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Dissertations / Theses on the topic 'Symbolic games'

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1

Stiegler, Andreas. "Symbolic reasoning in games." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.739393.

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Gong, Chen Cong. "The symbolic power in the emblem of the Games of the 2008 Olympiad." Thesis, University of Macau, 2005. http://umaclib3.umac.mo/record=b1636341.

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Busatto-Gaston, Damien. "Symbolic controller synthesis for timed systems : robustness and optimality." Electronic Thesis or Diss., Aix-Marseille, 2019. http://www.theses.fr/2019AIXM0461.

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Le domaine de la synthèse réactive a pour objectif d'obtenir un système correct par construction à partir d'une spécification logique.Une approche classique consiste à se ramener à un jeu à somme nulle,où deux joueurs interagissent tour-à-tour dans un système de transitions, et à se demander si le joueur "contrôleur" peut garantir que son objectif sera rempli, et ce indépendamment des décisions du joueur "environnement".Nous étudions des spécifications temps-réel, modélisées par un automate temporisé équipé d'un objectif d'accessibilité ou de Büchi, et présentons des méthodes symboliques pour
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Rodríguez, Bruno. "Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive." Thesis, Uppsala universitet, Medier och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331012.

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Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were reviewed and a theoretical framework focused on behavioural sciences, psychology and customer culture re
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Guimarães, Paula Pinheiro Varela. "Sagas de rpgistas: um estudo junguiano acerca do encontro com o herói via Role Playing Games." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/15924.

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Made available in DSpace on 2016-04-28T20:40:17Z (GMT). No. of bitstreams: 1 Paula Pinheiro Varela Guimaraes.pdf: 4140143 bytes, checksum: 4ad4963b5a2b0730ae300b79eec5a50a (MD5) Previous issue date: 2010-05-21<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>This study aimed to seek an understanding of the meaning of the experience of R.P.G. games the light of Jungian Theory and as a secondary objective, list the steps of the hero journey of Joseph Campbell and the reports of the study subjects about the experience of R.P.G. games and try to understand what the exercise of h
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Miranda, Eduardo Silva. "Libertando o sonho da criação: um olhar psicológico sobre os jogos de interpretação de papéis (RPG)." Universidade Federal do Espírito Santo, 2005. http://repositorio.ufes.br/handle/10/6658.

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Made available in DSpace on 2016-12-23T14:37:59Z (GMT). No. of bitstreams: 1 Dissertacao_EDUARDO_MIRANDA.pdf: 682411 bytes, checksum: 02471e1edaa7016b11b9c148dbdcc320 (MD5) Previous issue date: 2005-03-23<br>Os jogos de interpretação de papéis (RPG) têm sido alvos de críticas e apologias das mais variadas, muitas vezes sem embasamento científico. Tais jogos aparecem cada vez mais entre as práticas lúdicas de adolescentes e é crescente o número de pesquisas acerca de seu uso em educação. Assim, tornase necessária uma investigação com bases psicológicas sobre o tema. Para chegar a esse posicio
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Luna, Daniel Neves Abath. "Guerrilha e espionagem em games de ação: o cotidiano na mira de um avatar pesquisador interagindo no Brasil, Cuba e Iraque." Universidade Federal da Paraí­ba, 2012. http://tede.biblioteca.ufpb.br:8080/handle/tede/4477.

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Made available in DSpace on 2015-05-07T14:46:42Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1688802 bytes, checksum: 254b96a3a7969b103ec989c536af4dfe (MD5) Previous issue date: 2012-04-12<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The present research discusses the symbolic forms of everyday life expression through the spaces of the action games Call of duty: modern warfare 2 (2009), Call of Duty: black ops (2010) and Battlefield 3 (2011). Our hypothesis is that the structural functioning of these games, as it happens in everyday life, determines main spat
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Henning, Fernanda Serpeloni. "Entre o tratar e o educar: estudo psicanalítico sobre a prática em uma instituição de educação especial." Pontifícia Universidade Católica de São Paulo, 2009. https://tede2.pucsp.br/handle/handle/15868.

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Made available in DSpace on 2016-04-28T20:40:10Z (GMT). No. of bitstreams: 1 Fernanda Serpeloni Henning.pdf: 590511 bytes, checksum: d6319fec14f8110459d5872263363a7f (MD5) Previous issue date: 2009-10-21<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>The present work is based on the experience with a young man affected by the Angelman syndrome at a special education institution. João displayed dificulties in establishing social links, excluding whatever came from others. The goal of this work is to investigate the position of the educator in the institutional practice invo
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Jonna, Grönlund, and Kalami Kasra. "Symbolism in Games." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4815.

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This research project is about symbolism and semiotics (the science of signs) in digital-games. There’s firstly introductory information about what symbolism and semiotics are and the different aspects of them that is needed to fully understand the subject. These are things such as the two parts of a sign, signifier and signifier as well as the three modes of signs, symbolic, iconic and indexical. Then there’s information about how this is all put together in a digital game, that a game isn’t playable without some form of signs and that besides making the game playable it is used to enhance th
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Tancrede, Onira de Avila Pinheiro. "Jogos teatrais, pensamento simbólico e conhecimento intuitivo: diálogos entre Viola Spolin e Jean Piaget." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/7060.

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Submitted by Cássia Santos (cassia.bcufg@gmail.com) on 2017-03-31T10:49:10Z No. of bitstreams: 2 Dissertação - Onira de Ávila Pinheiro Tancrede - 2017.pdf: 2223450 bytes, checksum: 6162943af1119e7772ba956ef12d19dc (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2017-04-03T12:09:37Z (GMT) No. of bitstreams: 2 Dissertação - Onira de Ávila Pinheiro Tancrede - 2017.pdf: 2223450 bytes, checksum: 6162943af1119e7772ba956ef12d19dc (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf
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Pavelka, Kamil. "Válka jako videohra: konstrukce sociokulturní jinakosti v blízkovýchodním konfliktu." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-199791.

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This diploma thesis analyses the construction of the Near-Eastern conflict, it's actors and the problematic of the "Self -- Others" relationship in digital games. This Near-Eastern conflict can be viewed as a constructed, thought object or representation with blurred space-time boudnaries, which is not necessarily identical with "material reality". Despite it not being identical, the constructed object does nevertheless contribute to the creation of identities of the material reality's participants, and as such influences their behaviour and the behaviour towards them. In the field of internat
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Pujol, Nicolau Gaspar. "Traditional Cosmological Symbolism in Ancient Board Games." Doctoral thesis, Universitat Internacional de Catalunya, 2009. http://hdl.handle.net/10803/387431.

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Aquest treball d'investigació analitza una selecció dels jocs de tauler més antics coneguts, trobant-hi els elements simbòlics clau del simbolisme cosmològic tradicional. Els jocs són part del patró estructural universal (com la dança o l'art) i apareixen a totes les cultures al llarg del temps. En ells hi podem veure reflexades les creences, valors i cosmovisió dels pobles que hi jugaven. Per això els jocs de tauler antics tenen un valor simbòlic i gnoseològic (que complementa el seu ús més lúdic i pragmàtic). Aquest valor, com hem vist al llarg de la recerca, es basa en la cosmologia tradic
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Ivarsson, Viva, and Linus Johansson. "Talking Through Symbols : The Relationship Between Player, Symbols and Their Meaning." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255241.

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Idag använder spelindustrin flertalet metoder för att leda spelare igenom spel som färg- och ljussättning och användandet av former. Denna uppsats fokuserar på det sist nämnda och försöker besvara frågan: I valet mellan simpla symboler, finns det en specifik symbol som spelare föredrar att följa och vad assosierar de med denna symbol? För att besvara denna fråga skapades ett test som undersökte spelares val då de presenterades för tre symboler, en cirkel, en triangle och en fyrkant. Testet var en spelprototyp som bestod av en korridor, vilket var spelets inlärnings område, och ett rum med tre
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14

Höglund, Annelie, and Evelina Larsson. "Socialt Spelande : Etik och moral i onlinespel utifrån spelarnas egna upplevelser." Thesis, Högskolan i Skövde, Institutionen för hälsa och lärande, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9659.

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I ett samhälle där datorspelare anses vistas i en högst amoralisk miljö, vill vi med den här studien granska hur etik och moral ter sig i den virtuella världen via ett symboliskt interaktionistiskt perspektiv. Genom kvalitativa intervjuer har elva spelare av onlinespel fått redogöra för sin egen upplevelse av den interaktion de genomgår dagligen. Med hjälp av utförliga teorier kring etik och moral, symbolisk interaktionism och spelkultur har studien ett brett teoretiskt underlag som appliceras i en hermeneutisk analys. Resultatet visar att etik och moral existerar i onlinespel, samtidigt som a
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15

Galassi, Andrea. "Symbolic versus sub-symbolic approaches: a case study on training Deep Networks to play Nine Men’s Morris game." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12859/.

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Le reti neurali artificiali, grazie alle nuove tecniche di Deep Learning, hanno completamente rivoluzionato il panorama tecnologico degli ultimi anni, dimostrandosi efficaci in svariati compiti di Intelligenza Artificiale e ambiti affini. Sarebbe quindi interessante analizzare in che modo e in quale misura le deep network possano sostituire le IA simboliche. Dopo gli impressionanti risultati ottenuti nel gioco del Go, come caso di studio è stato scelto il gioco del Mulino, un gioco da tavolo largamente diffuso e ampiamente studiato. È stato quindi creato il sistema completamente sub-simbolico
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Michulke, Daniel. "Evaluation Functions in General Game Playing." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-90566.

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While in traditional computer game playing agents were designed solely for the purpose of playing one single game, General Game Playing is concerned with agents capable of playing classes of games. Given the game's rules and a few minutes time, the agent is supposed to play any game of the class and eventually win it. Since the game is unknown beforehand, previously optimized data structures or human-provided features are not applicable. Instead, the agent must derive a strategy on its own. One approach to obtain such a strategy is to analyze the game rules and create a state evaluation funct
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Chagas, Caio José Ribeiro. "Processo criativo, planejamento de produto e design de jogos no diário de desenvolvimento de “Lux Ex”, um jogo digital independente. /." Bauru, 2018. http://hdl.handle.net/11449/181916.

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Orientador: Antônio Francisco Magnoni<br>Resumo: A presente pesquisa tem como objetivo principal gerar um registro e uma análise do processo criativo da versão alpha do jogo digital independente (indie game) Lux Ex, que foi produzido quase que inteiramente por um único desenvolvedor, de forma autoral e adotando o modelo de produção independente conhecido como “Lone Wolf Developer” (Desenvolvedor Lobo Solitário). Tal modelo de produção possui particularidades que podem agregar ao produto final um caráter mais autoral, porque todas as suas etapas de realização são marcadas por um processo criati
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Jorvid, Niclas. "Speaking Symbols : A semiotic analysis of the Smart Ping system in League of Legends." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227373.

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This thesis brings attention to communication systems in games and how their development has stagnated. The focus is directed towards visual communication and the question of “Can the Smart Ping system in League of Legends suggest visual communication as a viable solution for in-game communication in multiplayer games, according to the semiotic model of Roland Barthes? ” is presented. Roland Barthes’ two order of signification model is then used to perform an analysis of the visual communication system called Smart Ping in the game League of Legends. The findings suggests that visual systems c
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Shen, Dan. "Nash strategies for dynamic noncooperative linear quadratic sequential games." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1156434869.

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Tiryakioglu, Nevsal. "A Theoretical Study of the Interactive Communication Process in Video Game Playing: A Symbolic Interactionist Approach." TopSCHOLAR®, 2001. http://digitalcommons.wku.edu/theses/642.

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Video games have become the most popular leisure activity among children and adolescents. The increasing popularity of video games has urged researchers to determine the effects of video game playing on youngsters. Given the fact that most popular video games are violent in nature, much of the research has primarily focused on the correlation between playing video games with violent content and aggressive behavior in children. Most researchers have relied on previous media violence research, assuming similarities between television viewing and video game playing. However, video games are inter
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Kissmann, Peter [Verfasser], Stefan [Akademischer Betreuer] Edelkamp, and Malte [Akademischer Betreuer] Helmert. "Symbolic Search in Planning and General Game Playing / Peter Kissmann. Gutachter: Stefan Edelkamp ; Malte Helmert. Betreuer: Stefan Edelkamp." Bremen : Staats- und Universitätsbibliothek Bremen, 2012. http://d-nb.info/1072046237/34.

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Karp, Jann Ellen. "Corruption and Crisis Control: The Nature of the Game – New South Wales Police Reform 1996–2004." University of Sydney, 2007. http://hdl.handle.net/2123/2185.

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Doctor of Philosophy<br>Using the Wood Royal Commission into the New South Wales Police Service in 1994 as its major case study, this thesis hypothesises that, although this inquiry had a far reaching impact on both the personal and working lives of police officers in the organisation itself, it proved ineffectual in its attempt to control corruption. It argues that corruption, and the subsequent inquiries into this corruption, can be seen to have a cyclic nature and the failure of such inquiries has a long and international history. It contends that the nature of the public inquiry itself can
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Botha, Fourie. "Symbolic masters/semiotic slaves : subjectivity and subjection in Atwood, with reference to The circle game and Two-headed poems." Master's thesis, University of Cape Town, 2008. http://hdl.handle.net/11427/13932.

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Includes bibliographical references (leaves 82-86).<br>This dissertation explores the construction of the subject via a relationship of power in two poem sequences, 'The circle game' and 'Two-headed poems', by Margaret Atwood. I argue that Atwood proposes a subject similar to the kind of subject found in psychoanalysis. Like the psychoanalytic subject, Atwood's subject is formed in relation to its other. This relation is essentially a power relation and can become unbalanced, forcing one of the two parties into a subjugated position. Atwood not only exposes these skewed relations of power, but
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Aragon, Ruiz Antonio. "Learning from the 2010 Vancouver winter Olympic Games about Aboriginal peoples of Canada." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/3090.

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This research examines the ways in which the Vancouver Olympics emblem, an Inuit inuksuk, and other Aboriginal symbols have been ‘adopted’ by the organizers of the 2010 Winter Olympics, how visual and textual Aboriginal representations have been incorporated into the public education mandate of the Games, and how this relates to the Aboriginal Participation Goals of the Vancouver Organizing Committee (VANOC). I use Freirian critical cultural pedagogy and Foucauldian theories along with a visual research method, semiotic analysis, as a way to examine the material presented on the official Vanco
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Pleasance, Sasha. "Illusio in lesson observation : making policy work by playing the game." Thesis, University of Plymouth, 2018. http://hdl.handle.net/10026.1/12836.

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Lesson observation is an established part of teachers' professional lives within a rational policy discourse which problematises teaching. The problematisation of teaching in official documentation and pronouncements has shaped understanding and experience of teachers' professional work. By approaching this study from a constructionist perspective, and employing the What's the Problem Represented to be? (WPR) approach developed by Bacchi (2009) to examine policy-as-discourse, it is possible interrogate the role of policy in making problems, and their solutions, in very specific ways. The innov
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Kenobi, Ben Tuhoe. "Hiding in a hollow tree." AUT University, 2010. http://hdl.handle.net/10292/886.

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Starting with a broad analysis of game story-telling methods, this project seeks to interrogate a player’s occupation and navigation of the possibility space of a game’s meta-narrative and isolate ‘story-telling’ techniques specific and inherent to the computer-game medium. This leads to a series of formalized design schema, on the meta-narrative – game-play relationship, to assist computer-game design practice.
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Förster, Frank. "Robots that say 'no' : acquisition of linguistic behaviour in interaction games with humans." Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/20781.

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Negation is a part of language that humans engage in pretty much from the onset of speech. Negation appears at first glance to be harder to grasp than object or action labels, yet this thesis explores how this family of ‘concepts’ could be acquired in a meaningful way by a humanoid robot based solely on the unconstrained dialogue with a human conversation partner. The earliest forms of negation appear to be linked to the affective or motivational state of the speaker. Therefore we developed a behavioural architecture which contains a motivational system. This motivational system feeds its stat
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韓祖淵 and Cho-yuen Han. "A unified game theory approach to H-infinity control and filtering." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1997. http://hub.hku.hk/bib/B31235815.

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Han, Cho-yuen. "A unified game theory approach to H-infinity control and filtering /." Hong Kong : University of Hong Kong, 1997. http://sunzi.lib.hku.hk/hkuto/record.jsp?B18635520.

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Norman, Fredrik. "“A peaceful world is a boring world” : a study in narrative structure and mythological elements in Squaresoft‟s Chrono Trigger." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-8534.

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The focuses of this paper are narrative structures and mythological elements in the video game Chrono Trigger. A qualitative method was used to code the game world's seven eras into themes of symbolism, quest-themes, and, characters. These themes were compared with Northrop Frye's archetypal myth theory from Anatomy of Criticism. The results show that each age relates to a season and moves due to the player's influence according to a cyclical pattern. Six out of seven epochs show high correlation to Frye's archetypal model whereas options such as to discard the main hero illustrates the player
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Weir, Charissa. "Narratives and the Legal Game: Narrative Power Dynamics and Their Reproduction In the Sexual Assault Trial of R. v. Ghomeshi." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/40518.

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Legal practice heavily depends on the construction and evaluation of narrative accounts. The ability to legitimately narrate a series of events is a source of power that is unequally distributed in the courtroom. Grounded by a detailed empirical analysis of the court transcripts from R. v. Ghomeshi (2016), this dissertation investigates the relations of power and taken-for-granted assumptions that condition struggles over narrative construction in the sexual assault trial. The project contributes to feminist critiques of sexual assault trials by mobilizing the work of Pierre Bourdieu, which ha
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Silva, Laura Argento Luis da. "É forjando que nos tornamos ferreiros = criação teatral e criatividade na educação." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/251232.

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Orientador: Márcia Maria Strazzacappa Hernandéz<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação<br>O exemplar da FE acompanha um Clipe de apresentação da pesquisa.<br>Made available in DSpace on 2018-08-18T16:14:43Z (GMT). No. of bitstreams: 1 Silva_LauraArgentoLuisda_M.pdf: 2394194 bytes, checksum: dfa02cff7ef8b5498f381748e1bb1fd8 (MD5) Previous issue date: 2009<br>Resumo: A pesquisa apoiada pela FAPESP, insere-se na busca atual de novos paradigmas na formação continuada de educadores, buscando ampliar a reflexão em torno das contribuições mútuas das áre
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Norman, Fredrik. "The Late Modern Hero’s Quest for Meaning : A case study on the psychological construction of meaning and play, ritualization, and, quests in video games in late modern Sweden." Thesis, Uppsala universitet, Religionspsykologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-172378.

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This essay focuses on two cases studies that include two game designers’ views of meaning-making construction in games and an analysis of their corresponding games. This isplaced in relation to the late modern Sweden context. The study examines how the designersconceive purposeful play by employing a multi-disciplinary approach consistingof Pruyser’s three-world model, Bell’s ritualization framework, and, Howard’s quest theory.Such a study is relevant due to the new ways meaning-making is actively producedwithin games and contributes to the understanding of meaning-making in late modernSweden.
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Hellsten, Felicia. "Färgassociationer i environmental storytelling : En undersökning om uppfattningen av färg på 3D-modeller i dataspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13752.

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Denna undersöknings syfte var att undersöka hur en 3D-scens val av färger skulle kunna påverka spelarens uppfattning av scenens environmental storytelling. I undersökningens bakgrund presenteras olika metoder, teorier och tillvägagångssätt för att skapa environmental storytelling, samt forskning kring färgassociationer, färgers kontext och kulturella skillnader gällande tolkning av färger. För att svara på undersökningens frågeställning skapades två olika 3D-scener med narrativ baserade på environmental storytelling genom spår och ledtrådar. Dessa delades upp i tre färgvarianter vardera. En gu
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André, Andreas. "En färgglad studie om spelarbeteenden." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226308.

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This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews tha
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Dandelot, Damien. "La structure de la réalité sociale abstraite inhérente aux sociétés prescrites : La quiddité des liens et des structures de coopérations intra-organisationnels issus de l’activité réelle, dans le cas du processus de co-construction de sens découlant des décisions stratégiques." Thesis, Paris, CNAM, 2012. http://www.theses.fr/2012CNAM0833/document.

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Partant de l’idée que des filiales d’une entreprise sont en mesure de remettre en cause les décisions de la direction générale (maison-mère), l’approche holistique développée dans ce travail part du principe qu’une organisation peut être un « être », laissant entendre ainsi que les informations dont elle dispose seraient extérieures aux individus qui la composent. Ce qui conduit à s'interroger s’il est concevable d’ignorer l’individu dans une telle relation de domination. Cette thèse propose justement un modèle autour de résultats qui montrent la difficile exclusion de l’individu dans un conte
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Heuer, Thomas. "Plotting Horror." Doctoral thesis, Humboldt-Universität zu Berlin, 2019. http://dx.doi.org/10.18452/19947.

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Die Entwicklungsschübe der modernen Medien im 20. Jahrhundert haben die Wechselbeziehungen zwischen den Künsten, den Medien, den Sinnesmodalitäten, den verbalen und nonverbalen Ausdrucks- und Zeichenprozessen verstärkt und erweitert. Im Zuge dieser Entwicklungen sind Genre- und Formatfragen über das disziplinäre Interesse einzelner Kunst- und Medienwissenschaften hinaus ins Aufmerksamkeitsfeld einer vergleichenden Medienästhetik und -dramaturgie ge-rückt. Aufbauend auf den Erkenntnissen von Kalisch 2014, 2016 und den Überlegungen Gaudreaults 2009 zu einer Unterscheidung zwischen Narration und
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Nakas, Raffi. "Curriculum, composition sociale du public scolaire et violence symbolique : étude comparative des collégiens français et belges en éducation physique et sportive." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE2082.

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Dans la deuxième moitié du 20è siècle, des travaux entrepris dans le champ de la sociologie du curriculum par des chercheurs anglo-saxons puis européens ont permis d’interroger la légitimité des savoirs curriculaires, en particulier leur caractère socialement construit. Certaines études ont alors fait émerger qu’il existait des variations de contenus d’enseignement en fonction de la composition sociale du public scolaire. Autrement dit, ces recherches ont appréhendé les effets inégalitaires des sélections curriculaires en mettant en évidence une hiérarchisation des savoirs par une hiérarchisat
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Bourreau, Pierre. "Jeux de typage et analyse de lambda-grammaires non-contextuelles." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2012. http://tel.archives-ouvertes.fr/tel-00733964.

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Les grammaires catégorielles abstraites (ou λ-grammaires) sont un formalisme basé sur le λ-calcul simplement typé. Elles peuvent être vues comme des grammaires générant de tels termes, et ont été introduites afin de modéliser l'interface entre la syntaxe et la sémantique du langage naturel, réunissant deux idées fondamentales : la distinction entre tectogrammaire (c.a.d. structure profonde d'un énoncé) et phénogrammaire (c.a.d représentation de la surface d'un énoncé) de la langue, exprimé par Curry ; et une modélisation algébrique du principe de compositionnalité afin de rendre compte de la sém
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Van, Drimmelen Govert Cornelis. "Satisfiability in a logic of games." Thesis, 2014. http://hdl.handle.net/10210/9823.

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M.Sc. (Mathematics)<br>This dissertation describes the solution toa specific logical problem, the satisfiability problem, in a logic of games called Alternating-time Temporal Logic (ATL). Computation Tree Logic (CTL) is a discrete branching-time temporal logic for reasoning about labelled transition systems. ATL extends CTL to describe gametheoretic situations, where multiple agents together determine the evolution of the system. In particular, ATL explicitly provides for describing the abilities of coalitions of agents in such systems. Weprovide an automata-based decision procedure for ATL by
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Tyler, Jeffrey Brian. "The two envelope problem: an informed choice." Thesis, 2014. http://hdl.handle.net/10500/18416.

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The host of a game presents two indistinguishable envelopes to an agent. One of the envelopes is randomly selected and allocated to the agent. The agent is informed that the monetary content of one of the envelopes is twice that of the other. The dilemma is under which conditions it would be beneficial to switch the allocated envelope for the complementary one. The objective of his or her envelope-switching strategy is to determine the benefit of switch- ing the allocated envelope and its content for the expected content of the complementary envelope. The agent, upon revealing the conte
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Türkmen, Ulas. "Situated Concepts and Pre-Linguistic Symbol Use." Doctoral thesis, 2010. https://repositorium.ub.uni-osnabrueck.de/handle/urn:nbn:de:gbv:700-201006076293.

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In the recent decades, alternative notions regarding the role of symbols in intelligence in natural and artificial systems have attracted significant inter- est. The main difference of the so-called situated and embodied approaches to cognitive science from the traditional cognitivist position is that symbolic repre- sentations are viewed as resources, similar to maps used for navigation or plans for activity, instead of as transparent stand-ins in internal world models. Thus, all symbolic resources have to be interpreted and re-contextualized for use in concrete situations. In this view, one
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Běhounková, Pavlína. "Ochrana olympijských symbolik ve vztahu k médiím." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-404723.

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This diploma thesis Protection of Olympic Symbols in Relation to the Media shows how the Czech Olympic Committee monitors the use of Olympic Symbols and how the law that protects Olympic symbols is approached by the Czech media. The main goal of this diploma thesis is to bring a professional insight into this issue, to summarize the legal norms and other accompanying rules of the International Olympic Committee and Czech Olympic Committee and to show specific examples of violations by the Czech media in informing about the Olympic Games. The diploma thesis also uncovers why specific errors in
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LIU, Yu-Han, and 劉祐涵. "Confer the reality of the symbols in internet games through images." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/31871774086938944062.

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碩士<br>世新大學<br>圖文傳播暨數位出版學研究所(含碩專班)<br>94<br>digitalization Internet games played on-line is a kind of self-image world for modern people, which can satisfy and express emotion. Through the symbol, one does something that can’t be done in real life. The choice of this symbol also inflects a person from the inside. Internet Games played on-line is virtual yet real, and have influences. The Simulation Theory of Baudrillan, explains the influence of media on the real world with hyperreality rather than reality. This paper researches the images of internet games played on-line, and confer the m
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LEE, CHIEN-LUN, and 李倩綸. "An Action Research of Integrating Tabletops Games in Mandarin Phonetic Symbols Teaching for the First-Graders in Elementary School." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/34dkmx.

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碩士<br>國立中正大學<br>教學專業發展數位學習碩士在職專班<br>106<br>This study is an action research conducted by researchers in their own practical work, and is based on the integration of tabletops games into the first-grade Mandarin phonetic symbol teaching of the Elementary School. The research analyzes the children's Mandarin phonetic symbols learning situations, and develop the tabletops games into the teaching from the inadequacies, then explore the implementation process of the tabletops game into the mandarin phonetic symbol teaching, and finally reflect on the overall teaching. The action research is divided
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LO, CHIEN-YA, and 羅仟雅. "Incorporation of Phonological Awareness Theory into Digital Games as Aids for Young Children in Effective Learning of Mandarin Phonetic Symbols." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9y4r4y.

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碩士<br>國立臺中教育大學<br>數位內容科技學系碩士班<br>106<br>The purpose of this study is mainly to incorporate the phonological awareness theory into digital games as aids for young children in effective learning of Mandarin phonetic symbols. Action research is employed to study seven young pupils who are three first grade elementary school pupils and four kindergarten pupils. Data of learning among these pupils and their feedback on classroom activities are collected from teacher diaries and interview records. Following analysis and consolidation of related data, the following conclusions are drawn: 1. Incorpora
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Sun, Kang. "The influence of culture on graphic design : an investigation / research of Beijing 2008 and London 2012 Olympic Games graphic designs. A dissertation submitted in partial fulfilment of the requirements for the degree of Master of International Communication, Unitec New Zealand /." Diss., 2007. http://www.coda.ac.nz/cgi/viewcontent.cgi?article=1001&context=unitec_comm_di.

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Ferreira, Ana Luisa Quintas de Oliveira Ramalho. "Organização do espaço e dos materiais em creche e em jardim de infância: relato de uma experiência." Master's thesis, 2014. http://hdl.handle.net/1822/37915.

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Relatório de estágio de mestrado em Educação Pré-escolar<br>O relatório que se apresenta insere-se na temática da importância da dimensão pedagógica espaços e materiais no contexto da educação de infância. A observação e o registo de notas de observação de uma sala de creche e de jardim de infância foram a base do desenho, implementação e avaliação de um projeto de intervenção pedagógica que procurou compreender como é que a reorganização do espaço e dos materiais, tendo em conta os interesses das crianças, pode influenciar as interações das crianças e o jogo que realizam. O principal ob
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Alvanel, Ana Margarida Penha. "O jogo simbólico e a construção da identidade de género." Master's thesis, 2015. http://hdl.handle.net/10400.26/9180.

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Ao longo deste Relatório refletimos, no quadro da Educação Pré-escolar, a importância do jogo simbólico no desenvolvimento e na aprendizagem da criança e enquanto meio facilitador da educação para a igualdade de género. No enquadramento teórico discutimos o desenvolvimento da criança através de atividades lúdicas e destacamos o jogo simbólico no jardim de infância e a sua importância na educação da criança em prole da igualdade de oportunidades, sobretudo ao nível da igualdade de género. A metodologia utilizada neste estudo foi a Investigação-ação, entendendo-a como oportunidade para estud
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Le, Roux Jaco. "Linear optical quantum computing, associated Hamilton operators and computer algebra implementations." Thesis, 2012. http://hdl.handle.net/10210/5000.

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M.Sc.<br>In this thesis we study the techniques used to calculate the Hamilton operators related to linear optical quantum computing. We also discuss the basic building blocks of linear optical quantum computing (LOQC) by looking at the logic gates and the physical instruments of which they are made.
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