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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Internetinis Šachmatų žaidimo serveris / Internet Chess game server

Šepikas, Antanas 16 July 2014 (has links)
Šachmatų žaidimas buvo žaidžiamas nuo senų laikų. Praeityje buvo modifikuotos jo taisyklės, buvo naudotos medinės, akmeninės, plastikinės, stiklinės figūros. Skirtinguose amžiuose šachmatų žaidimą žaidė skirtingi žmonės, tačiau jo esmė išliko ta pati. Ir nors atrodo, kad toks senas dalykas turėtų būti užmirštas arba praradęs savo populiarumą, tačiau to nėra. Šiais laikais, šachmatų žaidimas tebėra vienas populiariausių. Tačiau bėgant metams ir keičiantis technologijoms reikia apsvarstyti kaip būtų galima pakeisti šio žaidimo realizaciją, kad ji taptų dar labiau patrauklesnė ir paprastesnė naudotis. Šiuo metu yra nemažai internetinių šachmatų žaidimų serverių ir aplikacijų, kurios leidžia vartotojams žaisti šachmatų žaidimą internete. Tačiau, tokios sistemos neretai iš vartotojo reikalauja parsisiųsti papildomą programą į kompiuterį ar išmanųjį įrenginį, arba papildomų įskiepių diegimo, o tai sudaro sistemos naudojimo nepatogumą. Šio darbo tikslas – sukurti šachmatų žaidimo serverį, panaudojant naujas populiarėjančias technologijas „Node.js“ ir „HTML5“, kuriame žaidėjai galės žaisti šachmatų žaidimą savo naršyklėse be papildomų programų ar įskiepių diegimo. Darbe iškelti uždaviniai: 1. Parengti kuriamos sistemos reikalavimų ir architektūros specifikacijas. 2. Remiantis reikalavimų ir architektūros specifikacijomis, realizuoti šachmatų žaidimo serverį, nereikalaujantį iš vartotojo papildomų įskiepių ir programų diegimo. 3. Ištestuoti sukurtą sistema ir įvertinti sistemos... [toliau žr. visą tekstą] / The main goal of this project, is to develop a system, where players can connect to each other, and play Chess game by using internet browser, with no additional software like “Adobe Flash Player“, “Microsoft Silverlight“ or any other, but the browser itself. This is achieved by using new technologies: “Node.js“, and “HTML5 WebSockets“. This document consists of five parts, containing different technical information on this subject: First part, is analysis of above mentioned technologies, and explanation of why are they chosen. Second part, is “Requirements Specification” where all the requirements for the system user use cases raise, those requirements are specified by using UML diagrams, and their descriptions. Third part is “Architectural Requirements” this section is used to visualize system, by using various UML diagrams and their descriptions just like the “Requirements Specification” but different UMLs. For example, in this case UML sequence diagrams are used to show how system handles match making process. Fourth part is “Testing”, testing section displays tables with information about system quality assurance tests. Test are made to determine if the system is ready to be published to the public. Last part is “User Guide”, this system has quite unusual user guide compared to other systems. This user guide is different because it’s integrated in the system itself, it makes it more accessible and user friendly because of its interactivity with the user. User guide... [to full text]
32

How does the digitalization of atable top game affect gameplay? : How the technical aspects of theimplementation can affect the game and thegameplay

Ekström, Mattias, Thanasis, Dimitris January 2014 (has links)
The goal of this study is to research how the digitalization of a table top gameaffects the game and its gameplay. We are researching this by first havingparticipants play chess, and online chess, and the interviewing them about theirexperiences with the both games. The main effects of digitalization are inputcontrols. When digitalizing a table top game, there is one thing that the designercannot control at all, which is, the necessity of input controls. However, thedesign for these controls is up to the designer. When digitalizing a game, therules ted to get enforced by the programming. Mistakes that could be committedin the table top version are no longer possible due to the rule enforcementcaused by the programming. It is also possible to use the digital realm to yourbenefit by adding features such as highlighting in chess, which is only possible inthe digital version. Immersion is also affected by the digitalization; the possiblelack of a visible and present opponent can alter how the players experience thegameplay. / Målet med den här studien är att forska kring hur digitaliseringen av ettbrädspel påverkar spelet och dess spelande. Vi utför vår forskning genom attförst låta deltagare spela schack, och onlineschack, för att sedan intervjua demangående deras upplevelser med de båda spelen. De huvudsakliga effekterna avdigitaliseringen är inmatningskontrollerna. När man digitaliserar ett brädspel såfinns det en sak som designers inte alls kan kontrollera. Detta är nödvändighetenav inmatningskontroller. Designen för dessa kontroller däremot, kan designerspåverka. När man digitaliserar ett spel så brukar ofta reglerna bli förstärkta avprogrammeringen. Misstag som spelare kunde begå i brädspelsversionen, kaninte längre begås tack vare regelförstärkningen som programmeringen bidrartill. Det är även möjligt att använda den digitala världen till ens fördel genom attlägga till vissa saker, så som markeringen i onlineschack, vilket bara är möjligt iden digitala versionen. Digitaliseringen påverkar även inlevelsen som spelarnaupplever. Den möjliga saknaden av en synlig och närvarande motspelare kanändra hur spelarna upplever spelandet.
33

Correct abstraction in counter-planning : a knowledge compilation approach

Flann, Nicholas S. 12 December 1991 (has links)
Knowledge compilation improves search-intensive problem-solvers that are easily specified but inefficient. One promising approach improves efficiency by constructing a database of problem-instance/best-action pairs that replace problem-solving search with efficient lookup. The database is constructed by reverse enumeration- expanding the complete search space backwards, from the terminal problem instances. This approach has been used successfully in counter-planning to construct perfect problem-solvers for sub domains of chess and checkers. However, the approach is limited to small problems because both the space needed to store the database and the time needed to generate the database grow exponentially with problem size. This thesis addresses these problems through two mechanisms. First, the space needed is reduced through an abstraction mechanism that is especially suited to counter-planning domains. The search space is abstracted by representing problem states as equivalence classes with respect to the goal achieved and the operators as equivalence classes with respect to how they influence the goals. Second, the time needed is reduced through a hueristic best-first control of the reverse enumeration. Since with larger problems it may be impractical to run the compiler to completion, the search is organized to optimize the tradeoff between the time spent compiling a domain and the coverage achieved over that domain. These two mechanisms are implemented in a system that has been applied to problems in chess and checkers. Empirical results demonstrate both the strengths and weaknesses of the approach. In most problems and 80/20 rule was demonstrated, where a small number of patterns were identified early that covered most of the domain, justifying the use of best-first search. In addition, the method was able to automatically generate a set of abstract rules that had previously required two person-months to hand engineer. / Graduation date: 1992
34

Chess as a therapeutic medium in a substance abuse rehabilitation centre a narrative study /

Frick, Denise. January 2006 (has links)
Thesis (M A (Counselling Psychology))--University of Pretoria, 2006. / Includes bibliographical references. Available on the Internet via the World Wide Web.
35

A case study in object-oriented development : code reuse for two computer games /

Scott, Roger E. January 1992 (has links)
Report (M.S.)--Virginia Polytechnic Institute and State University. M.S. 1992. / Abstract. Includes bibliographical references (leaf 25). Also available via the Internet.
36

Chess, philosophical systematization, and the legacy of the Enlightenment

Vauléon, Florian. January 2008 (has links)
Thesis (Ph. D.)--Ohio State University, 2008.
37

Aprendendo xadrez: entre a abordagem metodológica presencial e a tecnológica

Sciascio, Jorge Henrique de Magalhães Sasso [UNESP] 26 March 2014 (has links) (PDF)
Made available in DSpace on 2015-05-14T16:53:11Z (GMT). No. of bitstreams: 0 Previous issue date: 2014-03-26Bitstream added on 2015-05-14T16:59:16Z : No. of bitstreams: 1 000828966.pdf: 822948 bytes, checksum: fe13f691879ef02d96e5ffa9b8425ea5 (MD5) / Apesar de sua origem remota, as formas de ensinar e de jogar xadrez evoluíram pouco nos últimos séculos. Entretanto, com o advento das Novas Tecnologias de Informação e Comunicação, principalmente do computador pessoal e da internet, o xadrez experimentou novas formas de ser jogado e estudado. Baseado nestes dados, realizou-se esta pesquisa com o objetivo de avaliar a satisfação dos alunos em jogar pelas formas tradicional e tecnológica, bem como, determinar a preferência entre as diferentes formas de jogá-lo. Para tanto, duas classes de 4º do Ensino Fundamental I receberam 20 aulas de xadrez, pelas abordagens metodológicas: presencial e tecnológica. A metodologia utilizada foi a qualitativa, do tipo “Não Probabilística” e por “Tipicidade”, utilizando-se a escala do tipo “Likert’ e o aplicativo de acesso remoto do tipo “SaaS”, o “Google docs”. Os resultados revelaram que as crianças apresentaram um nível de satisfação significativamente maior em jogar pela forma tradicional, preferindo-a em detrimento da tecnológica, demonstrando um alto nível de satisfação com a inserção deste conteúdo no cotidiano escolar / Despite its ancient origins, ways of teaching and playing chess evolved somewhat in recent centuries. However, with the advent of the New Technologies of Information and Communication, especially the personal computer and the internet, chess tried new ways to be played and studied. Based on these data, we carried out this research with the objective of evaluating the students' satisfaction in playing the traditional and technological forms, as well as determine the preference among different way to play it. Therefore, two classes of elementary school 4th I received 20 lessons of chess, the methodological approaches: classroom and technology. The methodology was qualitative, such as Not Probabilistic and typicality, using the scale of a Likert 'and remote access application type SaaS , the Google docs . Results revealed that children had a significantly higher level of satisfaction in playing the traditional way, preferring it to the in detriment of technological, demonstrating a high level of satisfaction with the inclusion of this content in everyday school life
38

Aprendendo xadrez : entre a abordagem metodológica presencial e a tecnológica /

Sciascio, Jorge Henrique de Magalhães Sasso. January 2014 (has links)
Orientador: Sara Quenzer Matthiesen / Banca: Suraya Cristina Darido / Banca: Cheng Hsin Nery Chao / Resumo: Apesar de sua origem remota, as formas de ensinar e de jogar xadrez evoluíram pouco nos últimos séculos. Entretanto, com o advento das Novas Tecnologias de Informação e Comunicação, principalmente do computador pessoal e da internet, o xadrez experimentou novas formas de ser jogado e estudado. Baseado nestes dados, realizou-se esta pesquisa com o objetivo de avaliar a satisfação dos alunos em jogar pelas formas tradicional e tecnológica, bem como, determinar a preferência entre as diferentes formas de jogá-lo. Para tanto, duas classes de 4º do Ensino Fundamental I receberam 20 aulas de xadrez, pelas abordagens metodológicas: presencial e tecnológica. A metodologia utilizada foi a qualitativa, do tipo "Não Probabilística" e por "Tipicidade", utilizando-se a escala do tipo "Likert' e o aplicativo de acesso remoto do tipo "SaaS", o "Google docs". Os resultados revelaram que as crianças apresentaram um nível de satisfação significativamente maior em jogar pela forma tradicional, preferindo-a em detrimento da tecnológica, demonstrando um alto nível de satisfação com a inserção deste conteúdo no cotidiano escolar / Abstract: Despite its ancient origins, ways of teaching and playing chess evolved somewhat in recent centuries. However, with the advent of the New Technologies of Information and Communication, especially the personal computer and the internet, chess tried new ways to be played and studied. Based on these data, we carried out this research with the objective of evaluating the students' satisfaction in playing the traditional and technological forms, as well as determine the preference among different way to play it. Therefore, two classes of elementary school 4th I received 20 lessons of chess, the methodological approaches: classroom and technology. The methodology was qualitative, such as "Not Probabilistic" and "typicality", using the scale of a "Likert 'and remote access application type" SaaS ", the" Google docs ". Results revealed that children had a significantly higher level of satisfaction in playing the traditional way, preferring it to the in detriment of technological, demonstrating a high level of satisfaction with the inclusion of this content in everyday school life / Mestre
39

Raciocinio logico e o jogo de xadrez = em busca de relações / Logical reasoning and the game of chess : in search of relations

Silva, Wilson da 15 August 2018 (has links)
Orientador: Rosely Palermo Brenelli / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação / Made available in DSpace on 2018-08-15T19:13:04Z (GMT). No. of bitstreams: 1 Silva_Wilsonda_D.pdf: 6443666 bytes, checksum: c2bd218dc88832b56005b50f649b489e (MD5) Previous issue date: 2010 / Resumo: O presente estudo teve por objetivo pesquisar se há correlação positiva entre os desempenhos no jogo de xadrez e na Escala de Desenvolvimento do Pensamento Lógico (EDPL). A base teórica que subsidiou o estudo foi a Epistemologia Genética de Jean Piaget, privilegiando-se os conceitos de real, possíveis e necessário. Participaram desta pesquisa trinta enxadristas estudantes de Ensino Médio em uma escola pública de Curitiba, divididos, conforme sua proficiência em xadrez, em três grupos de dez estudantes: básico, intermediário e avançado. Para a composição do grupo avançado, o professor de xadrez da escola indicou os dez estudantes com melhor desempenho em competições, e também foi utilizada uma escala enxadrística, o rating, que quantifica o desempenho dos jogadores. O professor também selecionou os estudantes para os grupos intermediário e básico. Foram utilizados três tipos de instrumentos para a coleta de dados: a escala para avaliação do nível de desenvolvimento cognitivo (Escala de Desenvolvimento do Pensamento Lógico - EDPL); partidas de todos os estudantes contra um programa de computador; e um torneio de xadrez entre os estudantes do grupo avançado. A análise dos dados foi dividida em quatro momentos principais. Primeiro, análise das partidas jogadas contra o computador, com os objetivos de caracterizar e comparar o desempenho enxadrístico dos grupos, e calcular seu índice de expertise no xadrez. Segundo, comparação entre nível enxadrístico e desempenho na EDPL, para identificar em quais provas da EDPL os participantes apresentaram melhor desempenho. Terceiro, comparações de desempenho no torneio de xadrez, realizado com o grupo avançado, e desempenho na EDPL, para verificar se os desempenhos foram semelhantes. Por último, foram efetuadas comparações entre sexo, idade e série escolar na EDPL, para verificar possíveis diferenças entre estas variáveis na EDPL. A análise dos dados mostrou que o desempenho geral na EDPL dos estudantes do grupo avançado foi 31,7% superior ao dos demais estudantes. Das quatro provas da EDPL que exigem nível cognitivo formal, os estudantes do grupo avançado tiveram desempenho superior em três: permutações, com desempenho 50% superior; probabilidade, com desempenho 27,15% superior; e curvas mecânicas, com desempenho 46,73% superior. Assim, os dados colhidos e verificados neste estudo permitem afirmar que existe uma correlação positiva entre desempenho enxadrístico e desempenho na EDPL. / Abstract: This study aimed to research if there is a positive correlation between the performances at the game of chess and on the Logical Thought Evaluation Scale (Echelle de Developpement de la Pensée Logique - EDPL). The theoretical basis for this study has been Jean Piaget's Genetic Epistemology, focusing on the concepts of real, possible and necessary. Participants at the research were thirty chess players, high school students at a public school from Curitiba, which were divided, according to their proficiency at chess, into three groups of ten students: elementary, intermediate and advanced. The group of advanced players has been selected by the chess teacher in the school, from students with the best performances at competitions, and the chess rating was also employed, to quantify performances of these advanced players. The chess teacher has also indicated the students for the groups of elementary and intermediate players. Three types of tools for data collection were used: a scale for assessing the level of cognitive development (the EDPL); games played by all participants against a computer program; and a chess tournament between the advanced players. Data analysis was divided into four main stages. First, the games played against the computer were analyzed, to characterize and compare groups as to their chess performance, and calculate their index of expertise at chess. Second, comparing chess level and performances on the EDPL, to identify at which tests of the EDPL the participants have performed best. Third, comparisons between the performances at the chess tournament, played by the advanced group, and the performances on the EDPL, to check if these performances were similar. Finally, comparisons were made between sex, age and grade on the EDPL, to check possible differences in these variables on the EDPL. Data analysis has showed that the overall performance of the students from the advanced group, on the EDPL, was 31.7% higher than that of the other students. Out of the four tests of the EDPL demanding formal cognitive level, students from the advanced group had superior performances at three of them: permutations, with a 50% higher performance; probability, with a 27.15% higher performance; and mechanical curves, with a 46.73% higher performance. Thus, the data researched and verified allow one to affirm that there is a positive correlation between chess performance and the performance on the EDPL. / Doutorado / Psicologia, Desenvolvimento Humano e Educação / Doutor em Educação
40

AgentChess : An Agent Chess Approach

Fransson, Henric January 2003 (has links)
The game of chess has many times been discussed and used for test purpose by science departments of Artificial Intelligence (AI). Although the technique of agent and as well multi-agent systems is quite old, the use of these offspring of AI within chess is limited. This report describes the project performed applying the use of agents to a chess program. To measure the performance of the logic has tests between the developed program main parts been performed. Further tests against a traditional chess program as well to position test suites have been done. The results and the impact of the different logic parts is presented and discussed. The aim of the project is to take the use of agents in chess a step forward.

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