, and Reimund [Gutachter] [Gerhard. "Thermophony in real gases - Theory and applications / Maxim Daschewski ; Gutachter: Marc Kreutzbruck, Reimund Gerhard." Berlin : Bundesanstalt für Materialforschung und -prüfung (BAM), 2016. http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-98866.

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Langer, Stephan Markus. "Transport and real-time dynamics in one-dimensional quantum magnets and ultra-cold atomic gases." Diss., lmu, 2012. http://nbn-resolving.de/urn:nbn:de:bvb:19-147217.

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Hillebrand, Malte. "Real-time in situ measurements of trace gases from agriculturally cultivated soils by means of laser spectroscopic techniques." [S.l. : s.n.], 2008. http://nbn-resolving.de/urn:nbn:de:bsz:100-opus-3013.

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Reu, Taekyu. "Techniques for compressible flow calculations on multi-zone grids." Diss., Virginia Polytechnic Institute and State University, 1988. http://hdl.handle.net/10919/52327.

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In order to simulate inviscid/viscous compressible flowfields about 3-D realistic aerodynamic bodies, the combined use of an implicit, upwind biased real gas scheme with 3-D fully conservative patched grid techniques is discussed. An "equivalent" gamma formulation is implemented in order to model real gas effects in Van Leer's flux vector splitting (FVS) and Roe’s flux difference splitting (FDS) scheme. A hybrid approximate-factorization (AF)/relaxation algorithm is used as an efficient solver of the Euler, parabolized Navier-Stokes, and thin-layer Navier-Stokes equations. Two different approa
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Langer, Stephan Markus [Verfasser], and Ulrich [Akademischer Betreuer] Schollwöck. "Transport and real-time dynamics in one-dimensional quantum magnets and ultra-cold atomic gases / Stephan Markus Langer. Betreuer: Ulrich Schollwöck." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2012. http://d-nb.info/1025224450/34.

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Jetté-Nantel, Simon. "Impact of a carbon market on afforestation incentives : a real option approach." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=98735.

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The study investigates farmers' decision to afforest marginal agricultural land to create carbon sinks in western Canada. A real option model, which incorporates price risks related to carbon and timber revenues as well as opportunity cost uncertainty, is used to assess the impact of a carbon market on farmers' afforestation decision. Irreversibility of the decision is also modeled by including sunk cost of forest establishment and the cost of reversing the afforestation process. In addition, the non-permanence impact on the profitability of afforestation was analyzed by assessing the effect o
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GUEDES, Maria Josicleide Felipe. "Estudo das emissões de biogás em aterro de resíduos sólidos urbanos no semiárido brasileiro." Universidade Federal de Campina Grande, 2018. http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/1698.

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Submitted by Lucienne Costa (lucienneferreira@ufcg.edu.br) on 2018-09-12T17:38:44Z No. of bitstreams: 1 MARIA JOSICLEIDE FELIPE GUEDES – TESE (PPGRN) 2018.pdf: 5583855 bytes, checksum: 596a8968a2b1827271eb605c4751fa06 (MD5)<br>Made available in DSpace on 2018-09-12T17:38:44Z (GMT). No. of bitstreams: 1 MARIA JOSICLEIDE FELIPE GUEDES – TESE (PPGRN) 2018.pdf: 5583855 bytes, checksum: 596a8968a2b1827271eb605c4751fa06 (MD5) Previous issue date: 2018-02-23<br>O biogás gerado pela biodegradação anaeróbia dos Resíduos Sólidos Urbanos (RSU) se configura como uma fonte alternativa de energia, entret
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Ramirez, Coripuna Julio Anghelo. "Ensamblaje y estudio del diseño, construcción y caracterización de microsensores voltamperométricos integrados para análisis simultáneo de gases y material particulado contaminantes del aire. (Para su aplicación en una estación de medición a tiempo real)." Bachelor's thesis, Universidad Nacional Mayor de San Marcos, 2017. https://hdl.handle.net/20.500.12672/6532.

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Ensambla un sistema integrado de siete microsensores. Estudia su funcionamiento en la medida simultánea y a tiempo real de seis gases y de material particulado. El prototipo cumple con las especificaciones reglamentarias para aplicaciones en el monitoreo de la calidad del aire. Los gases censados fueron SO2, NO2, O3, NO, CO y H2S, así como el material particulado, entre 2,5 y 10 micras. En este trabajo se enfatizó en las pruebas de operatividad y funcionamiento de los sensores electroquímicos, desarrollo del método de medición y la implementación del sistema de inyección. Se desarrollaron prue
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Pasieka, Lucian. "The applicability of the mass-flow-model according to iso 6358 with the parameter critical conductance c and critical pressure ratio b for gases in high-pressure range up to 300 bar." Technische Universität Dresden, 2020. https://tud.qucosa.de/id/qucosa%3A71162.

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Mass flow models for gaseous media describe the relationship between gas flow through throttle elements depending on pressure, temperature and type of medium. These models are used to calculate pneumatic components, to simulate pneumatic systems or to plan facilities. The known flow models are verified for ideal gases, such those as according to ISO 6358-1 (International Standard ISO 6358- 1: pneumatic fluid power – Determination of flow-rate characteristics of components using compressible fluids: General rules and test methods for steady-state flow, 2013). But they fail with real gases, espe
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SOUZA, GUILHERME SCHIRMER DE. "REAL TIME SKIN RENDERING FOR GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16711@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>A renderização de pele humana é um tópico de pesquisa fundamental para a indústria de entretenimento digital. Obter resultados realistas é bastante desafiador, ainda mais quando o objetivo do uso se destina a aplicações em tempo real. Nessa dissertação são estudadas e implementadas duas técnicas para simular o comportamento da luz através da pele humana. Ambas são baseadas em modelos físicos e empíricos e utilizam o espaço da textura na GPU para reproduzir a iluminação difusa e espalhamento transluminoso (subsurface scattering) em
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Zettersten, Theodor. "Parallel Architecture for Real-Time Video Games." Thesis, KTH, School of Information and Communication Technology (ICT), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-24300.

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<p>As the number CPU cores increases, game-developers struggle to extract as much performance as possible from the underlying hardware. Aside from difficulties in designing software for concurrency, the extensive use of middleware further limits the opportunity for parallelization. Over recent years, several customized parallel solutions for real-time game applications have been developed, threading specific functionality, but a more generic solution is necessary for the future.</p><p>The purpose of this project is to design, implement and evaluate an architecture for parallelizing real-time g
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Dallatana, Andrea. "BDI agents for Real Time Strategy games." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4217/.

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While the use of distributed intelligence has been incrementally spreading in the design of a great number of intelligent systems, the field of Artificial Intelligence in Real Time Strategy games has remained mostly a centralized environment. Despite turn-based games have attained AIs of world-class level, the fast paced nature of RTS games has proven to be a significant obstacle to the quality of its AIs. Chapter 1 introduces RTS games describing their characteristics, mechanics and elements. Chapter 2 introduces Multi-Agent Systems and the use of the Beliefs-Desires-Intentions abstraction,
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Miles, Christopher E. "Co-evolving real times strategy game players." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3274501.

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Dahlbom, Anders. "An adaptive AI for real-time strategy games." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-908.

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<p>In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission planning, and unit coordination. An Artificial Intelligence (AI) system that acts as an opponent against the human player need to be quite powerful, in order to create one cohesive strategy for victory. Even though the goal for an AI system in a computer game is not to defeat the human player, it might still need to act intelligently and look credible. It might however also need to provide just enough difficulty, so that both novice and expert players appreciates the game. The behavior of co
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Bernier, Christophe. "Forecasting Real-Time Win Probability in NHL Games." Thesis, Boston College, 2018. http://hdl.handle.net/2345/bc-ir:108029.

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Thesis advisor: Christopher Maxwell<br>Uncertainty is a key part of any sports game; without it, there is little reason to be interested in the outcome. This thesis attempts to quantify the uncertainty inherent in NHL hockey games by building a real-time win probability model that estimates both teams’ likelihood of winning based on what has happened in the game so far. The model is built using historical data from the 2009-2010 season all the way to the 2016-2017 season. Given the differential and the time left, the model evaluates historical data for that specific game-state and calculates a
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Grimm, Henrik. "Distributed database support for networked real-time multiplayer games." Thesis, University of Skövde, Department of Computer Science, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-734.

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<p>The focus of this dissertation is on large-scale and long-running networked real-time multiplayer games. In this type of games, each player controls one or many entities, which interact in a shared virtual environment. Three attributes - scalability, security, and fault tolerance - are considered essential for this type of games. The normal approaches for building this type of games, using a client/server or peer-to-peer architecture, fail in achieving all three attributes. We propose a server-network architecture that supports these attributes. In this architecture, a cluster of servers co
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Naveed, Munir Hussain. "Automated planning for pathfinding in real-time strategy games." Thesis, University of Huddersfield, 2012. http://eprints.hud.ac.uk/id/eprint/14057/.

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This thesis is focused on the design of a new path planning algorithm to solve path planning problems in dynamic, partially observable and real-time environments such as Real-Time Strategy(RTS) games. The emphasis is put on fast action selection motivating the use of Monte-Carlo planning techniques. Three main contributions are presented in this thesis. The first contribution is a Monte-Carlo planning technique, called MCRT, that performs selective action sampling and limits how many times a particular state-action pair is explored to balance the trade-off between exploration of new actions an
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Liu, Siming. "Evolving effective micro behaviors for real-time strategy games." Thesis, University of Nevada, Reno, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3707862.

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<p> Real-Time Strategy games have become a new frontier of artificial intelligence research. Advances in real-time strategy game AI, like with chess and checkers before, will significantly advance the state of the art in AI research. This thesis aims to investigate using heuristic search algorithms to generate effective micro behaviors in combat scenarios for real-time strategy games. <i> Macro</i> and <i>micro</i> management are two key aspects of real-time strategy games. While good macro helps a player collect more resources and build more units, good micro helps a player win skirmishes aga
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Amarasinghe, Dhanyu Eshaka. "Real-time Rendering of Burning Objects in Video Games." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc500131/.

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In recent years there has been growing interest in limitless realism in computer graphics applications. Among those, my foremost concentration falls into the complex physical simulations and modeling with diverse applications for the gaming industry. Different simulations have been virtually successful by replicating the details of physical process. As a result, some were strong enough to lure the user into believable virtual worlds that could destroy any sense of attendance. In this research, I focus on fire simulations and its deformation process towards various virtual objects. In most game
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Aarseth, Espen. "Define real, Moron! : Some remarks on game ontologies." Universität Potsdam, 2011. http://opus.kobv.de/ubp/volltexte/2011/4981/.

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Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a n
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Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.

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McFarlane, Roger D. P. "Network software architectures for real-time massively multiplayer online games." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18200.

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A real-time massively multiplayer online game (MMOG) is a networked computer or video game in which tens of thousands to hundreds of thousands of consumers may interact with one another in real-time in a shared environment, even though these users may be separated by vast geographic distances. Game industry analysis highlights trends indicating that online game usage and market penetration will grow significantly over the next five to ten years. As such, game developers and entertainment companies seek to offer subscription based mass-market online games. However, the risks, costs and compl
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Pinto, Maria Helena Ferreira. "Real competiton games in duopoly setting with two stochastic factors." Thesis, University of Manchester, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.632543.

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This thesis analyses real options in competitive settings. We develop four real option models for competitive settings and one model for a monopolist's decision to invest. In the first model, the profits per unit and the number of units follow two different stochastic paths. In the second model, the profits and the investment cost pursue different paths. In the third model a monopolistic investor has the option to invest in a market where the number of units sold follows a stochastic birth and death process. The fourth and the fifth model are, similarly to the first two models, developed for c
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Mizutani, Wilson Kazuo. "VORPAL: a middleware for real-time soundtracks in digital games." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-18052017-112539/.

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Although soundtracks play an essential role in the experience delivered by digital games, there are a number of design restrictions it suffers from due to technology limitations. This is specially true for real-time effects, a natural demand in the interactive media of games. Developers may either implement their own solutions each time, rely on proprietary software, or neglect the soundtrack altogether. Besides, even the best commercial tools support only sample-based audio, which is one of the main causes for the aforementioned design restrictions. Thus, this thesis proposes VORPAL, a free s
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Mansikkamäki, E. (Eetu). "Meaningful real-life relationships in massively multiplayer online roleplaying games." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201412022038.

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Massively Multiplayer Online Roleplaying Games are extremely popular with millions and millions of players spending large portions of their free time in these virtual environments. Still the social value and the meaningfulness of the relationships formed within them are questioned by most non-gamers and even some gamers. In the past even academia was mainly concentrating on the negative aspects of gaming but lately the value and meaningfulness of these relatively new social environments have been getting more and more attention. This thesis presents a phenomenographic study on how the partici
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Christophersen, Claus. "Grain and artificial stimulation of the rumen change the abundance and diversity of methanogens and their association with ciliates." University of Western Australia. School of Animal Biology, 2008. http://theses.library.uwa.edu.au/adt-WU2008.0114.

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[Truncated abstract] In Australia, there is pressure to reduce the amount of methane produced by ruminant livestock because they are the single largest source of methane emitted from anthropogenic sources, accounting for 70.7% of agricultural methane emissions. In addition, methane production represents a loss of gross energy intake to the animal. The organisms that are responsible for methane production in the animal gut are a distinct group of Archaea called methanogens. Methanogens occupy three different niches within the rumen. Some live freely in the rumen digesta (planktonic), others are
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Lau, Wing Yan. "Two-person games on strategies of irreversible investment /." View Abstract or Full-Text, 2003. http://library.ust.hk/cgi/db/thesis.pl?MATH%202003%20LAUW.

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Poulsen, Henrik. "Potential of GPU Based Hybrid Ray Tracing For Real-Time Games." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3488.

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The development of Graphics Hardware Technology is blazing fast, with new and more improved models, that out spec the previous generations with leaps and bounds, before one has the time to digest the potential of the previous generations computing power. With the progression of this technology the computer games industry has always been quick to adapt this new power and all the features that emerge as the graphic card industry learn what the customers need from their products. The current generations of games use extraordinary visual effects to heighten the immersion into the games, all of whi
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Tran, Chris Wang Zuoming. "What's real anymore a comparison of World of Warcraft, secondlife and online experiences /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-10976.

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Lindström, Kristian. "Smooth silhouette rendering of low polygon models for computer games." Thesis, University of Skövde, School of Humanities and Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1035.

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<p>This dissertation presents a method capable of smoothing the silhouette of a 3D model using interpolation to find smooth edges. The method has as goal to be used with normal mapping to improve the performance and give a better result with a low polygonal count. To do this the lines located on the silhouette of a model is interpolated to find a curve that is used as clipping frame in the stencil buffer. This method is able to modify the silhouette for the better. The amount of interpolation is rather limited.</p>
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Schiavon, Mauro Klebis. "Diversão e prazer declarados por crianças que jogam WII® : entre o real e o virtual /." Rio Claro : [s.n.], 2012. http://hdl.handle.net/11449/99057.

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Orientador: Afonso Antonio Machado<br>Banca: Roberto Tadeu Iaochite<br>Banca: Eloísa Hilsdorf Rocha Gimenez<br>Resumo: Nas últimas duas décadas do século XX e nesse início de século XXI temos visto um crescimento acentuado de crianças que se utilizam da nova tecnologia dos videogames para se divertirem, quer seja com amigos, familiares ou mesmo sozinhas. Quando surgiram, os videogames eram jogados pelos jovens e adultos, mas esta tendência modificou-se e agora os videogames começaram a ser jogados pelas crianças. Os estados emocionais são pouco estudados na relação entre criança e videogame. A
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Wang, Wen-Kai. "Application of stochastic differential games and real option theory in environmental economics /." St Andrews, 2010. http://hdl.handle.net/10023/893.

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Gunnerud, Martin Johansen. "A CBR/RL system for learning micromanagement in real-time strategy games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9015.

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<p>The gameplay of real-time strategy games can be divided into macromanagement and micromanagement. Several researchers have studied automated learning for macromanagement, using a case-based reasoning/reinforcement learning architecture to defeat both static and dynamic opponents. Unlike the previous research, we present the Unit Priority Artificial Intelligence (UPAI). UPAI is a case-based reasoning/reinforcement learning system for learning the micromanagement task of prioritizing which enemy units to attack in different game situations, through unsupervised learning from experience. We di
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Stene, Sindre Berg. "Artificial Intelligence Techniques in Real-Time Strategy Games - Architecture and Combat Behavior." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9497.

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<p>The general purpose of this research is to investigate the possibilities offered for the use of Artificial Intelligence theory and methods in advanced game environments. The real-time strategy (RTS) game genre is investigated in detail, and an architecture and solutions to some common issues are presented. An RTS AI controlled opponent named “KAI” is implemented for the “TA Spring” game engine in order to advance the state of the art in usin AI techniques in games and to gain some insight into the strengths and weaknesses of AI Controlled Player (AI CP) architectures. A goal was to create
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Gustav, During. "Evaluating game experience when using augment reality : In real time strategy games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10938.

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Context. Augmented reality (AR) is a technology that uses the camera to display what is seen on the screen and adds digital informationover the picture. This study analyses how augmented reality mightaect game experience when applied to real time strategy games. Objectives. Evaluate the available development tools, to implementthe game prototype and the AR interaction. Then develop interactive methods for AR and traditional version. Create a basic articialintelligence, design the experiment to evaluate game experience, completion time and score. Methods. The experiment were executed after impl
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Erdtman, Samuel, and Johan Fylling. "Pathfinding with Hard Constraints : Mobile Systems and Real Time Strategy Games Combined." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5481.

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There is an abundance of pathfinding solutions, but are any of those solutions suitable for usage in a real time strategy (RTS) game designed for mobile systems with limited processing and storage capabilities (such as the Nintendo DS, PSP, cellular phones, etc.)? The RTS domain puts great requirements on the pathfinding mechanics used in the game; in the form of de- mands on responsiveness and path optimality. Furthermore, the Nintendo DS, and its portable, distant relatives, bring hard con- straints on the processing- and memory resources available to said mechanics. This master thesis aims
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Wang, Wen-Kai. "Application of stochastic differential games and real option theory in environmental economics." Thesis, University of St Andrews, 2009. http://hdl.handle.net/10023/893.

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This thesis presents several problems based on papers written jointly by the author and Dr. Christian-Oliver Ewald. Firstly, the author extends the model presented by Fershtman and Nitzan (1991), which studies a deterministic differential public good game. Two types of volatility are considered. In the first case the volatility of the diffusion term is dependent on the current level of public good, while in the second case the volatility is dependent on the current rate of public good provision by the agents. The result in the latter case is qualitatively different from the first one. These re
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Gordon, Elizabeth Sara. "GRUE : an architecture for agents in games and other real-time environments." Thesis, University of Nottingham, 2005. http://eprints.nottingham.ac.uk/28736/.

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This thesis presents an architecture, which we call GRUE, for intelligent agents in real-time dynamic worlds. Such environments require agents to be able to flexibly adjust their behaviour to take into account changes in the environment or other agents’ actions. Our architecture is based on work done in robotics (Nilsson, 1994; Benson and Nilsson, 1995; Benson, 1996), which also deals with complex, dynamic environments. Our work focuses on goal arbitration, the method used by the agent to choose an appropriate goal for the current situation, and to re-evaluate when the situation changes. In th
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Flanagan, Nevin. "Tilt and Multitouch Input for Tablet Play of Real-Time Strategy Games." Digital WPI, 2014. https://digitalcommons.wpi.edu/etd-theses/1163.

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We are studying the use of tilt-enabled handheld touchscreen devices as an interface for top-down strategy games. We will explore how using different input modes (tilt and touch) compare for certain tasks in terms of efficiency and comfort. Real-time and turn-based strategy games are a popular form of electronic gaming, though these games currently have only minor representation on tablets. This genre of game requires both a wide variety of input and the display of a wealth of information. We are exploring whether, with suitable interface developments, this genre can become as accessible on ta
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Berg, Jens, and Tony Högye. "Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324158.

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Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing
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Oldenborg, Mattias. "A comparison between techniques for color grading in games." Thesis, University of Skövde, School of Humanities and Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1033.

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<p>Color has been significant in visual arts for as long as the art-forms have existed. Still images and movies have long used colors and color grading effects to affect the viewer and characterize the work. In recent years attempts have been made to bring these techniques of stylizing also to interactive games. This dissertation aims to compare two different approaches of performing real-time color grading for games. Focus is put on examining the two ways from a number of different perspectives and from there draw conclusions on advantages and disadvantages of the approaches. The results show
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Eriksson, Emelie. ""You love me. Real or not real?" : En queer tematisk analys av relationer och sexualiteter i Suzanne Collins Hunger Games." Thesis, Stockholms universitet, Genusvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-191971.

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This thesis aims to highlight, analyse and problematize how sexualities and relationships are constructed as normative and deviant in the Hunger Games trilogy through the character Katniss Everdeen. With this analysis, the thesis aims to further elucidate the pluralism of meaning within literature as a contribution to the field of feminist cultural studies. Queer theory and queer temporality studies have been used to identify and discuss concepts such as the heterosexual matrix, monogamy and mononormativity, polyamory and other marginalized sexualities. A thematic queer reading serves as a met
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Schiavon, Mauro Klebis [UNESP]. "Diversão e prazer declarados por crianças que jogam WII®: entre o real e o virtual." Universidade Estadual Paulista (UNESP), 2012. http://hdl.handle.net/11449/99057.

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Made available in DSpace on 2014-06-11T19:29:48Z (GMT). No. of bitstreams: 0 Previous issue date: 2012-08-16Bitstream added on 2014-06-13T18:59:36Z : No. of bitstreams: 1 schiavon_mk_me_rcla.pdf: 295710 bytes, checksum: 944c25e1bc76493c6a7a42b86a71810f (MD5)<br>Nas últimas duas décadas do século XX e nesse início de século XXI temos visto um crescimento acentuado de crianças que se utilizam da nova tecnologia dos videogames para se divertirem, quer seja com amigos, familiares ou mesmo sozinhas. Quando surgiram, os videogames eram jogados pelos jovens e adultos, mas esta tendência modificou-s
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Tran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated t
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Falkenby, Jesper Hansson. "Physically-based fluid-particle system using DirectCompute for use in real-time games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5560.

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Context: Fluid-particle systems are seldom used in games, the apparent performance costs of simulating a fluid-particle system discourages the developer to implement a system of such. The processing power delivered by a modern GPU enables the developer to implement complex particle systems such as fluid-particle systems. Writing efficient fluid-particle systems is the key when striving for real-time fluid-particle simulations with good scalability. Objectives: This thesis ultimately tries to provide the reader with a well-performing and scalable fluid-particle system simulated in real-time usi
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Olofsson, Fredrik, and Johan W. Andersson. "Human-like Behaviour in Real-Time Strategy Games : An Experiment With Genetic Algorithms." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3814.

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If a computer game company wants to stay competitive they must offer something extra. For many years, this extra has often been synonymous with better graphics. Lately, and thanks to the Internet, the focus has shifted in favour of more multi-player support. This also means that the requirements of one-player games increases. Our proposal, to meet these new requirements, is that future game AI is made more human-like. One way to achieve this is believed to be the use of learning AI techniques, such as genetic algorithms and neural networks. In this thesis we will present the results from an ex
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Simmons, Susan M. (Susan Marie) 1970. "Analysis of the 1966 Summer Olympic Games on real estate markets in Atlanta." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/32197.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 2000.<br>Includes bibliographical references (leaves 106-112).<br>Among all sporting events, the Summer Olympic Games are the most watched event around the globe. Global participation, diversity of events and sheer athletic skill attract billions of viewers to the seventeen-day summer event. The increasing interest in the Games has only served to promote greater commercialism for the event; and for the host city, greater opportunities to showcase itself to future business and leisure travelers. The recen
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Grönberg, Anton. "Real-time Mesh Destruction System for a Video Game." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64533.

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