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1

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.

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Thesis: Ph. D., Massachusetts Institute of Technology, Engineering Systems Division, 2014.
Cataloged 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.
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2

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.

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3

Meijer, 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.

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4

Mann, 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.

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Thesis: S.M. in Architecture Studies, Massachusetts Institute of Technology, Department of Architecture, 2018.
Cataloged 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
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5

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/.

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6

Saunders, 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.

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7

Duder, 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.

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A simulation game was designed to examine the impact of a guaranteed annual income (GAI). The sample of 158 player-objects included factory and clerical workers, high school dropouts, single mothers, and CEGEP and university social work students. To establish the validity of the game, the working and spending behaviour of players was compared with results reported for the New Jersey negative income tax experiment, and found to be similar in a number of respects. The game also simulated two features not present in the New Jersey experiment: (a) variable labour-market conditions, and (b) comparison of a partial, time-limited GAI with a permanent, universal plan. For players on a GAI, working hours were significantly lower when fellow-players were not on a GAI than when they were. Results suggest that work effort may be related to comparisions with a reference group on visible consumer goods.
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Hodges, 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.

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9

Brynielsson, Joel. "A gaming perspective on command and control." Doctoral thesis, Stockholm, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4029.

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10

Walonoski, Jason A. "Visual Feedback for Gaming Prevention in Intelligent Tutoring Systems." Digital WPI, 2006. https://digitalcommons.wpi.edu/etd-theses/23.

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A major issue in Intelligent Tutoring Systems is off-task student behavior, especially performance-based gaming, where students systematically exploit tutor behavior in order to advance through a curriculum quickly and easily, with as little active thought directed at the educational content as possible. The goal of this research was to explore the phenomena of off-task gaming behavior within the Assistments system, as well as to develop a passive visual indicator to deter and prevent off-task gaming behavior without active intervention via graphical feedback to the student and teachers. Traditional active intervention approaches were also constructed for comparison purposes, and machine-learned gaming-detection models were developed as a potential invocation and evaluation mechanism. Passive graphical interventions have been well received by teachers, and results are suggestive that they are effective at reducing off-task gaming behavior.
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Richardson, Thomas J. "First responder weapons of mass destrution thrining using massively multiplayer on-line gaming /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FRichardson.pdf.

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Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, June 2004.
Thesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
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Richardson, Thomas J. "First responder weapons of mass destruction training using massively multiplayer on-line gaming." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://handle.dtic.mil/100.2/ADA425028.

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13

Farra, Sharon L. "Effects of Disaster Training With and Without Virtual Simulation." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1330024525.

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14

Robertson, Michael James Jones James G. "Using diffusion of innovations to explore digital gaming in undergraduate library instruction." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-11011.

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15

Long, Gavin. "A detailed investigation of the applicability and utility of simulation and gaming in the teaching of civil engineering students." Thesis, University of Nottingham, 2010. http://eprints.nottingham.ac.uk/11216/.

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This thesis describes research carried out into the use of computer based simulations and games in learning and with particular regard to the education of engineering students. Existing research within the scope of the subject domain was fully reviewed and documented and a list of research aims and objectives were devised. It was identified that the use of educational simulation games (a hybrid combining aspects of simulation, games design and educational content) showed potential for the teaching of organisational and project management skills. A number of simulation games were developed during the research programme and are described. These ranged in complexity, functionality and subject domain. The design of simulation games capable of generic modelling was investigated and proved to be a highly flexible solution enabling student business proposals to be modelled quickly and effectively to provide them with bespoke simulation games based on their plans. The simulation game was used as a coursework exercise within a teaching module for Masters level students over a three year period and results from this trial were positive and demonstrated benefits arising from the use of the simulation game. Two complex simulation games for the teaching of construction project management were developed and extended for implementation within a teaching module. This was aimed at providing learning through the principal use of simulation games. Additional software was developed to assist in the management and monitoring of student use of the simulation games within the teaching module. The teaching module, Applied Construction Project Management (ACPM), was designed to both educate the students and to inform this research work. It featured little to no traditional teaching content such as lectures and tutorials and instead relied on student centred learning and the use of simulation games as a form of Experiential or Constructivist Learning. Weekly clinic sessions and in-game communication tools were the primary mechanisms for student contact and support with the teaching staff. Extensive quantitative and qualitative data was collected during the ACPM modules four years of operation described in this thesis. This data was collated and analysed in order to answer the research aims of the work. Results and feedback were extremely positive showing that the use of simulation games for learning can be both an engaging and effective method of learning. Issues and limitations of this approach to learning were also identified and methods for overcoming these were proposed.
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Oviawe, Elizabeth. "Design and Development of Simulation-based Instruction on Meaningful Use and Interprofessionalism Core Competencies in a Healthcare Team-based Learning Environment." Diss., NSUWorks, 2018. https://nsuworks.nova.edu/gscis_etd/1043.

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Policymakers and electronic health records (EHR) experts agree that healthcare professionals lack proficiency in meaningful use of EHRs. This competency gap can result in increased medical errors. It is essential for health professions graduates to acquire skill sets that are adaptable to any electronic health information technologies including the EHRs to facilitate work process and information access. Simulation as an instructional method to create transformative learning experiences has shown promise in the medical profession. In simulations, learners are able to engage in real-life scenarios and practice their cognitive, affective, and psychomotor skills in a safe environment. The goal was to design and develop a simulation-based instructional module on meaningful use of EHR and interprofessional collaborative practice core competencies and evaluate students’ performance and satisfaction under an inter professional teambased setting. Using a design and development research approach, a simulation-based instructional module on meaningful use of EHR and interprofessional core competencies was designed. An internal validation of the module was conducted with an expert panel of medical professionals and instructional designers. Following validation, the instructional module was developed and pilot tested with a group of 21 second- and third year health professions students in medicine, pharmacy, and nursing in an interprofessional team-based learning environment. Students’ performance on meaningful use and interprofessionalism core competencies and their satisfaction during the simulation-based training were evaluated. The results confirmed that the students properly implemented the core competencies based on their performances during the immersive virtual patient encounter in the 3D virtual world. The analysis also showed how the students’ satisfaction was met as a reaction to the guided experiential learning’s (GEL) simulation-based instructional intervention, and in some instances were not sufficiently met. The analysis of the students’ testimonials further confirmed their overall satisfaction with the immersive simulation experience.The findings, based on the feedback from the students and faculty in this pilot implementation, highlighted simulation-based interactive gaming instruction and the hands-on experience in a 3D virtual world guided by GEL as an effective and engaging way to train healthcare professionals in the preparation to deliver care in a safe and effective manner under interprofessional team-based settings for better patient safety and outcome.
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Robertson, Michael James. "Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11011/.

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Digital games and simulations are receiving considerable notice within the Library and Information Science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions. In this mixed methods study, over 300 undergraduates were surveyed about their technology preferences, including digital gaming, for delivery of two forms of academic library instruction. The two forms of library instruction were (a) providing users with spatial information on physical library layout, and (b) educating users on information literacy topics and skills. Observational data was collected during the survey sessions, occurring at face-to-face library instruction sessions. Self-selected survey participants were also interviewed to further probe their survey responses. Rogers' Diffusion of Innovations was the theoretical foundation to this research. The primary innovation of study was the digital game delivery method. Detailed analysis of the survey-based data set included three nonparametric scaling methods: 1) rank-sum scaling; 2) circular triad analysis; and 3) multidimensional preference mapping. Content analysis of the observations and semi-structured interviews also occurred. Major outcomes were 1) the digital game delivery method achieved mediocre preference across both questions; 2) the audiovisual delivery method received the highest overall preference ranking; and 3) overall preference for the audio-only delivery method was remarkably low. The most important theme across the observational data was the participants' waning attention during the face-to-face library instruction sessions. The most important outcome from the semi-structured interviews was interviewees' stated appreciation for useful technologies. Over 95% of participants were so-called digital natives, that is, born post-1980. Rogers' assertion that age plays a minor role in predicting technology adoption appears warranted, since the more innovative digital game delivery method achieved mediocre overall preference.
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18

Wagner, William John. "The use of simulation and gaming for National Security training and planning with reference to selected case studies [electronic resources] /." Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-04112008-123239.

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19

Batko, Michael. "Business Management Simulations - a detailed industry analysis as well as recommendations for the future." Serious Games Society, 2016. http://epub.wu.ac.at/5181/1/Batko_2016_IJSG_Business%2DManagement%2DSimulations.pdf.

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Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and cross-referenced against each other in order to determine three things: firstly, the practices and features used by simulation companies that have not yet been the subject of academic research; secondly, the most effective features, elements and inclusions within simulations that best assist in the achievement of learning outcomes and enhancement the user experience; and finally, 'best practices' in teaching a business management course in a university or company with the assistance of a simulation. Identified gaps in the current research were found to include the effectiveness of avatars, transparent pricing and the benefits of competing the simulation against other teams as opposed to the computer. In relation to the second and third objectives of the research, the findings were used to compile a business plan, with detailed recommendations for companies looking to develop a new simulation, and for instructors implementing and coordinating the use of a simulation in a business management context. (author's abstract)
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Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? This study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. It is followed by an examination and comparison of the game industry with other media/cultural industries in relation to their economy and business dynamics. With inconclusive answers regarding the medium-industry relation, this study proceeds by exploring literary theories from the field of game studies, in order to gain insights into the dynamics of medium and industry. Literary theories from ludology and narratology provide rewarding perspectives on this inquiry, since it is found that the ontological dichotomy of simulation vs. respresentation present in the interpretational realm of the game medium is also reflected in the industry and its dynamics. This has pivotal consequences for the analysis of the game industry. This study concludes by positing the current critical condition of the industry as an extremely decisive moment in its history: will it become a truly universal mass-medium, or will it continue down its subcultural path? Subcultural “interactive cinema” meets mass-cultural media of simulation – how will the industry evolve?
QC20100708
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Current, Daniel C. "Language Learning Through Contextual Input in a Virtual Reality Enviroment." University of Toledo / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1341613840.

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Menif, Alexandre. "Planification d'actions hiérarchique pour la simulation tactique." Thesis, Paris Sciences et Lettres (ComUE), 2017. http://www.theses.fr/2017PSLED004/document.

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Cette thèse explore l'application de la planification HTN afin d'animer une section d'infanterie dans un simulateur informatique temps réel. Afin de produire des plans en ligne pour près de 40 soldats, on montre qu'il est possible d'optimiser le planificateur pour un domaine HTN en compilant les éléments de planifications en structures statiques et en procédures C++. On montre ensuite que la structure du problème se prête à une combinaison de la planification HTN avec la planification par abstraction, obtenue en modélisant des effets abstraits aux tâches composées. Sous certaines conditions, la recherche de solutions est alors accélérée en détectant les réseaux de tâches pour lesquels aucune solution n'est exécutable. Enfin, on montre que la structure du problème permet aussi de formuler des fonctions d'évaluation exploitables dans un algorithme de recherche heuristique non admissible, capable de retourner rapidement des solutions presque optimales
This thesis explores the application of HTN planning to the animation of an infantry platoon in a real-time simulation software. In order to achieve online planning for nearly 40 soldiers, we show that it is possible to optimize the planner for one HTN domain with a compilation of planning elements into C++ static structures and procedures. Then, we demonstrate that the problem structure lends itself to a combination of HTN planning with abstraction planning, achieved with the modelisation of abstract effects for compound tasks. In some conditions, we can detect those task networks that never lead to any executable solution, and therefore improve the search. Eventually, we show that the problem structure enables to formulate evaluation functions that can be input into a non admissible heuristic search algorithm, and that near optimal solutions can be obtained within a short run-time
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Grove, Wouter Johannes. "Competencies for successful use of social online simulation games within organisational leadership development." University of the Western Cape, 2014. http://hdl.handle.net/11394/8217.

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Magister Commercii - MCom
The humble Pong arcade game at the corner store ignited a fundamental culture shift in the 1970s and it is increasingly gaining momentum. A generation of gamers is already permeating organisations. The socio-cultural phenomenon of digital gaming has become pervasive. The intersection point of the three trends, Ubiquitous Computing, Ubiquitous Gaming and Social Networking, is the focus point of this study. It is at this intersection point that both social online gaming and cutting-edge leadership competencies co-exist and have the potential to flourish when implemented with caution and circumspection. Leadership is frequently touted as an almost mystical holy grail in modern business. Leadership :pevelopment is therefore often recognised as a critical pivot for business success. If business leaders can successfully utilise game-based learning to maximise their return on investment in Leadership Development initiatives, this may not only increase business metrics, but also enable business leaders to leave a lasting legacy by sculpting new generations of leaders who are ready and able to face the future. Social Online Simulation Gaming (SOSG) as a learning design and learning technology can prove particularly valuable as a leadership and skills development tool within the "digimodem" world. Current literature, however, does not provide a clearly focused framework for the implementation of ICT supported game-based Leadership Development technologies within the information economy. Current literature fails to integrate and take into account aspects critical to the successful utilisation of SOSG, such as the principles of "Flow Design", the often "Puppet Master" role and the interrelatedness, even interdependence, of the required utilisation competencies There is currently not a clear and specific framework for evaluating the Information and Communication Technology (ICT) competencies, knowledge, skills and attitudes required to successfully use Socia1 ·bnline Simulation Games software within the context of Organisational Leaden;hip Development. This study aimed to create and refine a framework for evaluating the ICT competencies required to successfully implement SOSG as Leadership Development tool.
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Wilson, Chantale. "The Impact of Intrusive Dynamic Feedback Interventions on Simulation-based Training Effectiveness." University of Akron / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=akron1491956146485469.

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Ceoni, Karina Trajano. "Entre o jogo e a realidade: um estudo sobre redes de troca e parentesco em jogos online." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/100/100132/tde-01052013-195652/.

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Recentemente, pesquisadores têm se dedicado a investigar a similaridade entre os mundos virtuais e o que se sabe sobre o comportamento social do mundo real (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Muitas relações têm se mostrado apropriadas, dando indicativos de que a atividade on-line pode constituir um verdadeiro laboratório para as ciências sociais. O intuito da pesquisa aqui apresentada é justamente contribuir para essa investigação. Realizamos esforços para identificar aspectos do mundo on-line análogos aos observados em sociedades do mundo real. Estamos especialmente interessados em avaliar, segundo a teoria de Durkheim (1893), qual tipo de solidariedade, mecânica ou orgânica, pode ser observada no mundo on-line. Outro foco de interesse é a existência dos laços fracos, descritos por Granovetter (1973), e sua função no mundo on-line. Elegemos uma guilda1 do jogo \"Zodiac Online\" como o objeto de nossa investigação. Esse jogo foi escolhido devido às suas características sociais e demográficas. Optamos por usar duas metodologias paralelas para proceder a nossa coleta de dados. A primeira destas sendo a netnografia, método análogo à etnografia porem adaptado ao mundo on-line. A segunda coleta de dados é feita automaticamente pelo servidor do jogo que iremos estudar: um registro de toda a atividade de cada jogador é gerado simultaneamente a cada interação realizada dentro do jogo. Com os dados coletados, desenhamos redes que representam as trocas de itens entre os membros da guilda em questão e procedemos então a uma análise das redes. Baseando-nos nesses procedimentos observamos uma tendência a solidariedade orgânica, embora nossos resultados não sejam conclusivos isso torna esse grupo online mais comparável a subcomunidades de mesma natureza do mundo real. Quanto aos laços fracos, pudemos observar sua ocorrência, mas, provavelmente devido ao tamanho e características do grupo observado, sua função parece ser diferente, e menos importante, do que aquela que espera-se observar no mundo real.
Recently, researchers have been devoting remarkable eefort to investigate the similarity between virtual worlds and what is known about the social behavior of the real world (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Many relationships have been shown to be appropriate, giving indications that online activity may be a real laboratory for the social sciences. The purpose of the present research is precisely to contribute to this interest. We carry out efforts to identify aspects of the online world similar to those observed in the real world societies. We are especially interested in evaluating, according to Durkheims theory (1893), which kind of solidarity, mechanical or organic, can be seen in the online world. Another interesting point is the existence of weak ties, described by Granovetter (1973), and its role in the online world. We elected a guild game \"Zodiac Online\" as the object of our investigation. This game was chosen because of its social and demographic characteristics. We chose to use two parallel methodologies to make our data collection. The first of these being the netnography, analogous method put the ethnography adapted to the online world. The second data collection is done automatically by the game server you will study: a record of all activity is generated for each player simultaneously held every interaction within the game. We then proceed to Network analysis to elaborate this data. With the data collected, we design networks that represent the exchange of items between members of the guild in question and then proceed to an analysis of networks. Based on these procedures we observed a tendency to organic solidarity, although our results are not conclusive that makes this online group more comparable to subcommunities that display organic organizations of the same nature in the real world. As for weak ties, we could observe their occurrence, but probably due to the size and characteristics of the observed group, its function seems to be different, and less important than what it is expected to observe in the real world.
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Blanié, Antonia. "Evaluation expérimentale du raisonnement clinique dans le cadre des jeux sérieux pour la formation des professionnels de santé. Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students Assessing validity evidence for a serious game dedicated to patient clinical deterioration and communication." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASS092.

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L’amélioration du raisonnement clinique (RC) est un enjeu essentiel pour la Médecine de demain car il est établi que son utilisation imparfaite conduit à des résultats de soins insuffisants. Le RC est un processus cognitif complexe. Cette activité intellectuelle synthétise l’information obtenue à partir de la situation clinique et l’utilise pour faire une analyse diagnostique et prendre une décision de prise en charge du patient en intégrant les connaissances et expériences antérieures. La formation à cette compétence est donc essentielle. Pour améliorer le raisonnement, une connaissance des mécanismes qui le constituent est nécessaire et une revue de ces mécanismes constitue la partie initiale de cette thèse.La formation des professionnels de santé par la simulation se généralise avec pour objectif « jamais la première fois sur le patient ». En plein essor, le jeu sérieux (JS) représente un outil pédagogique intéressant. Une revue de la littérature sur l’efficacité des JS et plus particulièrement dans le cadre du RC est également incluse dans la partie initiale de cette thèse. Ainsi, les JS sont efficaces et peuvent, entre autres, cibler certaines compétences dont le RC. Cependant, la plupart des études sur le RC dans le cadre des JS, restent subjectives avec des évaluations qualitatives ou des autoévaluations des apprenants ou concernent uniquement le résultat (prise de décision). Par conséquent, la valeur éducative et les modalités des JS dans la formation du RC restent à approfondir.Le JS LabForGames Warning a été développé dans le centre de simulation LabForSIMS pour les étudiants infirmiers et cible la détection de l’aggravation d’un patient et la communication. Cette thèse a pour objectif de tester un mode d’apprentissage utilisant la simulation par les JS afin d’améliorer le RC chez les professionnels de santé.Une 1ère étude a évalué la validité du JS LabForGames Warning selon le cadre théorique proposé par Messick. Elle a démontré que les scores et le temps de jeu ne pouvaient pas différencier le niveau des compétences cliniques des infirmiers.Cependant, les preuves de validité étaient obtenues pour le contenu, le processus de réponse et la structure interne. Même si cette version du jeu ne peut donc pas être utilisée pour une évaluation sommative des étudiants, notre étude montre que ce JS est bien accepté par les étudiants et qu’il peut être utilisé pour la formation au sein d’un programme éducatif.Une seconde étude a évalué l’efficacité de 2 modalités pédagogiques sur l’apprentissage du RC à la détection de l’aggravation clinique d’un patient en comparant un groupe d’étudiants infirmiers formé par simulation avec LabForGames Warning par rapport à un groupe formé par un enseignement traditionnel. Le RC a été évalué par les tests de concordance de script immédiatement et 1 mois après. Cette étude multicentrique randomisée a inclus 146 étudiants infirmiers volontaires. Aucune différence significative n’a été observée sur le RC entre la formation par la simulation avec JS et l’enseignement traditionnel. Cependant, la satisfaction et la motivation étaient meilleures avec l’enseignement par simulation.En conclusion, nous avons tout d’abord confirmé la validité du JS LabForGames Warning en tant qu’outil pédagogique à visée formative et non sommative. Puis, bien qu’aucune différence d’apprentissage du RC n’ait été observée entre la formation par la simulation avec JS et l’enseignement traditionnel, la satisfaction et la motivation étaient meilleures avec l’enseignement par simulation avec le jeu. Les études sont à poursuivre pour préciser les modalités et stratégies pédagogiques des JS dans la formation des professionnels de santé, comme par exemple la place du débriefing, le rôle de la motivation. En effet, en plein essor, les développements technologiques telle que l’intelligence artificielle vont transformer la formation au RC ainsi que les outils pédagogiques disponibles dans les années à venir
Improvement of clinical reasoning (CR) is a key issue for the future of medicine because it has been established that imperfect reasoning leads to insufficient care results. CR is a complex cognitive process which synthesizes information obtained from the clinical situation, then uses it to make a diagnostic analysis and take a decision on patient management by integrating previous knowledge and experience. Training for this skill is therefore essential. To improve reasoning, knowledge of the mechanisms which build it up is necessary and a review of these mechanisms constitutes the initial part of this thesis.Training of healthcare professionals through simulation is becoming widespread with the objective of "never the first time on a patient". In rapid expansion, the use of serious games (SG) represents an interesting pedagogical tool. A review of the literature on the effectiveness of SG and more particularly in the context of CR is also included in the initial part of this thesis. Thus, SG is effective and may, among other things, target certain skills, including CR. However, most studies dealing with CR by using SG include qualitative assessments or self-assessments of learners or focus only on the outcome (decision making). Therefore, the educational value and modalities of SG in the training of CR of health professionals remain to be further explored.The SG LabForGames Warning was developed in the LabForSIMS simulation center for nursing students and targets detection of patient deterioration and the ensuing communication. The objective of this thesis is to test a learning mode using SG simulation in order to improve CR in healthcare professionals.The first study evaluated the validity of the SG LabForGames Warning according to the Messick’s Framework. This study showed that scores and playing time could not differentiate the level of clinical skills of nurses. However, evidence of validity was obtained for content, response process and internal structure. Although this version of the game cannot therefore be used for summative evaluation of students, our study shows that this SG is well accepted by students and can be used for training within an educational program.A second study evaluated the effectiveness of 2 teaching modalities on learning CR for the detection of clinical patient deterioration by comparing a group of nursing students trained by simulation with LabForGames Warning compared to a group trained by traditional teaching. CR was assessed by script concordance tests immediately and 1 month later. This randomized multicenter study included 146 volunteer nursing students. No significant difference was observed in CR change between simulation training with SG and traditional teaching. However, satisfaction and motivation were better with simulation instruction.In conclusion, we have confirmed the validity of SG LabForGames Warning as an educational tool with formative and not summative aims. Then, although no difference in learning about CR was observed between simulation training with SG and traditional teaching, satisfaction and motivation were better with simulation teaching with the game. Further studies are needed to clarify the modalities and pedagogical strategies of SG in the training of healthcare professionals, such as the place of debriefing and the role of motivation. Moreover, technological developments such as artificial intelligence might transform CR training and the available pedagogical tools in the coming years
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Karl, Christian K. Verfasser], Alexander [Akademischer Betreuer] Malkwitz, Hans-Joachim [Akademischer Betreuer] [Bargstädt, and Renate [Akademischer Betreuer] Fruchter. "Simulation and gaming in construction business : design of a module-oriented modeling approach based on system dynamics and its prototypical implementation in research and education / Christian K. Karl. Gutachter: Hans-Joachim Bargstädt ; Renate Fruchter. Betreuer: Alexander Malkwitz." Duisburg, 2015. http://d-nb.info/1068460504/34.

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Karl, Christian K. [Verfasser], Alexander Akademischer Betreuer] Malkwitz, Hans-Joachim [Akademischer Betreuer] [Bargstädt, and Renate [Akademischer Betreuer] Fruchter. "Simulation and gaming in construction business : design of a module-oriented modeling approach based on system dynamics and its prototypical implementation in research and education / Christian K. Karl. Gutachter: Hans-Joachim Bargstädt ; Renate Fruchter. Betreuer: Alexander Malkwitz." Duisburg, 2015. http://d-nb.info/1068460504/34.

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Runevad, Mattias, and Alexander Kjellin. "The Human Gyroscope : Motor driven simulator with a gyroscope design." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-21829.

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This project surfaced through Hans-Erik Eldemark, business coach at Science Park Halmstad, who had been contacted by Boris Duran, Lecturer at the University Skövde and owner of the project. The idea of the project is to take a first step in the making of a motor driven simulator with a gyroscope design. The simulator will be implemented as part of virtual reality systems, computer games, flight simulators, training platforms, etc. The motors in this platform will be controlled by the movements of the user’s joystick allowing him/her a continuous and unlimited rotation. A very simple way of understanding the potential of this platform can be seen in a practical application such as a flight simulator since flying needs continuous and unlimited yaw, pitch and roll types of motion. A motor driven gyroscope is a novel and practical solution for this kind of applications.
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Lorentz, Pascaline. "La socialisation du joueur-adolescent : son voyage identitaire avec Les Sims®." Thesis, Strasbourg, 2012. http://www.theses.fr/2012STRAG013.

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Ce travail doctoral se propose de prendre pour objet un jeu vidéo très connu du grand public paradoxalement ignoré par la communauté scientifique alors que son premier opus fut distribué dès l’an 2000. Alors que les études précédemment réalisées sur les jeux vidéo portent principalement sur une pratique en ligne, nous avons voulu nous consacrer à un jeu hors-ligne afin de nous questionner sur la relation que le joueur entretient avec ses avatars dans cette configuration. En effet, quelle est la nature de cette relation entre le joueur et ses personnages ? Que se passe-t-il durant le jeu ? Que font les joueurs et pourquoi ? En étudiant les joueurs de Les Sims ainsi que leurs pratiques, nous avons pu mettre en évidence la présence d’une socialisation spécifique, la socialisation vidéo-ludique, via un processus particulier comportant différentes étapes. L’adolescence nous est apparue comme un moment de la vie à la charnière entre des temporalités socialisatrices favorisant la richesse de l’expérience de simulation et un âge de la vie où le jeu est encore socialement permis et même encouragé. Dans le but d’améliorer notre interprétation, nous avons dessiné un modèle théorique prenant la forme d’un voyage que le joueur effectue durant son activité. Ce voyage identitaire véhicule le processus de socialisation vidéo-ludique advenant au cours de la pratique de simulation de vie. En prenant du recul, et en ajoutant les résultats d’une enquête menée en parallèle de la recherche doctorale, nous avons complété notre modèle avec des explications relevant d’un niveau macro social. Notre objectif a été d’inscrire la pratique vidéo-ludique dans la globalité de la vie sociale du joueur
In many books, articles, conferences, we can read, hear, notice that gaming is helping the socialization process, that games are socializing tools and that is the reason why video games could be “good” for individuals (Greenfield, 1994 ; Taylor, 2002 ; Gee, 2003). But what is that socialization? What does this specific socialization is bringing to the overall understanding of the evolution of individuals in our societies? In one word: what is the video-ludological socialization? The concept of socialization is widely used by many disciplines such as Sociology, Social Psychology, Communication Sciences, Media Studies, Game Studies and Educational Studies and so forth. Socialization, which is the social process that makes a subject become a social being, is a key concept for understanding society and its functioning. That is why I scrutinize video-ludological socialization in this dissertation. To cast light on benefits of this specific socialization, no game is better than one simulating life which is also very popular: The Sims. For my research I overlooked praxis of teenagers gaming and how they utilize the gameplay to experiment social behaviours. In this thesis, I propose to explain what video gaming is bringing more than usual play by presenting findings of this study carried out in two steps with 180 teenagers from 12 to 16 years old.This video-ludological socialization, befalling through interacting, is part of the main socialization process which lasts during all the lifespan of individuals (Berger & Luckmann, 1966). In my research, I demonstrated that gaming with The Sims channels the video-ludological socialization process and that gaming plays an active role in gamers’ social lives
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Bhondi, Javinder Singh. "Decision support systems and gaming simulations for tactical and strategic decision making." Thesis, University of Manchester, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.286109.

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Yamazaki, Kasumi. "Learning to Communicate in a Virtual World: The Case of a JFL Classroom." University of Toledo / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1430389814.

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Raghothama, Jayanth. "Integrating Computational and Participatory Simulations for Design in Complex Systems." Doctoral thesis, KTH, Vårdlogistik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208170.

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The understanding and conceptualization of cities and its constituent systems such as transportation and healthcare as open and complex is shifting the debates around the technical and communicative rationales of planning. Viewing cities in a holistic manner presents methodological challenges, where our understanding of complexity is applied in a tangible fashion to planning processes. Bridging the two rationales in the tools and methodologies of planning is necessary for the emergence of a 'non-linear rationality' of planning, one that accounts for and is premised upon complexity. Simulations representing complex systems provide evidence and support for planning, and have the potential to serve as an interface between the more abstract and political decision making and the material city systems. Moving beyond current planning methods, this thesis explores the role of simulations in planning. Recognizing the need for holistic representations, the thesis integrates multiple disparate simulations into a holistic whole achieving complex representations of systems. These representations are then applied and studied in an interactive environment to address planning problems in different contexts. The thesis contributes an approach towards the development of complex representations of systems; improvements on participatory methods to integrate computational simulations; a nuanced understanding of the relative value of simulation constructs; technologies and frameworks that facilitate the easy development of integrated simulations that can support participatory planning processes. The thesis develops contributions through experiments which involved problems and stakeholders from real world systems. The approach towards development of integrated simulations is realized in an open source framework. The framework creates computationally efficient, scalable and interactive simulations of complex systems, which used in a participatory manner delivers tangible plans and designs.

QC 20170602

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Lewis, Robin A. "The effect of virtual clinical gaming simulations on student learning outcomes in medical-surgical nursing educaiton courses." [Huntington, WV : Marshall University Libraries], 2009. http://www.marshall.edu/etd/descript.asp?ref=943.

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McGrath, Daniel. "A comparison of an e-ticket simulation and coin slot machines effects in problem and non-problem gamblers /." access full-text online access from Digital Dissertation Consortium, 2005. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?MR14557.

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Jeyarajah, Jenny Vennukkah. "Comparing Cognitive Decision Models of Iowa Gambling Task in Indivituals Following Temporal Lobectomy." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/math_theses/83.

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This study examined the theoretical basis for decision making behavior of patients with right or left temporal lobectomy and a control group when they participated in the Iowa Gambling Task. Two cognitive decision models, Expectancy Valence Model and Strategy Switching Heuristic Choice Model, were compared for best fit. The best fitting model was then chosen to provide the basis for parameter estimation (sources of decision making, i.e. cognitive, motivational, and response processes) and interpretation. Both models outperformed the baseline model. However comparison of G2 means between the two cognitive decision models showed the expectancy valence model having a higher mean and thus a better model between the two. Decision parameters were analyzed for the expectancy valence model. The analysis revealed that the parameters were not significant between the three groups. The data was simulated from the baseline model to determine whether the models are different from baseline.
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Satici, Ahmet Feyzi. "Accommodating the needs of field dependent learners in simulation gaming environments." 2006. http://etd.utk.edu/2006/SaticiAhmet.pdf.

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Thesis (Ph. D.) -- University of Tennessee, Knoxville, 2006.
Title from title page screen (viewed on Sept. 15, 2006). Thesis advisor: Edward L. Counts, Jr. Vita. Includes bibliographical references.
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Chien, Yu-Hung, and 簡佑宏. "Using Gaming/Simulation to Improve Design Decision Making─Exemplified by the Instruction of Value Engineering." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/80360435316809696487.

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碩士
國立臺灣師範大學
工業教育研究所
90
The purpose of this study is to explore the relationship between educational gaming/simulation and the learning of design decision —making. Based on the theories of value engineering, educational gaming/simulation, design theory and design teaching method, this study is structured into three following specific projects: First, this study seeks to examine the role of gaming/simulation value engineering in design decision-making and organization communication. Second, it is to explore the relationship among the implementation of educational gaming/simulation, learning motivation and organizational communication. Finally, this study strives to understand how those students who participated in the study felt about the application of educational gaming/simulation in design decision-making learning. In order to achieve the objectives, 27 undergraduate and 8 graduate students who studied in interior design division, industrial education department, National Normal University were invited to be the research samples of this study. Both quantitative and qualitative research method are employed. The quantitative research method comprises three approaches including one-shot case study experiment research, quasi-experimental research and measuring test. The qualitative research method is composed of documentary analysis and observation methodology. In terms of data processing, test scores and results are collected to undergo various statistical analysis including frequencies, percentage, means and independent-sample T test to achieve quantitative research. While in qualitative research, observation methodology is applied such as audio/ videotaping, and the observational data was analyzed and concluded by narrative form. The findings of this study are as follows: 1. Role-play is an activity in gaming/simulation value engineering analysis. By being asked to play different professional roles in a design case, the students are able to do a case study based on diversified communication modes to have a better understanding of the design case thus to come up with design decisions that can better meet the client’s requirement in cost, value, and image. 2. The gaming/simulation value engineering team scores impressively higher in “communication of information” than non-gaming/simulation value engineering team. 3. The gaming/simulation value engineering team scores impressively higher in “distortion communication” than non-gaming/simulation value engineering team. 4. In proceeding educational gaming/simulation, graduate students only focus on the areas that they are most interested in. They also care less about the influence of educational gaming/simulation to themselves than undergraduate students. 5. In proceeding educational gaming/simulation, graduate student team scores impressively higher than the seniors in undergraduate school. 6. In proceeding value engineering gaming/simulation, the data collected from observation shows that every communication in between the students has positively affected the various stages in design decision making process including gaming, creativity development and value engineering assessment. 7. 93% of the students agree that the application of educational gaming/simulation can improve their understanding of “design decision-making”, and 96% of the students agree that educational gaming/simulation reinforces their motivation in learning design decision-making. 8. 97% of the students recognize that educational gaming/simulation indeed is helpful to them in design decision-making process, and 100% of them agree that participating in education gaming/simulation activities can improve their interpersonal relationship. Furthermore, 96% of the students express their hope to see more of this kind of curriculum will be brought along. The study carries out a discussion based on the findings of various research methods mentioned above and offers a number of suggestions regarding relative factors and further studies of educational gaming/simulation.
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Zeng, Yiru, and 曾薏如. "The Effect of Field of View in 3D Simulation Games on Players’ Gaming Experiences and Task Performances." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/99440002520988003374.

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碩士
國立交通大學
傳播研究所
102
In the first-person of view, virtual camera was adopted to present a more realistic scene with subjective viewpoints by the rendering mechanism of “geometric field of vision (GFOV)” to simulate visual perception that conforms to players’ eyeshot. Therefore, the study attempted to explore how the range differences of GFOV and camera controls in 3D simulation games affected players’ cognitive load, anxiety and task performances. In this study, OMSI—The Bus Simulator of 2012 PC version was customized and was applied as the primary experimental environment in which the parameters of game camera viewpoint were set by the calculation results of GFOV. The study employed a between-participant factorial design. Two independent variables - different GFOV and Camera Control were managed to observe their effects on dependent variables: Degree of Cognitive Load, Anxiety, and Task Performances. A total of 80 subjects completed the experiment. The results of this study showed that with the wide GFOV, although subjects experienced significant “mental demand,” “physical demand” and “temporal demand” they had better task performances and lower anxiety degree. On the other hand, in the narrow GFOV, players reported higher “cognitive effort” and higher “frustration degree,” while their task performances and anxiety degree were considered worse than their opponents, which was insignificant to lower the anxiety of players. As for the effect of camera control, players had worse performances since a fixed lens restricted players’ dexterous controls. However, no significant difference was found in the subjective cognitive resources and the anxiety degree of players. Finally, the further analysis displayed that an interaction effect was found between GFOV and camera control in affecting subjects’ task performances.
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Wang, Zun-Lin, and 王尊麟. "Investigating the Feasibility of Water Market in Water Reallocation during Drought Periods by Simulation Gaming: A Case Study of Taoyuan, Taiwan." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/77xyew.

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碩士
國立臺灣大學
生物環境系統工程學研究所
107
Under the impact of climate change, the frequency of extreme precipitation and drought events has been increasing. Flexible water resources management should be considered by policy makers to increase adaptive capacity. In Taiwan, the government usually guides agricultural fallows to transfer water to meet the needs of domestic and industrial water demands during droughts. However, this situation causes that the cultivation rights of farmers are not guaranteed even though the priority of agricultural water demand is higher than that of industry by law.   Water market mechanism may be potential to solve this fairness dispute of water reallocation. To assess the feasibility of water market as an adaptation method of water reallocation, simulation gaming is an appropriate approach. It can help policy makers assess a hypothetical policy scenario and figure out the relationship and interaction between stakeholders. In this study, Taoyuan region is chosen as the study area and a water market simulation game (WMSG) is developed. WMSG integrates water supply system dynamics model and paddy field water balance model to reflect the water resource transmission and the hydrological mechanisms of the real world. The subjects are invited to play the game as an agricultural or industrial stakeholder and carry on the round-designed water trading.   Results show that Shimen Reservoir water supply system dynamics model can be applied to estimate the variation of reservoir water level under different hydrological scenarios. The rational agricultural planned allocation is calculated via paddy field water balance model. Total amount of the modified agricultural planned allocation is close to the practical method but more reasonably present the characteristics of irrigation water demand at different growing stages. The settlement of WMSG indicates that industrial players are willing to pay more costs on water purchase to prevent severe loss of production line shutdown caused by water shortage. Agricultural players have the right to decide whether to sell water or to keep farming. The amount of effective storage of Shimen reservoir has slightly increased when compared to the non-trading scenario. The key factor that determines whether the reservoir will be empty or not is the amount of agricultural planned allocation. The author argues that how to formulate a rational agricultural planned allocation is the most important issue for policy makers while considering water reallocation adaptation in Taiwan. Besides transparency and accessibility, interpretability of market information affects player’s decision-making significantly. This study provides practical application tools and models to assess the feasibility of water market mechanism despite still having room to improve. Further research is needed. To enhance the link between simulation game and policy applications, more games should be conducted to discuss the transaction strategies of players and the benefits of water reallocation under different simulation scenarios.
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Tsai, Kun-chiang, and 蔡坤江. "A Study of the Design and Performance of Business Model Based Simulation and Gaming System –A Case Study of the Inception 2012 Project." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/81641540484557702809.

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碩士
國立中央大學
會計研究所
101
Recently, it has become a popular theme of simulation game based learning that combines entertainments and learning. And from time to time it has put out the different products of the simulation game that intrigues many scholars to discuss. But on the market, the developing basis of the large simulation systems almost use 5 Functions of business as the frame of system design : Production、Marketing、Human Resource、R&D and Financial . But the Teaching Aids Simulation System is seldom developed as a dynamic basis of design in Business Model that can’t describe the strategy and the implementation process sufficiently of a company. This research followed Inception2010 simulation and gaming system, and focused on the reason why Inception2010、2011 system got failure, meanwhile we tried to redesign and develop Inception2012. We improved the developing project by following the past research, so it must be clear for the exchanged items. But after the project, although we sorted the documents and took over, we still have no proper process to see what may make the same mistake and we don’t transfer the information to the next research team that makes some difficulties for them to get in to the situation quickly. Hence, the research is going to discuss the developing process of Inception 2012 project by Test study, and analyze the expected targets also the differences between the actual performances through Eight-Ten Business Model and project life cycle. We found that the small project research has some limit of human resource shortage, less experience, and time. The key factor to develop successfully is the cohesion of the team.
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Shan, Thung-Lung, and 單暄隆. "A Study of the Design and Performance of Business Model Based Simulation and Gaming System – A Case Study of the ABC 2012 Project." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/09430284932859988278.

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碩士
國立中央大學
會計研究所
101
Digital game-based learning is rapid developing with the trend of information technology, and enterprise simulation system is the best choice digital learning of business school. The purpose of enterprise simulation system is to let students can understand the commercial activity of real business, however, many products on sale rarely mentions this part so that the content rendered is unable to fully learn. The enterprise simulation system developed by the Department of Information Management and the Institute of Accounting, National Central University, has entered the fifth year. This study is clearly to do the description of the fourth products and to review the development of the system, we can find that the mainly failure reason is by group. This paper is for which particularly for future scholars to give advice and reference purposes.
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Tsai, hsin-yi, and 蔡馨儀. "A Study of the Design and Performance of Business Model Based Simulation and Gaming System – A Case Study of the Ms. Hotel 2012 Project." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/95671755632360746363.

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碩士
國立中央大學
會計研究所
101
Because of the revival of the tourism recently, the rank in food and beverage management is getting higher. Nowadays not only do many teachers of food and beverage management promote the teaching effects via teaching aids system, also teachers in general school of management intrigue students’ interests via the system to improve the learning intension. However, on the market most service industries in running business simulation game focus on the traditional production, sale, human resource, research, and financial affairs and so on, but rarely focus on the design basic in Business Model; therefore, we formed a team, which is under the instruction of Professor Hann-Tarn Jeng and Shin-Jen Lin of National Central University, to lead us to develop the Business Model Based Simulation and Gaming System, and followed the traditional way to keep doing the Management Simulation System. The Project Team carried on the A Case Study of the Ms. Hotel 2012 Project, but there are so many disadvantages, so the purpose of the essay is to improve and develop Ms. Hotel 2012 project to discuss the differences of the expected goals and practical results. The research divided the project into four parts: definition, plan, implement, and closure report, and displayed and discussed the design of the project and the process of developing on the basis of eight-ten business model. Also, the analysis of the research recommended a few differences and advices about the team members, planning, the process of implement and the system itself. Among those, the key factors of system development‘s failure are the way how team members get along with, how the teamwork goes on, the way the team implement a plan, the time schedule and Bug system. In conclusion, we pointed out some advices about some parts of the system function.
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44

Froněk, Jan. "Klasifikace herních metod ve vzdělávání dospělých." Doctoral thesis, 2012. http://www.nusl.cz/ntk/nusl-326927.

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Mgr. Jan Froněk, disertační práce, Katedra andragogiky a personálního řízení FF UK v Praze Abstract The dissertation thesis presents varieties of games and simulations in the field of adult education and specializes particularly in role-play and simulation classifications, with the emphasis on presenting case examples of the applications of the methods. To reach the objectives of the dissertation, first of all resources analysis had been made (both scientific resources and practical toolkits). Then the acquired knowledge was reframed into a terminological framework that had existed before, yet had not been defined specifically enough and explicitly for the field of adult education. The second pillar of the thesis represents a survey that was conducted among adult educators. The thesis consists of six main chapters: it is introduced by a general chapter on games, plays and their characteristics and definition (also from adult educator's perspective). A chapter on simulation and gaming classification follows (Chap. 2), from which the largest part of this work is drawn: a detailed categorization of role-play (Chap. 3) and simulation (Chap. 4) varieties. Some of the Czech as well as international simulation and gaming organisations are mentioned (Chap. 5). In the 6th chapter, results from a survey are...
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Nunes, João Carlos Baldeante. "Ambientes colaborativos em plataforma de tempo real." Master's thesis, 2018. http://hdl.handle.net/10071/17268.

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Atualmente, as plataformas de e-learning são uma ferramenta essencial na partilha de conhecimento. O e-learning é utilizado, essencialmente, para permitir a aprendizagem autónoma, com a finalidade de utilizar as potencialidades da Internet para fornecer um conjunto de soluções de aperfeiçoamento ou aquisição de conhecimentos à distância. A colaboração entre pares é uma das formas mais importantes de disseminar e de aumentar o conhecimento. Aqui reside uma das limitações do e-learning, que não potencia a aprendizagem colaborativa. Esta deficiência é significativamente mais visível quando o modelo tradicional de ensino é aplicado em matérias onde o conhecimento é utilizado no exercício de profissões suportadas por tecnologias da informação da e comunicação. A escolha e aplicação de um modelo pedagógico adequado à disseminação de conhecimento é uma mais valia, especialmente quando relacionado com a aprendizagem em plataformas colaborativas, no âmbito da gestão de crises em ambientes alimentados pela influência das redes sociais. Durante o desenvolvimento desta dissertação, foi investigada a evolução das salas de colaboração e analisou-se a melhor forma de virtualizar uma sala colaborativa tradicional, por forma a remover a barreira que prende os estudantes à sala de aula. Foram analisados os modelos pedagógicos associados à aprendizagem colaborativa e ao modelo de gamification. Estes modelos são depois aplicados na virtualização de uma sala colaborativa. Ainda no âmbito desta dissertação, é descrito todo o processo de investigação e de desenvolvimento, bem como as várias etapas, dificuldades e soluções adotadas, tendo sempre como objetivo obter um protótipo capaz de transformar os atos de observar, de aprender e de partilhar o conhecimento de maneira tão simples como aceder a uma página de internet.
Currently, e-learning platforms are an essential tool in knowledge sharing. E-learning is essentially used to enable autonomous learning, to be able to use the potential of the Internet, providing a set of solutions for refining or obtaining knowledge at a distance. Peer collaboration is one of the most important ways to pass and increase knowledge. Here lies one of the limitations of e-learning, which does not offer collaborative learning. This deficiency is highly visible when the traditional teaching model is applied in matters where knowledge is used in the exercise of professions supported by technologies of information and communication. The choice and application of the proper pedagogical model to spread the knowledge is a benefit, especially when related to learning in collaborative platforms, in the context of crisis management in environments nursed by the influence of social networks. During this dissertation, the evolution of the collaboration rooms was investigated and the best way of virtualizing a traditional collaborative room was analyzed, to be able to remove the barrier that clutches the students in the classroom. The pedagogical models associated with the collaborative learning and the gamification models were analyzed. These models were then applied in the virtualization of a collaborative room. Also, within the scope of this dissertation, the research and development processes are described, as well as the various stages, difficulties, and solutions adopted, always aiming to obtain a prototype capable of transforming the acts of observing, learning and sharing knowledge as simple as accessing a web page
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46

Yan, Yi-hsuan, and 顏羿萱. "Simulation of the Optimal Gambling Strategy with Constant Relative Risk Aversion." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/27124259329022188485.

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碩士
長庚大學
企業管理研究所
90
This thesis applies Monte Carlo simulation to investigate a finite sequence of two-outcome games to find the optimal strategy for a gambler with constant relative risk aversion who wants to maximize the expected utility of his final wealth. Sensitivity analysis on those independent parameters in modeling the gambling strategy is also implemented. Our results show that the simulated optimal strategy is myopic, in the sense that the solution does not depend on the number of games left to bet and the current wealth. Besides, the gambler’s relative risk aversion and the winning probability are very sensitive to the optimal strategy.
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47

Turley, Andrew C. "Reading the Game: Exploring Narratives in Video Games as Literary Texts." Thesis, 2018. http://hdl.handle.net/1805/18520.

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Indiana University-Purdue University Indianapolis (IUPUI)
Video games are increasingly recognized as powerful tools for learning in classrooms. However, they are widely neglected in the field of English, particularly as objects worthy of literary study. This project argues the place of video games as objects of literary study and criticism, combining the theories of Espen Aarseth, Ian Bogost, Henry Jenkins, and James Paul Gee. The author of this study presents an approach to literary criticism of video games that he names “player-generated narratives.” Through player-generated narratives, players as readers of video games create loci for interpretative strategies that lead to both decoding and critical inspection of game narratives. This project includes a case-study of the video game Undertale taught in multiple college literature classrooms over the course of a year. Results of the study show that a video game introduced as a work of literature to a classroom increases participation, actives disengaged students, and connects literary concepts across media through multimodal learning. The project concludes with a chapter discussing applications of video games as texts in literature classrooms, including addressing the practical concerns of migrating video games into an educational setting.
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