Dissertations / Theses on the topic 'Simulation and gaming'
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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 textRichardson, 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.
Full textThesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
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.
Full textFarra, 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.
Full textRobertson, 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.
Full textLong, 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/.
Full textOviawe, 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.
Full textRobertson, 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/.
Full textWagner, 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.
Full textBatko, 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.
Full textDymek, 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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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.
Full textMenif, Alexandre. "Planification d'actions hiérarchique pour la simulation tactique." Thesis, Paris Sciences et Lettres (ComUE), 2017. http://www.theses.fr/2017PSLED004/document.
Full textThis 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
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.
Full textThe 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.
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.
Full textCeoni, 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/.
Full textRecently, 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.
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.
Full textImprovement 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
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.
Full textKarl, 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.
Full textRunevad, 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.
Full textLorentz, Pascaline. "La socialisation du joueur-adolescent : son voyage identitaire avec Les Sims®." Thesis, Strasbourg, 2012. http://www.theses.fr/2012STRAG013.
Full textIn 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
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.
Full textYamazaki, 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.
Full textRaghothama, 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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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.
Full textMcGrath, 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.
Full textJeyarajah, 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.
Full textSatici, Ahmet Feyzi. "Accommodating the needs of field dependent learners in simulation gaming environments." 2006. http://etd.utk.edu/2006/SaticiAhmet.pdf.
Full textTitle from title page screen (viewed on Sept. 15, 2006). Thesis advisor: Edward L. Counts, Jr. Vita. Includes bibliographical references.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
Froněk, Jan. "Klasifikace herních metod ve vzdělávání dospělých." Doctoral thesis, 2012. http://www.nusl.cz/ntk/nusl-326927.
Full textNunes, João Carlos Baldeante. "Ambientes colaborativos em plataforma de tempo real." Master's thesis, 2018. http://hdl.handle.net/10071/17268.
Full textCurrently, 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
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.
Full text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.
Turley, Andrew C. "Reading the Game: Exploring Narratives in Video Games as Literary Texts." Thesis, 2018. http://hdl.handle.net/1805/18520.
Full textVideo 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.