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1

Bergstrand, Isak. "”Spelen är ju typ alltid på engelska…” : Elevers medvetenhet om MMO-spels påverkan på engelskkunskaper." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36048.

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Syftet med studien är att undersöka elevers uppfattningar om Massive Multiplayer Online-spels (MMO-spel) inverkan på engelskkunskaper. Studien, likt tidigare forskning inom om-rådet, grundar sig i ett sociokulturellt perspektiv. En kvalitativ metod i form av semistruk-turerade intervjuer har använts för att intervjua deltagare i årskurs 6. Följande frågeställ-ningar har legat som grund för studien: Hur beskriver elever sitt eget och klasskamraters spelande av MMO-spel i förhållande till engelskinlärning? Hur beskriver elever att de och andra lär sig engelska i MMO-spel? Hur ser elever på MMO-s
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2

Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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<p> This study examines the social organization of Gaisc&iacute;och, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and
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3

Schliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.

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As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examina
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4

Muhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.

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5

Colombo, Simone. "Computer-Mediated Communication as Situated Phenomenon in Massive Multiplayer Online Servers : A Minecraft-based investigation." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185133.

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The present study investigated Computer-Mediated Communication (CMC) as situated phenomenonin Massive Multiplayer Online (MMO) servers. The popular videogame of Minecraft was chosen as a testbed to examine CMC within its simulated environment. Previous research on videogames explored CMC without considering the role of the server. This research suggests that the onlineserver represents an integral part of the digital environment, in which communication is situated. Data were collected from four servers that shared the same game play mode. A total of 11,658 chatmessages were collected and analy
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6

Lunde, Joacim. "Designprocess MMOFPSRPG: Att förbättra ett spelkoncept." Thesis, Umeå University, Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1748.

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<p>Denna rapport innefattar framtagningen av ett spelkoncept och användningen av testmetoden fokusgrupp för att styra designprocessen i rätt riktning. Rapporten motiverar mina val av designgrepp samt visar vägen till ett tidigt spelkoncept som innefattar element vilka gör konceptet intressant på marknaden.</p>
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7

Bergstrand, Isak, and Sund Viktoria Fritzon. "The Game Changer : MMO-spels inverkan på elevers färdigheter i engelska som andraspråk." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29895.

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Läroplanen i engelska beskriver hur undervisningen ska anknyta till elevnära och vardagliga situationer. Studien utgår därför ifrån de vardagliga situationer där eleverna möter engelska. Flertalet av dagens elever är bekanta med och har deltagit i online-spel, det är därför intressant att undersöka användandet av online-spels inverkan på elevernas engelska språkutveckling. Målgruppen för undersökningen är elever som studerar engelska som andraspråk. Syftet med studien är att undersöka ‘Massive Multiplayer Online’-spels påverkan på elevers språkutveckling i engelska som andraspråk och är en lit
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8

Maumon, de Longevialle Nathalie. "L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar." Thesis, Nice, 2013. http://www.theses.fr/2013NICE0034/document.

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L’objet de cette recherche est d’étudier les antécédents de l’intention du consommateur de MMO/MMORPG en nous appuyant sur la définition de Bell (2008), qui propose un consensus quant à la définition des mondes virtuels. Par cette définition, tous les mondes virtuels possèdent trois concepts qui leur sont inhérents : la présence d’interactions sociales, la persistance et l’avatar. Nous avons adapté le modèle de l’acceptation technologique en représentant ces trois concepts par l’identité sociale pour laquelle nous distinguons la communauté du MMO et la communauté de la guilde, la perception du
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9

Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Doctoral thesis, Högskolan på Gotland, Avdelningen för Spelutveckling och gestaltning, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.

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Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and w
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10

Torstensson, Peter, and Niklas Salo. "Datorspel: ett språkutvecklande tidsfördriv : Datorspelens påverkan på elevernas engelska ordförråd." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35647.

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Syftet med denna studie är att undersöka huruvida datorspel kan utveckla ungdomars språkförråd i engelska samt hur datorspel kan användas i undervisningssyfte. En del studier menar på att datorspel kan vara hämmande för elevernas lärande samt att de kan utveckla ett aggressivt beteende. Forskarna är inte eniga kring detta och ger ingen tydlig bild på hur datorspel påverkar ungdomar som spelar längre perioder. Det finns otaligt många olika datorspel som erbjuder olika sätt att interagera och lära sig nya engelska ord. Skolan har i uppdrag att introducera olika medier för att utveckla kunskaper
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11

Bergman, Joakim. "Viral marknadsföring för MMO-spel : Att marknadsföra spel som Dreamlords: The Reawakening." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3252.

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Detta examensarbete består av skapandet samt det praktiskatillämpandet av en metod, som har syftet att med hjälp av viralmarknadsföring få in nya spelare till ett massivt onlinespel1.Syftet med detta examensarbete är att skapa en bättre uppfattningom vad viral marknadsföring är för något, men också hur man kananvända den i marknadsföringssyfte.Metoden går ut på att skapa tre olika faser, även kalladetillämpningsfaser, som alla har sitt eget syfte och sedan tillämpadessa fasers olika beståndsdelar för att sedan uppskatta ett resultatutifrån detta.Om man genom denna metod förbereder och förbättr
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12

Šach, Martin. "Počítačové hry a simulace (se zaměřením na MMOG)." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-10339.

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The goal of this Thesis is not only a plain description of common characteristics of Massive Multiplayer Online Games (their sorting and conditions on where they run are included), but also their integration to the wider phenomenon -- to cyberspace. Cyberspace reference is present in all recommendations and game specifics. Cyberspace is it`s base ingredient, the authority, to which all those parts are revoking to. And here it comes our second and main goal. The need of integration of players to that virtual world. To seek her desires, her true nature. That maybe done by describing various game
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13

Lundström, Jonas, and Andreas Mååg. "Strategiskt samarbete For the Win : En studie om interaktioner i World of Warcraft." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-8702.

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<p>Multiplayer online role-playing game (MMORPG) spel har blivit mycket populära. Trots detta finns det begränsad forskning kring spelares interaktion och kommunikation gällande samarbete. Det här arbetet har därför riktat in sig på hur interaktion och kommunikation gällande hur samarbetet fungerar inom MMORPG spelet World of Warcraft.</p><p>Syftet med detta arbete var att undersöka möjligheter till förbättringar gällande interaktion och kommunikation för samarbete inom MMORPG spel, och inriktar sig i det här fallet speciellt på World of Warcraft.</p><p>Genom att använda tre vanligt förekomman
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14

Jagad, Lakshmi Ms. "Online Gaming and Teamwork." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.

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This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behav
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15

Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Doctoral thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1141.

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Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and w
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16

Nykl, Scott L. "High-fidelity Distributed Physics for Continuous Interactive Virtual Worlds Using Server Clusters." Ohio University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1226544609.

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17

Passos, Paulina, and Robert Åhs. "Gaming som läromedel : En studie om hur kommersiella digitala spel påverkar lågstadieelevers engelskbruk." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-388435.

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18

Husárik, Braňko. "Nastavení virtuální ekonomiky uvnitř MMOG." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-76034.

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The thesis is dedicated to the proper virtual economy setup of Massive Multiplayer Online Game to make the game competitive in this area to other products on the market. In addition to setting the economy on the example thesis includes a market analysis of computer and console games, comparison of virtual economy with real and comparison of the selected virtual economies based on defined criteria. The primary goal is to make a procedure for setting up the virtual economy and its verification. Another goals are the analysis of the games market, comparison of the games market economies and a dem
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19

Singh, Arun Kumar. "Le compromis Débit-Fiabilité-Complexité dans les systèmes MMO multi-utilisateurs et coopératifs avec décodeurs ML et Lattice." Thesis, Paris, ENST, 2012. http://www.theses.fr/2012ENST0005/document.

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Dans les télécommunications, le débit-fiabilité et la complexité de l’encodage et du décodage (opération à virgule flottante-flops) sont largement reconnus comme représentant des facteurs limitant interdépendants. Pour cette raison, tout tentative de réduire la complexité peut venir au prix d’une dégradation substantielle du taux d’erreurs. Cette thèse traite de l’établissement d’un compromis limite fondamental entre la fiabilité et la complexité dans des systèmes de communications « outage »-limités à entrées et sorties multiples (MIMO), et ses scénarios point-à-point, utilisateurs multiple,
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20

Lesslie, Linnea, and Michelle Kuba. "I feel different when I play : A study of self esteem and well-being in MMO-playing young adults." Thesis, Umeå universitet, Institutionen för psykologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-167028.

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The current study aimed to investigate if there was a difference in self esteem of Swedish young adults when they were playing MMO (Massively Multiplayer Online Games) compared to when they were not playing. Moreover, the purpose was to explore whether any discrepancy in self esteem was associated with well-being and/or the amount of time spent gaming. The sample (N=75) was 19-30 year olds who regularly played MMO. The study consisted of an online survey including the Short Warwick-Edinburgh Mental Well-Being Scale, two versions of the Rosenberg Self Esteem Scale (one directed towards when pla
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21

Fritzon, Sund Viktoria. "Gaming and English language development : En kvalitativ studie om samband mellan användande av MMO-spel och engelsk språkutveckling ur ett lärarperspektiv." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36258.

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Syftet med den här studien var att undersöka kopplingar mellan användande av MMO-spel och ökad engelsk språkutveckling hos elever i svensk skola ur ett lärarperspektiv. För att besvara syftesfrågorna i studien användes en kvalitativ metod. Fem lärare som undervisar eller har undervisat i engelska i årskurserna 4-6 intervjuades om sina erfarenheter. Studien har inspirerats av fenomenografi och fokuserar på lärarnas upplevelser och erfarenheter av MMO-spelande elevers språkutveckling i engelska.  Resultatet i studien visar att lärare har följande uppfattningar: elever som spelar MMO-spel har en
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22

Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base f
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23

Gause, Matěj. "Marketing počítačové hry z pohledu youtubera." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-201805.

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The goal of the dissertation Marketing of PC game from the view of Youtuber is to characterize the latest practices in influencing masses of players of War Thunder PC game through video service Youtube and social network Facebook. This is a real project during which author created a large community of fans around the game counting more than 10 000 people on Youtube and almost 4 500 people on Facebook. Author applied the latest trends and the most innovative practices in connection with a traditional promotion of gaming content. This work shows that both channels can have a positive impact on t
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24

Mançour, Billah Saïd. "Etude par spectroscopie vibrationnelle de composes mmo : :(6)x::(14) (m = metal divalent, x = cl et/ou br) presentant le cluster mo::(6)." Rennes 1, 1986. http://www.theses.fr/1986REN10033.

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Interpretation des spectres ir et raman a partir des correlations entre les vibrations correspondant a la maille cristalline et celles d'un motif (mo::(6)x**(i)::(8))x**(a)::(6) isole. Etude des phenomenes ordre-desordre sur les sites "c" et "a" par diffraction rx et par absorption ir sur solution solide pbmo::(6)cl::(14-x)br::(x) (x = o - 14). Calcul d'un champ de force de valence permettant de preciser les modes normaux de vibration et de mettre en evidence la grande stabilite du groupement (mo::(6)x**(i)::(8)) par suite de forces comparables des liaisons mo-mo et mo-x**(i)
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Hannesson, Kristófer. "Identifying Important Members in a Complex Online Social Network." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216947.

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The success of Online Social Networks (OSN) is influenced by having the ability to understand who is important. An OSN can be viewed as a graph where users are vertices and their interactions are edges. Graph-based methods can enable identification of people in these networks who for example exhibit the characteristics of leaders, influencers, or information brokers. A Massively Multiplayer Online game (MMO) is a type of OSN. It is a video game where a large number of players interact with each other in a virtual world. Using behavioral data of players' interactions within the space-based MMO
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Dodds, Christopher, and chris@iconinc com au. "Avatars and the Invisible Omniscience: The panoptical model within virtual worlds." RMIT University. Creative Media, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080424.100301.

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This Exegesis and accompanying artworks are the culmination of research conducted into the existence of surveillance in virtual worlds. A panoptical model has been used, and its premise tested through the extension into these communal spaces. Issues such as data security, personal and corporate privacy have been investigated, as has the use of art as a propositional mode. This Exegesis contains existing and new theoretical arguments and observations that have aided the development of research outcomes; a discussion of action research as a methodology; and questionnaire outcomes assisting
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Koptur, Evren. "TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459175932.

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Stensson, Einar. "The Social Structure of Massive Multiplayer Online Communities : Investigating the social network of a World of Warcraft guild." Thesis, Stockholm University, Stockholm University, Department of Sociology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-28516.

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<p>The growing role of communication using computers in people’s everyday lives is reflected by the debates about massive multiplayer online role playing games (MMOs) like World of Warcraft and the Internet as a whole. While people may be driven by the same psychological drives that have spurred interaction between people in the past, this interaction is increasingly facilitated with the use of computer mediated communication (CMC). Can strong relations form between people that are separated by great distances in space using CMC? The presence of strong relations in MMOs could open the possibil
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Viamonte, Connie M. "You Crit Like a Girl: the Performance of Female Identity in the Virtual Gaming Community World of Warcraft." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/2273.

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This dissertation examines how gender is expressed and performed in the virtual gaming community of World of Warcraft. Players were approached through the medium of the game and through various on-line bulletin boards to answer surveys and open-ended interview questions about their experiences as a female player or with female players in this virtual society. In addition to answering questions, this project involved participant observations within several different types of realms or servers in World of Warcraft in order to gain a better understanding of community dynamics. The premise for thi
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Eklund, Lina. "The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity." Doctoral thesis, Stockholms universitet, Sociologiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-83163.

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This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming based on interviews and survey data. Study III investigates the relationship between game design and game
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Herner, William, and Edward Leiman. "How does toxicity change depending on rank in League of Legends?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-389338.

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This thesis aims to investigate toxic remarks in three different ranks in League of Legends, Bronze, Gold, and Diamond. The purpose is to understand how toxic communication between players would change depending on rank. A framework from Neto, Alvino and Becker (2018) was adopted to define and count toxic remarks. The method relied on participant observation to gather data; three different ranks were specified for data collection. Fifteen games were played in each of the ranks; Bronze, Gold, and Diamond. Each game was recorded, transcribed and analyzed by dividing each toxic remark registered
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Ponsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.

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Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.

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Isaksson, Susanne. "Character Creation Processes in MMORPGs : - A qualitative study of determining important factors." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21028.

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Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; “Which underlying factors affect how important different features of the character
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Troilo, Giorgia. ""Frezzare la corsia è un'arte proprio come il farmare, la si acquisisce con il tempo" Analisi del linguaggio specialistico derivante e formatosi nel contesto del videogioco MOBA League of Legends." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17154/.

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L'obiettivo della tesi è quello di fornire al lettore una visione composita delle principali caratteristiche del linguaggio specializzato, sviluppato e creato dagli utenti italiani, del videogioco MOBA League of Legends. Tali informazioni saranno accompagnate da un glossario contenente 112 voci, personalmente organizzato dal candidato. Verranno illustrati gli aspetti fondamentali del suddetto prodotto videoludico, dalle peculiarità tecniche alle ragioni del suo successo mondiale. Verranno inoltre descritte le principali tendenze rilevate all'interno della community di giocatori e come queste a
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36

Laverdet, Caroline. "Aspects juridiques des mondes virtuels." Thesis, Paris 2, 2020. http://www.theses.fr/2020PA020006.

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Les « mondes virtuels », ou « métavers », permettent à de nombreux utilisateurs de s’immerger en ligne, dans des espaces tridimensionnels, interactifs et persistants, par le biais de leur avatar. L’engouement économique suscité par ces univers se heurte à un encadrement juridique encore aujourd’hui quasi-inexistant. Sont par exemple revendiqués des droits de propriété sur les objets virtuels, la protection de la liberté d’expression au sein des univers virtuels, ainsi qu’une protection spécifique de l’avatar, notamment lorsque l’éditeur décide unilatéralement de supprimer le compte d’un utilis
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37

Schöllmann, Stefan [Verfasser]. "Optimierung des Bandbreiten-Längenproduktes optischer MMF-Übertragungssysteme durch Anwendung der MIMO-Technik / Stefan Schöllmann." Kiel : Universitätsbibliothek Kiel, 2009. http://d-nb.info/1019869968/34.

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38

Le, Duc Minh. "Nouvelle stratégie d’élaboration de la monométhylhydrazine via le procédé Raschig en utilisant la technologie des microréacteurs : synthèse de la chloramine dans des conditions quasi-stoechiométriques et isolement en une seule étape multifonctionnelle." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10335.

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Ce travail effectué dans le cadre d'une collaboration avec le groupe Safran-Heraklès, a pour objectif le développement d'une nouvelle stratégie d'élaboration de la monométhylhydrazine (MMH) par intensification du procédé Raschig, en utilisant la technologie des microréacteurs. Ce composé est aujourd'hui une molécule à fort potentiel dans le domaine de la propulsion, de l'industrie pharmaceutique ainsi que dans le domaine de l'agrochimie. Ce travail a été financé par la Région Rhône-Alpes sous la forme d'une bourse doctorale CIBLE 2008-2011. La première partie de ce travail est consacrée à la s
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39

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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40

Hejcman, Marek. "Analýza business modelů v oblasti herního průmyslu." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-149993.

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The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players the
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41

Ladaycia, Abdelhamid. "Annulation d’interférences dans les systèmes MIMO et MIMO massifs (Massive MIMO)." Thesis, Sorbonne Paris Cité, 2019. http://www.theses.fr/2019USPCD037.

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Les systèmes de communications MIMO utilisent des réseaux de capteurs qui peuvent s’étendre à de grandes dimensions (MIMO massifs) et qui sont pressentis comme solution potentielle pour les futurs standards de communications à très hauts débits. Un des problème majeur de ces systèmes est le fort niveau d’interférences dû au grand nombre d’émetteurs simultanés. Dans un tel contexte, les solutions ’classiques’ de conception de pilotes ’orthogonaux’ sont extrêmement coûteuses en débit utile permettant ainsi aux solutions d’identification de canal dites ’aveugles’ou ’semi-aveugles’ de revenir au-d
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42

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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43

Giraldi, Márcia Cargnin Martins. "MMG." Florianópolis, SC, 2000. http://repositorio.ufsc.br/xmlui/handle/123456789/79334.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós -Graduação em Computação.<br>Made available in DSpace on 2012-10-18T02:19:31Z (GMT). No. of bitstreams: 0Bitstream added on 2014-09-25T17:37:22Z : No. of bitstreams: 1 182004.pdf: 1657518 bytes, checksum: 48b6543a2dbf3082c91c876ac1aaab9c (MD5)<br>O principal objetivo deste dissertação é propor um do ambiente que forneça ao programador de aplicações paralelas uma maior facilidade de programação. O compartilhamento dos dados é feito criando primitivas baseadas nas chamadas de sistema do IPC (Inte
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Fletcher, Kathryn DeWitt. "Geographies of the underworld." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24613.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2008.<br>Committee Chair: Michael Nitsche, Ph.D.; Committee Member: Celia Pearce, Ph.D.; Committee Member: Eugene Thacker, Ph.D.; Committee Member: T. Hugh Crawford, Ph.D.
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45

Botonjic, Aida. "MIMO kanalmodeler." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2188.

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<p>The objective of this diploma work is to investigate a set of Multiple Input Multiple Output (MIMO) channel models compatible with the emerging IEEE 802.11n standard. This diploma work validates also advanced, innovative tools and wireless technologies that are necessary to facilitate wireless applications while maximizing spectral efficiency and throughput. </p><p>MIMO channel models can be used to evaluate new Wireless Local Area Network (WLAN) proposals based on multiple antenna technologies. </p><p>The purpose of this thesis is to investigate means of channel models and their implementa
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46

Gustafson, William Ivor. "Regional scale modeling of the Madden-Julian Oscillation using MM5 : an investigation of the importance of 30-70 day boundary effects on MJO development /." For electronic version search Digital dissertations database. Restricted to UC campuses. Access is free to UC campus dissertations, 2003. http://uclibs.org/PID/11984.

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Bartholmey, Paul. "Polytopes moments des compactifications sphériques d'un groupe : application au programme des modèles minimaux." Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS033/document.

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Le programme des modèles minimaux (MMP) est l'une des grandes théories développée en géométrie algébrique en vue de classifier les variétés algébriques complexes. Pour certaines familles d'exemples, le MMP est très bien connu. Notamment, pour les variétés toriques et horosphériques, la théorie se résume à une étude assez simple de familles de polytopes, dits polytopes moments, et elle s'étend même à des variétés plus singulières que dans le cas général. Le but de cette thèse est d'étendre ces résultats à des compactifications sphériques d'un groupe. On décrit dans un premier temps ces variétés
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Isacson, Terese. "Mio i folksagan och karnevalen : En tolkning och narratologisk studie av Astrid Lindgrens verk Mio, min Mio." Thesis, Högskolan Dalarna, Litteraturvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21007.

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The purpose of the study is, based on a narratological perspective, to analyze and interpret the novel written by Astrid Lindgren: Mio, min Mio. It is based on the legacy of the folktale tradition, which is also the basis for carnival concept according to Bachtin. The study is based on a narrative model of Gérard Genette. Mio, min Mio is told as a first person narrator and can be interpreted as Bo tells it to himself. It is a frame story in which the outer story is the reality, while the inner story is the structure of the folktale where Mio embarks on a predetermined mission to fight against
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49

Ma, Shaodan. "Semi-blind signal detection for MIMO and MIMO-OFDM systems." Click to view the E-thesis via HKUTO, 2006. http://sunzi.lib.hku.hk/hkuto/record/B36846569.

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50

Ma, Shaodan, and 馬少丹. "Semi-blind signal detection for MIMO and MIMO-OFDM systems." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2006. http://hub.hku.hk/bib/B36846569.

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