Academic literature on the topic 'Simulation and gaming'
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Journal articles on the topic "Simulation and gaming"
Harviainen, J. Tuomas. "Gaming, Simulation/Gaming, and Simulation & Gaming." Simulation & Gaming 48, no. 6 (November 9, 2017): 719–21. http://dx.doi.org/10.1177/1046878117742201.
Full textRenaud, Lise, and Harold Stolovitch. "Simulation Gaming." Simulation & Games 19, no. 3 (September 1988): 328–45. http://dx.doi.org/10.1177/0037550088193005.
Full textvan Lankveld, G., E. Sehic, J. C. Lo, and S. A. Meijer. "Assessing Gaming Simulation Validity for Training Traffic Controllers." Simulation & Gaming 48, no. 2 (December 19, 2016): 219–35. http://dx.doi.org/10.1177/1046878116683578.
Full textHarviainen, J. Tuomas. "Increasing Impact of Simulation/Gaming and Simulation & Gaming." Simulation & Gaming 47, no. 6 (November 8, 2016): 707–9. http://dx.doi.org/10.1177/1046878116677642.
Full textSiemer, Julika, and Marios C. Angelides. "Integrating an Intelligent Tutoring Facility into a Gaming Simulation Environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1177/026839629701200305.
Full textFeldt, Allan G. "Experience With Simulation/Gaming." Simulation & Gaming 45, no. 3 (June 2014): 283–305. http://dx.doi.org/10.1177/1046878114543983.
Full textMoseley, Alex, and Nicola Whitton. "Engagement in Simulation/Gaming." Simulation & Gaming 45, no. 4-5 (August 2014): 428–32. http://dx.doi.org/10.1177/1046878114556438.
Full textCrookall, David. "Editorial: Internet Simulation/Gaming." Simulation & Gaming 30, no. 1 (March 1999): 5–6. http://dx.doi.org/10.1177/104687819903000101.
Full textBrougère, Gilles. "Play and Simulation/Gaming." Simulation & Gaming 30, no. 2 (June 1999): 132–33. http://dx.doi.org/10.1177/104687819903000203.
Full textVerkuyl, Margaret, Lynda Atack, Krista Kamstra-Cooper, and Paula Mastrilli. "Virtual Gaming Simulation: An Interview Study of Nurse Educators." Simulation & Gaming 51, no. 4 (April 3, 2020): 537–49. http://dx.doi.org/10.1177/1046878120904399.
Full textDissertations / Theses on the topic "Simulation and gaming"
Grogan, Paul Thomas 1985. "Interoperable simulation gaming for strategic infrastructure systems design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90169.
Full textCataloged from PDF version of thesis.
Includes bibliographical references.
Infrastructure systems are large physical networks of interrelated components which produce and distribute resources to meet societal needs. Meeting future sustainability objectives may require more complex systems with stronger integration across sectors and improved collaboration among constituent organizations. This dissertation introduces and demonstrates a method of interoperable simulation gaining to combine elements from concurrent engineering, wargaming, and serious gaming to support strategic design activities. First, a controlled human subjects experiment quantifies the relative impacts of technical and social sources of complexity using a simple surrogate design task, finding collaboration with communication barriers greatly increases the time and cost of design. Next, a modeling framework identifies common graph-theoretic structures and formal behavior definitions believed to be generalizable to all infrastructure systems. An interoperability interface defines interactions between system models to eiable resource exchanges. Next, the High Level Architecture (HLA) standard is applied to the modeling framework to enable distributed, time-synchronized simulation with deceitralized authority over constituent system models. A federation object model and agreement define data structures and processes to participate in a federated simulation execution. A prototype application case implements the modeling framework and simulation architecture using the context of Saudi Arabia. Infrastructure system models are developed for agriculture, water, petroleum, and electricity sectors. A baseline scenario develops system and element instantiations using historical estimates of resource flows and fictional costs. A software implementation provides a graphical user interface to modify design scenarios and visualize outcomes. Finally, a game formulation uses the prototype model as the basis of a simulation game with individual and collective objectives among water, energy, and agriculture ministry roles. Players collaboratively propose new infrastructure projects over a planning horizon to maximize objectives within time and budgetary constraints. A second controlled human subjects experiment studies the effect of three tool variants of outcome design quality, finding the number of data exchanges is positively correlated with outcome quality and am integrated simulation variant using the HLA results in more data exchanges compared to am asynchronous file-based variant.
by Paul Thomas Grogan.
Ph. D.
Grogan, Andrew S. "A Low Cost, Portable Stewart Platform Study for Flight Simulation and Gaming Simulation." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1606121360298874.
Full textMeijer, Sebastiaan. "The organisation of transactions : studying supply networks using gaming simulation /." Wageningen, The Netherlands : Wageningen Academic Publishers, 2009. http://www.gbv.de/dms/zbw/594745683.pdf.
Full textMann, Eytan (Eytan Michael). "Gaming and the simulation of history constructing perspectives of Machu Picchu." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118519.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 96-99).
In this research I have developed a new method for depicting historical sites using game-design concepts and technologies. I argue that using computer games, design environment researchers can integrate and consolidate historical documents, challenging the dichotomy of space and time as two discrete constructs, producing a dynamic rather than static "frozen" image of place. This method allows for movement from representation to simulation of historical places and events, and facilitates an active participation in the remaking of an historical place. While this method seeks to provide an accurate historical reconstruction, it also allows for the maintenance of a critical distance by exposing the mechanics of historiography. Stitching together various perspectives, I propose the making of a collage simulation of history in a game environment. To test this method, I studied the historical site of Machu Picchu in Peru, and the story of its discovery by explorer Hiram Bingham in 1911. Bingham's expedition remains today the constituting myth of the site, captured in multiple documents, primarily Bingham's travel journal, but also in photography and cartographic drawings, made by Bingham himself during his discovery. In the contest of my work, Bingham's materials were integrated into a 3D game environment. Taking-part in a collaborative project for 3D-scanning of Machu Picchu, on-site work produced accurate models of sections of the site. The 3D models became a basis-layer for my prototype, a hybrid of game and digital archive, producing a movement towards collage simulation of historical sites.
by Eytan Mann.
S.M. in Architecture Studies
Walonoski, Jason A. "Visual feedback for gaming prevention in intelligent tutoring systems." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-010806-205001/.
Full textSaunders, Daniel M. "Developing student-centred learning within higher education through simulation gaming and innovation." Thesis, University of South Wales, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.284892.
Full textDuder, Sydney. "Cards, dice and lifestyles : gaming a guaranteed annual income." Thesis, McGill University, 1987. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=72093.
Full textHodges, Tracey L. Witte Maria Margarita. "Examination of gaming in nursing education and the effects on learning and retention." Auburn, Ala., 2008. http://hdl.handle.net/10415/1446.
Full textBrynielsson, Joel. "A gaming perspective on command and control." Doctoral thesis, Stockholm, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4029.
Full textWalonoski, Jason A. "Visual Feedback for Gaming Prevention in Intelligent Tutoring Systems." Digital WPI, 2006. https://digitalcommons.wpi.edu/etd-theses/23.
Full textBooks on the topic "Simulation and gaming"
Meijer, Sebastiaan A., and Riitta Smeds, eds. Frontiers in Gaming Simulation. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0.
Full textMidden, Karen Stoelzle. EGS: Environmental gaming/simulation. Carbondale, IL: [Lands View Consulting, 1991.
Find full textNaweed, Anjum, Marcin Wardaszko, Elyssebeth Leigh, and Sebastiaan Meijer, eds. Intersections in Simulation and Gaming. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-78795-4.
Full textArai, Kiyoshi, Hiroshi Deguchi, and Hiroyuki Matsui, eds. Agent-Based Modeling Meets Gaming Simulation. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9.
Full textWardaszko, Marcin, Sebastiaan Meijer, Heide Lukosch, Hidehiko Kanegae, Willy Christian Kriz, and Mariola Grzybowska-Brzezińska, eds. Simulation Gaming Through Times and Disciplines. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9.
Full text1950-, Caluwé Léon de, and Stoppelenburg Annemieke 1967-, eds. Changing organisations with gaming/simulations. 's-Gravenhage: Elsevier Bedrijfsinformatie, 2000.
Find full textKaneda, Toshiyuki, Hidehiko Kanegae, Yusuke Toyoda, and Paola Rizzi, eds. Simulation and Gaming in the Network Society. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6.
Full textHamada, Ryoju, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, Paola Rizzi, and Vinod Dumblekar, eds. Neo-Simulation and Gaming Toward Active Learning. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-8039-6.
Full textDavid, Crookall, ed. Simulation-gaming in the late 1980s: Proceedings of the International Simulation and Gaming Association's 17th International Conference. Oxford: Pergamon Press, 1987.
Find full textTaylor, John L. Guide on simulation and gaming for environmental education. Paris: Unesco, 1985.
Find full textBook chapters on the topic "Simulation and gaming"
Utsumi, Takeshi, and Philip S. Gang. "Environmental Gaming Simulation Network." In Informatik für den Umweltschutz, 651–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 1990. http://dx.doi.org/10.1007/978-3-642-76081-5_69.
Full textSaur, Joseph M. "War-Gaming Simulations." In Modeling and Simulation in the Systems Engineering Life Cycle, 225–40. London: Springer London, 2015. http://dx.doi.org/10.1007/978-1-4471-5634-5_19.
Full textFedoseev, Alexey, and Daria Vdovenko. "Playing Science: Role-Playing Games as a Way to Enter Scientific Activity." In Frontiers in Gaming Simulation, 3–12. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_1.
Full textPourabdollahian Tehran, Borzoo, Manuel Fradinho Oliveira, Marco Taisch, Jannicke Baalsrud Hauge, and Johann c. k. h. Riedel. "Status and Trends of Serious Game Application in Engineering and Manufacturing Education." In Frontiers in Gaming Simulation, 77–84. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_10.
Full textUlrich, Markus. "The UCS-Model of Corporate Sustainability." In Frontiers in Gaming Simulation, 85–92. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_11.
Full textvan Bussel, Roy, Heide Lukosch, and Sebastiaan A. Meijer. "Effects of a Game-Facilitated Curriculum on Technical Knowledge and Skill Development." In Frontiers in Gaming Simulation, 93–101. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_12.
Full textMulenga, John, and Marcin Wardaszko. "Simulation Game as a Live Case Integrated into Two Modules." In Frontiers in Gaming Simulation, 102–9. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_13.
Full textEckartz, Silja, and Christiaan Katsma. "A Negotiation Game to Support Inter-organizational Business Case Development." In Frontiers in Gaming Simulation, 113–20. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_14.
Full textLo, Julia C., and Sebastiaan A. Meijer. "Gaming Simulation Design for Individual and Team Situation Awareness." In Frontiers in Gaming Simulation, 121–28. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_15.
Full textSehic, Emdzad, Alexander Verbraeck, and Sebastiaan A. Meijer. "A Game for Requirements Formulation for a Distributed Gaming and Simulation Environment." In Frontiers in Gaming Simulation, 129–39. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_16.
Full textConference papers on the topic "Simulation and gaming"
Alberts, Henry C. "Gaming and simulation." In the 17th conference. New York, New York, USA: ACM Press, 1985. http://dx.doi.org/10.1145/21850.253088.
Full textHENKE, KENNETH. "A programmable gaming area." In Flight Simulation Technologies Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1987. http://dx.doi.org/10.2514/6.1987-2637.
Full textChandra, Nitin, Brianne Herman, Yohan Kim, Alan Lau, Richard Murad, William Pascarella, Kevin Wu, and K. White. "A Financial Services Gaming Simulation." In 2006 IEEE Systems and Information Engineering Design Symposium. IEEE, 2006. http://dx.doi.org/10.1109/sieds.2006.278730.
Full textAlvarado, Matías, Arturo Yee, and Jesús Fernández. "Simulation of American football gaming." In 2013 International Conference on Sport Science and Computer Science. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/cccs130271.
Full textTobail, Ayman, John Crowe, and Amr Arisha. "Learning by gaming: Supply chain application." In 2011 Winter Simulation Conference - (WSC 2011). IEEE, 2011. http://dx.doi.org/10.1109/wsc.2011.6148084.
Full textBorowik, Bohdan. "Simulation tool for playing gaming machines." In 2011 International Conference on Communications, Computing and Control Applications (CCCA). IEEE, 2011. http://dx.doi.org/10.1109/ccca.2011.6031214.
Full textVold, Tone, Hanne Haave, Ole Jorgen S. Ranglund, Geir Ove Venemyr, Bjorn Tallak Bakken, Linda Kionig, and Robin Braun. "Flipped Gaming - testing three simulation games." In 2018 17th International Conference on Information Technology Based Higher Education and Training (ITHET). IEEE, 2018. http://dx.doi.org/10.1109/ithet.2018.8424622.
Full textGribanova, Ekaterina. "Gaming Simulation Models of Economic Entities." In IV International research conference "Information technologies in Science, Management, Social sphere and Medicine" (ITSMSSM 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/itsmssm-17.2017.8.
Full textvan der Zee, Durk-Jouke, and Bart Holkenborg. "Conceptual modelling for simulation-based serious gaming." In 2010 Winter Simulation Conference - (WSC 2010). IEEE, 2010. http://dx.doi.org/10.1109/wsc.2010.5679133.
Full textWieland, Frederick, George Hunter, and Lance Sherry. "Assessing NextGen's Susceptibility to Gaming Strategies." In AIAA Modeling and Simulation Technologies Conference and Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2008. http://dx.doi.org/10.2514/6.2008-7028.
Full textReports on the topic "Simulation and gaming"
Jain, Sanjay, and Charles R. McLean. An integrated gaming and simulation architecture for incident management training. Gaithersburg, MD: National Institute of Standards and Technology, 2006. http://dx.doi.org/10.6028/nist.ir.7295.
Full textMcLean, Charles R., Sanjay, Jain, Y. Tina Lee, and Frank H. Riddick. A simulation and gaming architecture for manufacturing research, testing and traning. Gaithersburg, MD: National Institute of Standards and Technology, 2005. http://dx.doi.org/10.6028/nist.ir.7256.
Full textBelanich, James, Laura N. Mullin, and J. D. Dressel. Symposium on PC-Based Simulations and Gaming for Military Training. Fort Belvoir, VA: Defense Technical Information Center, October 2004. http://dx.doi.org/10.21236/ada430826.
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