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Malahleha, Thabiso. "An analysis of implementing open road tolling through the Gauteng Freeway Improvement Project (GFIP)." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/8550.

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Thesis (MDF)--Stellenbosch University, 2011.<br>The aim of this research report is to analyse the feasibility of Open Road Tolling (ORT) and its development in South Africa through the Gauteng Freeway Improvement Project (GFIP). ORT represents the next generation of Electronic Toll Collection (ETC) and this research report will assess to what extent the GFIP scheme is in line with other comparable tolling schemes; and is the institutional environment amenable to ORT. This will allow one to gauge the feasibility of the scheme and its potential for acceptability and success. The research report
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Xiao, Feng. "Game-theoretic models for competitive pricing and network design problems /." View abstract or full-text, 2007. http://library.ust.hk/cgi/db/thesis.pl?CIVL%202007%20XIAOF.

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Kekana, Robert Dipitseng. "An economic impact assessment of toll roads, with specific reference to the impact on alternative roads between the Pumulani and Hammanskraal toll gates." Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-04172007-155642.

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Ma, Jing. "Incremental Design Techniques with Non-Preemptive Refinement for Million-Gate FPGAs." Diss., Virginia Tech, 2003. http://hdl.handle.net/10919/26016.

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This dissertation presents a Field Programmable Gate Array (FPGA) design methodology that can be used to shorten the FPGA design-and-debug cycle, especially as gate counts increase to many millions. Core-based incremental placement algorithms, in conjunction with fast interactive routing, are investigated to reduce the design processing time by distinguishing the changes between design iterations and reprocessing only the changed blocks without affecting the remaining part of the design. Different from other incremental placement algorithms, this tool provides the function not only to handle s
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Perez, Christopher E. "Variation-aware placement tool for Field Programmable Gate Array devices." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41664.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.<br>Includes bibliographical references (p. 97-98).<br>Introduction: As semiconductor technologies become more advanced, process variations within microelectronic devices, including variations in channel length or in oxide thickness, play a much more important role with regards to circuit delay and leakage power dissipation. These process variations cause variability in circuit performance characteristics that can be minimized by improving process control techniques, resulting in
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Fourie, Coenrad Johann. "A tool kit for the design of superconducting programmable gate arrays." Thesis, Stellenbosch : University of Stellenbosch, 2004. http://hdl.handle.net/10019.1/16048.

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Thesis (PhD)--University of Stellenbosch, 2003.<br>ENGLISH ABSTRACT: The development of a tool kit for the design of superconducting programmable gate arrays (SPGAs) is discussed. A circuit optimizer using genetic algorithms is developed and evaluated. Techniques and a program are also developed for the generation of segmentized 3D models with which to calculate inductance in circuit structures through FastHenry. The ability to add random variations to the dimensions of the models is included. These tools are then used to design novel latching elements that allow the construction of repr
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Engelbrektsson, Martin, and Marcus Lilja. "Data Driven Visualization Tool for Game Telemetry." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-143871.

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This thesis describes and evaluates the implementation of a telemetry tool prototype for the game engine Stingray. Arbitrary data can be chosen from a database and visualized in an interactive 3D viewport in the program. The implemented visualization method is a scatter plot with optional color mapping. A MongoDB server communicates with the editor via a native DLL written in C/C++ which in turn can send data to the rendering engine via JavaScript-Lua communication. Several implemented and continuously improved pipelines are discussed and analyzed throughout the report. The tool is designed to
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De, Kock Elizabeth Catharina. "Game-based learning and library instruction." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/37275.

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The purpose of this study was to investigate to what extent a game can be used as an instructional tool for library instruction. In order to determine the effectiveness of the game for library instruction, it was necessary to do literature research that included both subject fields. The research design therefore includes a literature study on information literacy and a literature study on game-based learning. The game was based on the Big6 information literacy model (Eisenberg, 2008). An in-depth literature review on game-based learning was needed to determine which criteria would be ne
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Hörlin, Henrik. "Granode - A proposal for a new game design tool." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-20027.

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When creating computer games it is necessary to use extensive documentation so that everybody involved in the creative process is up to date. This paper has investigated what prospects there are to improve the GDD process to a more updated version that would be less linear in its format and more user-friendly to everybody involved.  This paper evaluates the game designers’ available tools which were found to be inadequate to do an effective job, mostly because they are not suited for the complex task that is contemporary GDD creation and maintenance.  It was also found that there exists softwa
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Ameli, Jacopo. "Visualizing Game Mechanics." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Visualizzare le meccaniche di gioco è un modo importante per consentire di definire, rivedere e migliorare lo sviluppo di videogiochi, specialmente in situazioni dove è necessaria una migliore comunicazione tra molti programmatori e designer. Sono stati sviluppati diversi approcci manuali ed automatici negli ultimi anni, ma alcuni sono troppo astratti e distaccati dal contesto di gioco, altri troppo vicini al codice vero e proprio, altri ancora non hanno alcun collegamento ad esso. In questa dissertazione proponiamo l’architettura di un sistema modulare che potrebbe automaticamente costruire e
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Costa, Liliana Filipa Vale. "Game-based learning for active ageing: co-designing, developing and assessing a game-based tool." Doctoral thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23250.

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Doutoramento em Informação e Comunicação em Plataformas Digitais<br>Current demands for the Information and Communication Society often exclude certain groups either by their age, lack of participation in the labour workforce, health status or learning difficulties. In fact, active ageing and lifelong learning have been central issues for the Political Declaration and Madrid International Plan of Action on Ageing and the World’s Health Organisation. Although debate continues about the best strategies for increasing the participation of older adult citizens in economic, cultural and social affa
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Pourmorshed, Hormat Saadat. "Superstitious Behavior Classroom Game Teaching." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc862844/.

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Superstitions flourish in cultures around the word and in everyday life. Superstitions are so prevalent and influence personal and political decisions, therefore, we sought to develop a classroom demonstration of superstitious behavior that could be used to show quickly and effectively how powerful adventitious reinforcement could be in modifying behavior. An online game was developed and played by one hundred thirteen university students enrolled in a class on critical thinking. Participants gained points (reinforcement) arbitrarily during either 25% or 50% of each game's (A or B) 3 minute du
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Öhrn, Meit. "Geographic Profiling: A scientific tool or merely a guessing game?" Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-25431.

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Geografisk profilering har blivit en av de mest kontroversiella och modernametoderna som används under brottsutredningar i nuläget. Framgången ochtillförlitligheten av metoden är ett debatterat ämne inom forskningsvärlden. Denhär studien ämnar att undersöka huruvida geografisk profilering är ett användbartverktyg för Polisen. Syftet med studien är att analysera hur väl metoden fungerarsom ett verktyg och komplement till en brottsutredning samt om geografiskprofilering är användbart inom bostadsinbrottutredningar. Genom att skapa ensystematisk litteraturöversikt och utföra nyckelpersonsintervju
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A, Wagner Georg. "Piloting the use of a robotic wolf decoy as a law enforcement tool /." Link to full-text, 2006. http://epapers.uwsp.edu/thesis/2006/Wagner.pdf.

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Petre, Csaba. "Sim2spice a tool for compiling simulink designs on FPAA and applications to neuromorphic circuits /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31820.

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Thesis (M. S.)--Electrical and Computer Engineering, Georgia Institute of Technology, 2010.<br>Committee Chair: Paul Hasler; Committee Member: Christopher Rozell; Committee Member: David Anderson. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Raghavan, Anup Kumar. "JPG : a partial bitstream generation tool to support partial reconfiguration in Virtex FPGAs /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe17691.pdf.

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Liko, Flonja. "Dendrimers as a powerful tool in theranostic applications." Thesis, Angers, 2016. http://www.theses.fr/2016ANGE0039/document.

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Une nouvelle stratégie oncologique, basée sur l’intégration de la radiothérapie nanovectorisée et l’administration loco-régionale, a été évaluée pour le traitement et l’imagerie du glioblastome, le type le plus commun des tumeurs cérébrales primaires. Les dendrimères Gallic Acid-Triethylène Glycol (GATG) sont des nanovecteurs de choix pour délivrer simultanément l’agent thérapeutique (le radioisotope 188Re par son rayonnement béta a été retenu) et l’agent diagnostique (le gadolinium est un agent paramagnétique utilisé en Imagerie par Résonance Magnétique (IRM)). Leur évaluation a été réalisée
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Nord, Anders. "Example Based Procedural Distribution Tool." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112106.

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This report will deal with the process of creating an example based procedural distribution tool. This is accomplished within the Frostbite game engine editor, FrostEd. By using actual placements of objects in the editor as in-data, the tool provides the artist with an unmatched visual feel for calibrating its properties and settings. Note that this is a unique technique and was invented during the creation of this tool. The tool is based on a machine learning approach. It creates a feature vector from the example placements for each type of object. These vectors are then used to create statis
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Brunnberg, Jimmy. "How tools shape the game authoring process." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18694.

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This study aims to answer how Interactive Digital Narrative authoring tools shape the authoring process. Any tool or software shapes the way its users interact with it, oftentimes without the user even knowing it. It is therefore important to understand how these processes work when talking about authoring tools for IDNs, as they will inevitably shape its output. Three authoring tools were selected, those three being TextureWriter, Scrivener, and Twine. A standardized Game Design Document was created, and four participants were recruited to use those three authoring tools to adapt said Game De
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Lee, Thompson. "Multiplier: Real-Time Strategy Unit Balancing Tool." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/396.

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We have built an application that integrates a technical editor feature and a custom real-time strategy game. The end users are able to use the technical editor feature for tweaking and customizing the unit attributes and progressions in the game using simple mathematical formulas, and they can play or test their tweaked formulas within the game. Various game modes in the software, which are Single Player, Multiplayer, and Simulation, can help display to the end users the results of their tweaked formulas, or users can just have fun by playing the game. The software was evaluated to see whe
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Andersson, Emilia. "Using a Serious Game as an Educational Tool about Obligation to Give Notice : A Game Collaboration with Tidaholm Municipality." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14572.

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The focus of this thesis was to use serious games as a tool to teach about obligation to give notice. Obligation to give notice means that certain professionals need to report to social services if a child is being harmed. This thesis studied if case-based storytelling could bring a relevant teaching experience, if storytelling could help participants learn about obligation to give notice and how instant and delayed feedback affect the learning. Participants played a story-based game with either instant or delayed feedback and answered three questionnaires about obligation to give notice. The
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Patel, Jaitra. "Balance It! : Designing a game-based learning tool for strategic sustainable development." Thesis, Uppsala universitet, Industriell teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-422718.

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In recent times, companies have been motivated to transition towards sustainable development. This motivation is driven by several external and internal factors such as awareness about limited resources, environmental degradation, economic profitability, changes in regulations, etc. Transitioning towards sustainability is not an easy task. There can be several challenges such as the multi-dimensional aspect of sustainable development, changes in workflow , investing in/inventing new technology , etc. T o tackle these challenges, a strategic transition is required. In order to help organization
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Johnson, Christopher, and Carl-Oscar Bäckdahl. "Viability of a computer game level creation tool : To facilitate design prototype." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74849.

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The purpose of this study is to investigate how prototyping of video game levels can be made more accessible by developing a user-friendly game level creation system, evaluating it and producing a number of design principles to be followed when designing such systems. The research question for this study is thus: How can video game level creation be made more accessible? There were several key areas at the center of this study such as Usability, GUI Design, Prototyping, and Game Development. This study utilized an adaption of the Design Science Research Methodology, and evaluation of the resul
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Baldwin, Alexander, and Simon Dahlberg. "Gamification of a Physics Simulation Tool." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20205.

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Gamification -- bruket av spelelement i icke-spelsammanhang -- har visat sig vara ett effektivt sätt att skapa mer underhållande och engagerande användarupplevelser. Många tillämpningar av gamification förlitar sig på en begränsad delmängd av spelelement som poäng, emblem och resultatlistor -- tekniker som kritiserats för att inte vara representativa för vad som gör spel underhållande. Forskning inom psykologin indikerar att personer blir mest effektivt motiverade av faktorer som vädjar till deras personliga tillfredsställelse, såsom nöje, snarare än externa faktorer som belöning och priser. D
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Eriksson, Jonas. "The Making of a Conceptual Design for a Balancing Tool." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27155.

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Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a
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Heinemark, Erik, and Johan Persson. "Development of an Adventure Game : An Evaluation of Tools, Development, and Story Writing." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1553.

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This master thesis discusses three different parts of adventure game development. The first part is about the usage of existing development environments; which one we selected and how we selected it. The second part discusses the development of the game using the selected development environment from the first part. The third and last part discusses the benefits from using skilled story writers when developing an adventure game. In this work the story writers were students from the English Department at Blekinge Institute of Technology.
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Kunieda, Yoichiro. "Development of an impact assessment tool for demolition." Thesis, University of Bath, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.715294.

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Currently in the field of demolition, which generates most of the waste in the construction industry, the treatment of waste largely relies on landfill or degraded recycling, which leads to significant consumption of natural resource and energy and a shortage of landfill site. In order to improve the inefficiency of demolition waste recovery, “to suggest improvements in the environmental impact of the demolition industry in UK” was set as the aim of the present research. After the identification of few opportunities for communication between demolishers and constructers in the current social s
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Levaginas, Saulius. "Žingsninio kosminio strateginio žaidimo kūrimas. Dinaminės grafinės vartotojo sąsajos (GUI) kūrimo problemos ir sprendimai." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110804_092220-06734.

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Šis darbas skirtas suprojektuoti ir realizuoti „No Limits“ bibliotekos (biblioteka) klases, atsakančias už sąveiką su „No Limits“ duomenų bazę, ir dinaminės grafinės vartotojo sąsajos generavimo klases, realizuotas bibliotekos galimybėmis. Remiantis projektu, buvo realizuotos klasės sąveikaujančios su duomenų bazę.<br>The prupose of this work is to create classes of „No Limits“ library, that organizes the way to „No Limits“ database, and create classes that dynamicaly generates graphic user interface from model described in database. Classes for database were created.
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Najahi, Yakin. "Urbis Terram - Designing and Implementing a Procedural City Generation Tool for Unity3D Game Engine." Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/398.

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The use of procedural content generation is becoming more and more popular in the video game industry. With games such as Minecraft or No Man’s Sky we have seen the potential of PCG in video game creation but also its challenges. In fact, while the processing power and memory capabilities of our machines are unceasingly growing, human capability for content creation doesn’t seem to be able to follow the same pace. Game developers had then to come up with several techniques and methods that will help them generate lots of content for their games while still keeping a certain level of contro
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Hollstrand, Paulina. "Supporting Pre-Productionin Game Development : Process Mapping and Principles for a Procedural Prototyping Tool." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273266.

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Game development involves both traditional software activities combined with creative work. As a result, game design practices are characterized by an extensive process of iterative development and evaluation, where prototyping is a major component to test and evaluate the player experience. Content creation for the virtual world the players inhabit is one of the most time-consuming aspects of production. This experimental research study focuses on analyzing and formulating challenges and desired properties in a prototyping tool based on Procedural Content Generation to assist game designers i
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Hollstrand, Paulina. "Supporting Pre-Production in Game Development : Process Mapping and Principles for a Procedural Prototyping Tool." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273926.

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Game development involves both traditional software activities combined with creative work. As a result, game design practices are characterized by an extensive process of iterative development and evaluation, where prototyping is a major component to test and evaluate the player experience. Content creation for the virtual world the players inhabit is one of the most time-consuming aspects of production. This experimental research study focuses on analyzing and formulating challenges and desired properties in a prototyping tool based on Procedural Content Generation to assist game designers i
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Venkateshan, Aarthi. "Manufacturable process and tool for high performance metal/high-k gate dielectric stacks for sub-45 nm CMOS & related devices." Connect to this title online, 2007. http://etd.lib.clemson.edu/documents/1193080330/.

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Levieux, Guillaume. "Mesure de la difficulté des jeux vidéo." Phd thesis, Conservatoire national des arts et metiers - CNAM, 2011. http://tel.archives-ouvertes.fr/tel-00612657.

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Cette thèse a pour objectif de donner une définition générale et mesurable de la difficulté du gameplay dans un jeu vidéo. Elle propose une méthode et un outil pour mesurer cette difficulté. La méthode de mesure couramment employée est en effet principalement heuristique et propre au contexte de chaque jeu. Nous proposons une approche générique d'analyse du gameplay qui prend en compte l'apprentissage du joueur et permet une évaluation statistique de la difficulté d'un gameplay. Dans un premier temps, la thèse explore les liens entre difficulté, game design, et plaisir de jouer. Nous étudions
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Delgado, Lorena. "Design of innovation spaces in universities : a tool to support the management of Academy-Industry projects." Electronic Thesis or Diss., Université de Lorraine, 2022. http://www.theses.fr/2022LORR0130.

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Les universités sont un acteur très important pour contribuer au développement des pays, non seulement du point de vue de l'enseignement et de la recherche, mais aussi du point de vue du lien avec l'industrie et la société. Les progrès de la science et de la technologie permettent d'apporter des réponses à différents problèmes et besoins dans tous les domaines du développement. Ainsi, l'innovation et plus particulièrement les espaces d'innovation (EI) représentent une opportunité de collaboration entre les universités et leur environnement. Cependant, la grande diversité des types d'espaces d'
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Mposula, Ntombifikile Fortunate. "Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa." Thesis, Cape Peninsula University of Technology, 2019. http://hdl.handle.net/20.500.11838/3020.

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Thesis (MTech (Business Information Systems))--Cape Peninsula University of Technology, 2019<br>The recent generation of students, often referred to as ‘Millennials’, are generally familiar with computer games and therefore learn mostly through virtual experiences from game playing. A high failure rate due to the lack of critical thinking (CT) skills among tertiary students still persists, despite the implementation of CT enhancing programmes and frameworks. The aim of this research was to explore the effect of gamification on the critical thinking skills of Information and Communications Tech
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Smith, Heather Jane. "Analysis of pupil - pupil talk during game playing : a tool in the formative assessment of bilingual pupils." Thesis, University of Newcastle Upon Tyne, 2004. http://hdl.handle.net/10443/751.

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There is currently much debate amongst EAL specialist teachers in the U. K. regarding the assessment of bilingual pupils. Several studies, including inspection evidence, highlight the consistent failure of some groups of minority ethnic and bilingual pupils within the current summative assessment arrangements. This study is an attempt to refocus concern back to the processes of teaching and learning and hence the formative assessment of bilingual pupils. More specifically, this study investigates whether analysis of pupil-pupil talk during game playing can reveal information about how bilingua
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Dorman, P. "Research as a boundary activity : stories of trainees' transition into teaching told through an auto/biographical gaze." Thesis, Canterbury Christ Church University, 2014. http://create.canterbury.ac.uk/12994/.

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This thesis grew out of a concern shared by others that, in an era in which teacher educators are required to place increasing faith in the utility and objectivity of ideal end-of-training competencies, ‘the messiness, muddle and ambivalence that education is always and inevitably heir to’ (Bainbridge and West, 2012, p.5) and the consequent complexity that typifies student experiences as they learn to teach and make their subsequent transition into teaching, can be too readily ignored. Drawing on extensive data from interviews, research participant’s self-writing and their contributions to on-
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Mörtsell, Lisa. "Should I stay or should I go? : Developing the Narrative model as a tool for game design." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149243.

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In 2015, the Narrative model was created as a result of a study exploring how episodic games keep player’s interests through combining narrative and gameplay. In this thesis, the Narrative model is used as a framework for designing a language game for children to see whether that makes players more inclined to keep playing than a game not designed based on the model. Two games were created and evaluated in a within subject controlled experiment. Player enjoyment was measured by using GameFlow as a basis for interview questions and Likert scales. The results indicated that the game based on the
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39

Kiunsi, Domina. "Serious gaming as a tool to describe a user-centred design process." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-40066.

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The design of software products or services with good user experience (UX) requires a good understanding of the people the product is intended for. One of the design processes that places emphasis on the needs of the people is the user-centered design process. This study creates a serious game as a tool to learn the user-centered design process in order to create awareness of user-centered design practices among UX and non-UX practitioners. To accomplish this, design science research methodology is adopted to allow creation of the game by describing the problem, defining the game requirements,
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40

Ehn, Pelle. "Work-oriented design of computer artifacts." Doctoral thesis, Umeå universitet, Samhällsvetenskapliga fakulteten, 1988. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-62913.

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This thesis is an inquiry into the human activity of designing computer artifacts that are useful to people in their daily activity at work. The emphasis is on opportunities and constraints for industrial democracy and quality of work. First, the philosophical foundation of design of computer artifacts is con­sidered. The need for a more fundamental understanding of design than the one offered by rationalistic systems thinking is argued. The alternative design philosophy suggested is based on pragmatic interpretations of the philosophies of existential phenomenology, emancipatory practice, and
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Eriksson, Jesper. "Implementing a Level Design Tool for Calculating and Tuning the Travel Time of Paths in a Digital Game." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16838.

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42

Rörlien, Viktor, and Nils Brundin. "Mixed-initiative Puzzle Design Tool for Everyone Must Die." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43258.

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The application of PCG to generate puzzles offers great value since their replayability is severely limited, requiring any game that employs them to produce many different puzzles. In this paper we propose a modified version of the progressive content generation approach to function as a mixed-initiative system, to create puzzles for the novel partially physics-based game \textit{Everyone Must Die}. Thus exploring the adaptability and usefulness of the progressive content generation approach for a unique type of puzzle game. Further the mixed-initiative system is explored in relation to how ef
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Schyberg, Jonas, and Johan Palm. "Bedömning av beslutsfattande och utförande av fotbollsaktioner : Utvärdering av Game Performance Evaluation Tool (GPET) i ett Allsvenskt U17-lag." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-5178.

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Sammanfattning Syfte och frågeställningar Syftet med studien var att undersöka om Game Performance Evaluation Tool (GPET) kan särskilja fotbollsprestation hos spelare på junior-elit nivå. Som tillförlitlig utgångspunkt för jämförelse används en samlad subjektiv bedömning av fotbollsförmåga utifrån två oberoende erfarna och kunniga tränare. Frågeställningarna var: (1) Korrelerar den subjektiva bedömningen av fotbollsprestation med GPET-verktygets resultat? (2) Korrelerar den subjektiva bedömningen med GPET-verktygets resultat gällande spelarnas utförande, beslutsfattande och agerande utifrån ta
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Namballa, Ravi K. "CHESS: A Tool for CDFG Extraction and High-Level Synthesis of VLSI Systems." Scholar Commons, 2003. https://scholarcommons.usf.edu/etd/1439.

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In this thesis, a new tool, named CHESS, is designed and developed for control and data-flow graph (CDFG) extraction and the high-level synthesis of VLSI systems. The tool consists of three individual modules for:(i) CDFG extraction, (ii) scheduling and allocation of the CDFG, and (iii) binding, which are integrated to form a comprehensive high-level synthesis system. The first module for CDFG extraction includes a new algorithm in which certain compiler-level transformations are applied first, followed by a series of behavioral-preserving transformations on the given VHDL description. Experim
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Rosengren, Malin. "Gamification in Energy Production : Application of engaging and motivating game thinking in an optimization tool for production of district heating." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138938.

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While digitalization is changing the way we work and live, new methods and strategies are needed for motivating future generations at work. An approach to this is gamification, described as the use of game mechanics and elements for creating motivation and engagement in non-game contexts. In this thesis, theory on gamification is studied along with connecting areas of games, user-centred design and motivation. The theory is used for conducting a case study with a user-centred approach, applied in a design process. The case study investigates the use of an optimization tool for production of di
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Arilesere, F. (Fatiu). "Kodu game lab — a tool for ensuring quality teaching-learning for pupils in primary schools:case study (school in Northern Finland)." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201603111295.

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The depth to which sophisticated technologies are entering into every facet of the society is causing a significant shift in where, when, and how as individuals and as a collective body work together, and how the educational systems should be structured to prepare students for a massive effective life of the 21st century. This shift, is the drive towards the use of educational games as a learning tool in schools and has led to diverse benefits and opportunities of computer game play. The study examine in detail how Kodu Game Lab is used to foster quality teaching-learning process for pupils’
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Levieux, Guillaume. "Mesure de la difficulté des jeux vidéo." Electronic Thesis or Diss., Paris, CNAM, 2011. http://www.theses.fr/2011CNAM0761.

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Cette thèse a pour objectif de donner une définition générale et mesurable de la difficulté du gameplay dans un jeu vidéo. Elle propose une méthode et un outil pour mesurer cette difficulté. La méthode de mesure couramment employée est en effet principalement heuristique et propre au contexte de chaque jeu. Nous proposons une approche générique d’analyse du gameplay qui prend en compte l’apprentissage du joueur et permet une évaluation statistique de la difficulté d’un gameplay. Dans un premier temps, la thèse explore les liens entre difficulté, game design, et plaisir de jouer. Nous étudions
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Simsek, Orhan. "Use of a Game-Based App as a Learning Tool for Students with Mathematics Learning Disabilities to Increase Fraction Knowledge/Skill." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6390.

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The aim of this study was to investigate the effectiveness of a game-based app (Motion Math: Fraction) to help students with Mathematics Learning Disabilities (MLD) to gain fraction skills including comparison, estimation, and word problem solving in an after school program. The researcher used multiple baseline design by extending with follow-up phase to determine whether students retained the knowledge they learned while engaging with the app. Even though six students participated to the study, the researcher withdrew two of them and analyzed data came from four students. The result o the st
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Andersson, Moa. "What key design features can be identified in creating a tool/game for helping children open up about sexual abuse through the collaboration with health care professionals?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17227.

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What key design features can be identified in creating a tool/game for helping children open up about sexual abuse through the collaboration with health care professionals? In today’s society, sexual abuse of children is a real and common occurrence. This research will explore what role interactive media can play in helping children open up about abuse as well as identify 11 key design features for designing such a tool. To do so, the participatory method (Simon 2010) will be utilized throughout the design process, based on the collaboration with health care professionals to ensure as relevant
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Kazimoglu, Cagin. "Empirical evidence that proves a serious game is an educationally effective tool for learning computer programming constructs at the computational thinking level." Thesis, University of Greenwich, 2013. http://gala.gre.ac.uk/11953/.

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Owing to their easy engagement and motivational nature, games predominantly in young age groups, have been omnipresent in education since ancient times. More recently, computer video games have become widely used, particularly in secondary and tertiary education, as a method of enhancing the understanding of some subject areas (especially in English language education, geography, history and health) and also used as an aid to attracting and retaining students. Many academics have proposed a number of approaches using video game-based learning (GBL), to impart theoretical and applied knowledge,
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