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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.
181

Emotion regulation of nervousness and boredom.

January 2012 (has links)
本論文重新探討自我調節的情緒管理(self regulation of emotion regulation)並提出個人能夠因應自己的實際情緒 (actual affect) 而把其反饋和調節至接近理想的情緒 (ideal affect)上。 / 為了解自我調節的情緒管理所涉及的過程以及其影響,我隨機安排94位香港的女大學生處於緊張(高激發負面/ high arousal negative)或者悶氣(低激發負面/low arousal negative)的情景當中,隨後邀請她們選擇高激發正面(high arousal positive) 或者低激發正面(low arousal positive)的產品,以及試玩她們所選擇的電子遊戲來調節管理之前受影響的情緒。結果顯示:參加者比較偏向選擇低激發正面的產品。同時,參加者完成任何一種電子遊戲也降低了之前所受的負面情緒。曾處於緊張情景的參加者在玩後增加冷靜;而曾處於悶氣情景的參加者在玩後則減少冷靜。是次研究的結果支持上面提出的說法,即是:當人自我調節和管理情緒時,人能夠縮短實際情緒和理想情緒之間的差距從而管理負面的情緒。 / This study reviewed the literature in self regulation of emotion and suggested that individuals would modulate negative actual affect to turn it into positive ideal affect. To examine emotion regulatory mechanisms and outcomes, 94 Hong Kong female Chinese undergraduates were randomly assigned to either nervousness (high arousal negative) or boredom (low arousal negative) conditions. Next, they selected either high arousal positive (HAP) or low arousal positive (LAP) products in decision making tasks. Based on their selection, they then played HAP or LAP video game to perform emotion regulatory tasks. Although participants chose LAP over HAP products, participants decreased induced negative affect after playing the selected video game. Also, participants from the nervousness condition increased low arousal positive affect in calmness and those from boredom condition decreased it. Current findings suggested that individuals minimized the discrepancy between actual and ideal affect to regulate negative emotions. / Detailed summary in vernacular field only. / Detailed summary in vernacular field only. / Ho, Yuen Wan. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2012. / Includes bibliographical references (leaves 37-41). / Abstracts also in Chinese. / Acknowledgement --- p.i / Abstract (English) --- p.ii / Abstract (Chinese) --- p.iii / Table of Contents --- p.iv / List of Tables --- p.vi / Chapter Chapter 1 --- : Introduction --- p.1 / Emotion Regulation: A Consensual Process Model --- p.1 / Emotion in Self Regulation and Self Regulation of Emotion --- p.3 / Emotion Regulation: Processes of Interaction between Actual and Ideal Affect --- p.4 / My Present Study --- p.9 / Chapter Chapter 2 --- : Method --- p.13 / Participants --- p.13 / Materials --- p.13 / Affect Induction Tasks --- p.13 / Product Decision Making Tasks --- p.14 / Product Testing Tasks --- p.15 / Measures and Procedures --- p.16 / Chapter Chapter 3 --- : Results --- p.22 / Actual and Ideal Affect before affect induction tasks --- p.22 / Manipulation of Nervousness and Boredom --- p.22 / Individual Product and Activity Preferences in Product Decision Making Tasks --- p.25 / Actual Affect in and after Product Testing Tasks --- p.26 / Chapter Chapter 4 --- : Discussion --- p.31 / References --- p.37 / Appendix --- p.42 / Chapter I --- Consumer Preferences Questionnaire --- p.42 / Chapter II --- Game Evaluation Questionnaire --- p.43 / Chapter III --- Suspicion Questionnaire --- p.44
182

Playing history: study of the computer game "Romance of Three Kingdoms".

January 2001 (has links)
Wong Sun Fai. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2001. / Includes bibliographical references (leaves 95-102). / Abstracts in English and Chinese. / Chapter Chapter I: --- Introduction --- p.9 / Chapter Chapter II: --- A New Issue in Historiography / Chapter 2.1 --- Issues on Historiography in Recent Years --- p.16 / Chapter 2.2 --- Computer Game as a Topic of Historical Study --- p.32 / Chapter Chapter III: --- The Scope of Game/Play Studies / Chapter 3.1 --- Archeology of Game Studies: Historical Approach --- p.34 / Chapter 3.2 --- Anthropology and (Post-)structuralism --- p.37 / Chapter 3.3 --- Psychology and Pedagogy --- p.40 / Chapter 3.4 --- Cultural Studies and Recent Approaches --- p.45 / Chapter Chapter IV: --- Romance of Three Kingdoms / Chapter 4.1 --- The Company: KOEI --- p.52 / Chapter 4.2 --- The Simulation of History --- p.54 / Chapter 4.3 --- Controlling and Interactivity --- p.61 / Chapter 4.4 --- Digitalization of Historical Image --- p.65 / Chapter 4.5 --- Reconstructing of Historical Ideology --- p.70 / Chapter Chapter V: --- Reconstructing History / Chapter 5.1 --- Evolution of Medias --- p.76 / Chapter 5.2 --- Game as Media --- p.80 / Chapter 5.3 --- Virtual Reality and the Reconstruction of History --- p.84 / Chapter Chapter VI: --- Conclusion --- p.91 / Reference --- p.95
183

Avalia??o da rela??o entre qualidade de sono e uma interven??o com jogos para o desempenho de crian?as e adolescentes

Ara?jo, Danilo de Freitas 20 April 2012 (has links)
Made available in DSpace on 2014-12-17T15:38:58Z (GMT). No. of bitstreams: 1 DaniloFA_DISSERT.pdf: 1428700 bytes, checksum: 353e176142fa9432dc5bff6d655b0bb4 (MD5) Previous issue date: 2012-04-20 / The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games / O sono ? um processo cerebral ativo que contribui para a realiza??o eficiente das tarefas cotidianas. Mudan?as em seu padr?o podem influenciar o desempenho de diversos processos cognitivos. V?rios estudos recentes t?m demonstrado a possibilidade de melhora do desempenho cognitivo, a partir do treinamento cognitivo com o uso de jogos de computador. A quest?o ? se tais interven??es podem ser influenciadas tamb?m pela qualidade do sono. Assim, avaliamos o efeito da qualidade do sono sobre a efic?cia de uma interven??o com jogos de computador baseada no treinamento da mem?ria operacional e da aten??o para o desempenho cognitivo de alunos do ensino fundamental. A amostra foi constitu?da por 42 alunos com idade m?dia de 10,43 (DP=1,23) anos, sendo 22 indiv?duos do sexo masculino e 20 do feminino. Utilizamos para a avalia??o do sono junto aos pais uma ficha sobre sono, um di?rio do sono e o Question?rio sobre Comportamento do Sono. Para a interven??o, os indiv?duos foram alocados nos grupos experimental e controle, ambos com 21 indiv?duos. No primeiro grupo ocorreu a interven??o, que consistiu no treinamento da mem?ria operacional e da aten??o com duas tarefas cognitivas (Safari e Brain Workshop) por 30 minutos di?rios, por um per?odo de 6 semanas. Por igual per?odo, os indiv?duos do grupo controle deveriam reproduzir uma obra de arte utilizando software de desenho. Para avalia??o do desempenho cognitivo aplicamos antes e depois do per?odo de interven??o a Escala de Intelig?ncia Wechsler para Crian?as (WISC-III). Os resultados mostraram que em ambos os grupos o desempenho da intelig?ncia, mem?ria operacional, aten??o e visuoespacialidade foi abaixo da m?dia esperada. Os processos cognitivos avaliados ap?s a interven??o no grupo experimental tiveram um desempenho significativamente maior no ?ndice Organiza??o Perceptual (t = -6,24; p < 0,01) e nas escalas de QI Total (t = -5,09; p < 0,01) e de QI de Execu??o (t = -6,52; p < 0,01), sugerindo melhora na performance da visuoespacialidade, aten??o e velocidade de processamento. No grupo controle, o desempenho foi maior no subteste C?digo (t = -5,38; p < 0,01) e no ?ndice Organiza??o Perceptual (t = -3,66; p = 0,01), sugerindo melhora na performance da visuoespacialidade e aten??o. A m?dia obtida com o Question?rio de Comportamento do Sono foi de 53,76 (DP=14,96) para o grupo experimental e 61,19 (DP=12,82) para o grupo controle, indicando tend?ncia para qualidade do sono ruim nesse ?ltimo. Tanto nos primeiros como nos ?ltimos quinze dias da interven??o constatamos nos grupos hor?rios de dormir, dura??o e regularidade adequados, nos dias escolares e nos fins de semana. N?o verificamos diferen?as significativas entre os dois grupos em nenhuma das vari?veis de sono. Verificamos melhora significativa no desempenho do grupo experimental com a interven??o nos dois jogos. N?o verificamos correla??es significativas entre os ?ndices de desempenho dos jogos e as vari?veis de sono no grupo experimental. Verificamos correla??es significativas entre o desempenho no Brain Workshop e o subteste Cubos, o ?ndice Organiza??o Perceptual e a Escala de QI de Execu??o, sugerindo que a melhora significativa da visuoespacialidade e da aten??o estava correlacionada ao desempenho no Brain Workshop. Apesar da aus?ncia de correla??es com o desempenho no Safari, ? poss?vel que ele tamb?m tenha auxiliado na melhora da performance cognitiva. Os achados ap?iam a hip?tese de que os jogos de computador podem ser uma ferramenta satisfat?ria para a melhora do desempenho em visuoespacialidade e aten??o. Isso pode ser resultado da inser??o de est?mulos visuoespaciais na tarefa como, por exemplo, elementos gr?ficos com tem?ticas infantis que aumentam o interesse. O QI abaixo da m?dia dos indiv?duos pode ter interferido para que processos cognitivos como a mem?ria operacional n?o tenham melhorado com a interven??o. Al?m disso, n?o foi verificada rela??o entre a qualidade do sono e a efic?cia da interven??o, o que pode ter sido influenciado pelo n da amostra. Estudos futuros dever?o focar na otimiza??o dos efeitos das interven??es com jogos
184

O transbordamento do lúdico e da biopolítica em jogos Massive Multiplayer online: um estudo sobre World of Warcraft / The overflow of ludic and biopolitics in Massive Multiplayer Online games: a study on the World of Warcraft

Artur Alves de Oliveira Chagas 12 August 2010 (has links)
Os jogos eletrônicos denominados Massive Multiplayer Online, nos quais milhares de pessoas podem estar conectadas simultaneamente, são tomados como exemplo atual de jogos coletivos. A partir da análise biopolítica de Michel Foucault, são investigadas as construções identitárias individuais, os papéis sociais e compromissos assumidos com outros jogadores e as aprendizagens e disciplinas reforçadas em tais jogos, tomando como referência o jogo World of Warcraft, o mais popular do gênero, atualmente. O trabalho de campo foi realizado com jogadores e com os websites oficiais do jogo selecionado, por onde circulam os regimes de verdades que aqui nos interessam. A cibercultura é compreendida, neste trabalho, como condição da engenharia social que reconfigura as distâncias e limites físicos e temporais, reforçando modos de sujeição sempre mais individualizados e referenciados por discursos de agrupamentos espraiados. O tipo de jogo analisado neste trabalho, além de tornar-se popular por empregar instrumentos e práticas próprias das novas tecnologias eletrônicas, favorece a análise de que as formas de governo e de controle sobre a vida estejam cada vez mais apuradas, transbordando por todos os planos da existência. Tal análise possibilita a problematização de discursos científicos, principalmente na última década, a respeito das práticas entre sujeitos, envolvendo jogos eletrônicos, e principalmente quando se referem às práticas em educação e aprendizagem. / The segment of computer games called Massively Multiplayer Online, in which thousands of people can be connected simultaneously, are taken as examples of current collective games. From the analysis of Michel Foucault\'s biopolitics, are investigated the identity constructions of individuals, social roles and commitments with other players and the learning and disciplines reinforced in such games, with reference to the game World of Warcraft, the most popular of this genre, today. The fieldwork was carried out with players and with the official websites of the selected game, through which the regimes of truths that concern us here. Cyberculture is understood in this work as a condition of social engineering that reconfigures the distances and the physical and temporal boundaries, reinforcing ways of subjection ever more individualized and referenced by speeches of sprawling groups. The type of game considered in this work, in addition to become popular by employing tools and practices peculiar to the new electronic technologies, favors the analysis that the forms of government and control over life are increasingly refined, overflowing by all planes of existence. Such analysis allows the questioning of scientific discourse, mainly in the last decade, about practices among subjects involving games, and mainly when referring to practices in education and learning.
185

Efeitos do comportamento verbal modelado e instruído sobre a escolha de modalidades esportivas em um jogo de videogame / Effects of shaped and instructed verbal behavior upon choices of the sports modalities in a videogame

Augusto Amato Neto 04 October 2010 (has links)
Experimentos que investigam relações empíricas entre comportamento verbal e não verbal têm, em geral, manipulado tanto as descrições de contingências e observado seus efeitos sobre a resposta na contingência em vigor, como manipulado as contingências em vigor e observado os efeitos sobre as descrições das contingências. Estas pesquisas comparam os procedimentos de modelagem e instrução verbal, discutindo suas respectivas eficácias em serem acompanhados pelo comportamento não verbal correspondente. Uma forma alternativa de manipulação de antecedentes verbais, recentemente empregada com sucesso, é a modelagem de descrições de uma contingência que opera sobre o comportamento (frase qualificadora da atividade alvo) em vez da modelagem da descrição do comportamento alvo. O presente estudo testou a generalidade dos procedimentos de modelagem de frases qualificadoras e de instruções sobre a escolha de modalidades esportivas em um jogo de videogame. Quatro modalidades esportivas estavam disponíveis em sessões de livre escolha de jogo e de fotografias, dispostas antes da modelagem da escolha de frases. A modalidade menos escolhida, nas sessões de jogo em linha de base, definiu o critério da modelagem verbal para cada participante, tornando-se a modalidade alvo. Quatro frases qualificadoras compunham cada tentativa da modelagem verbal e a modalidade alvo, quando escolhida, era seguida de pontos. Atingido o critério de 100% de acerto na modalidade alvo em uma única sessão, sessões de livre escolha de jogo e de fotografias testaram os efeitos da modelagem verbal. Das oito crianças submetidas ao procedimento, apenas uma apresentou aumento no tempo despendido na modalidade alvo. Quatro participantes cuja modelagem não foi acompanhada do comportamento de jogo na modalidade alvo foram instruídos a jogar a modalidade alvo. Nestas condições, os resultados apontam para uma eficácia maior da instrução do que da modelagem em ser acompanhada pelo comportamento não verbal correspondente. A distribuição da escolha de fotos foi alterada, após as sessões de modelagem verbal, para seis dos oito participantes. Os resultados foram discutidos de acordo com o conceito de controle de estímulos aplicado a comportamentos governados verbalmente e categorizados em três tipos de controle, a saber, efeitos nulos, precisos e indeléveis do comportamento verbal modelado e instruído / The present study evaluated the effects of shaping a response class (differential reinforcement for the choice of qualifying phrases related to sports modalities) upon another class (the choice of the sports modalities in a videogame). Four sports modalities were available in free choice sessions that displayed games and photographs before the choice for the phrase shaping. The least chosen modality on the baseline game sessions defined the verbal shaping criterion for each participant, becoming the target modality. Four qualifying phrases made up each attempt of verbal shaping. When the target modality was chosen, points were delivered. When 100 per cent of the choices made were successful en relation to the target modality, free choice sessions of games and photographs tested the shaping effects. From the eight children who were submitted to the procedure only one presented an increase on the time spent on the target modality. Four participants whose shaping was not followed by the game behavior on the target modality were instructed to play on the target modality. Under these conditions, the results point to a higher efficacy of instructions in opposition to verbal shaping in terms of being followed by the corresponding non-verbal behavior. The arrangement of the photographs chosen was modified after the verbal shaping sessions for six out of the eight participants. The results were discussed according to the stimulus control concept applied to verbally governed behaviors classified according to three types of control, namely: null, transitory and marking effects of the shaped and instructed verbal behavior
186

Soluções reutilizáveis no domínio de jogos computacionais: a aplicação de padrões de projeto no desenvolvimento de motores de jogos. / Reusable solutions in the computer games domain: the practical use of design patterns in the development.

Thiago Matias Busso 22 September 2006 (has links)
Com o desenvolvimento da indústria de jogos computacionais, cresceu também o custo de produção destes jogos, a cada dia mais complexos, inviabilizando sua construção a partir do ?nada?. Isto fez com que as empresas de jogos passassem a desenvolver ou adquirir soluções reutilizáveis. Nesse trabalho, realizou-se um estudo sobre o emprego de reuso em jogos e, como conclusão, apresenta-se a forma como os padrões de projeto (design patterns) podem contribuir para o projeto da arquitetura de jogos computacionais, enfocando o desenvolvimento do núcleo de software que os compõe, denominado motor de jogo ou game engine. Para facilitar a manutenção e evolução do sistema, este componente deve apresentar as características de ser modular e extensível, além de algumas outras propriedades discutidas ao longo do texto. Apresenta-se o que é um motor de jogo e quais os módulos que o compõem, descrevendo-se, em seguida, os padrões de projeto e suas aplicações. Como experimento, analisa-se o uso de padrões de projeto por motores de jogo, utilizando-se, para isso, os que possuem código aberto ou que estão disponíveis na literatura, dando-se ênfase à abstração da API gráfica e observando-se os aspectos positivos e negativos de cada solução. Com base nessa análise, propõe-se uma solução que visa atender aos requisitos considerados relevantes para um motor do jogo. / The development of computer games industry increased the costs of production of these games, that every day are more complex, and made almost impracticable their construction from the beginning. As a result, those companies started to develop or acquire reusable solutions. This study shows the application of reuse in games and, as a conclusion, it demonstrates how design patterns can contribute in a project of computer games, focusing on the development of the software core that composes them, called game engine. In order to facilitate the maintenance and evolution of the system, this device should be modular and extensible, beyond other characteristics discussed in this text. It is also presented the definition of a game engine, specifying the modules that compile it, describing, after that, the design patterns and their applications. As an experiment, it is analyzed the use of design patterns in already existing game engines, making use of the ones that are open source or that are available in the literature. In this experiment, it is emphasized the abstraction of the graphical API, pointing out the positive and negative aspects of each solution. Based on this analysis, it is proposed a solution which aims to fulfill the requirements considered relevant in a game engine.
187

Comparação e classificação de técnicas de estereoscopia para realidade aumentada e jogos. / Comparison and classification of stereoscopy techniques for augmented reality and games.

Alexandre Nascimento Tomoyose 29 June 2010 (has links)
A estereoscopia é a área do conhecimento que aborda a visão em três dimensões, mas se limita, por definição, apenas às técnicas que possibilitam a reconstituição de uma cena tridimensional observada através de pelo menos dois pontos de vista distintos, que no caso dos seres humanos é a cena reconstituída no cérebro a partir das imagens obtidas pelos olhos. Inicialmente, o presente trabalho consolida os principais conceitos e técnicas desta área abrangente, para em seguida propor formas de análise, comparação e classificação de técnicas de estereoscopia através de conceitos teóricos e métricas qualitativas e quantitativas. Complementando esta proposta, com base na revisão da literatura e nos resultados experimentais, a pesquisa busca avaliar vantagens e desvantagens entre as técnicas estereoscópicas e na estereoscopia como um todo, para alimentar discussões, tendências e desafios encontrados na aplicação da estereoscopia a sistemas de Realidade Aumentada (RA), em particular sistemas de tele-presença com vídeo-avatar, e na área de jogos. / Stereoscopy is the area of knowledge that addresses three dimensional vision, but its restricted to, by definition, the techniques that allows the reconstruction of a three dimensional scene observed from two different points of view at least, in the case of human beings it is the scene reconstructed in the brain from the images obtained by the eyes. Initially, the present work consolidates the main concepts and techniques of this extended area, considering, after that, ways of analysis, comparison and classification of stereoscopy techniques through qualitative and quantitative metrics and theorical data. Additionally, based on literature review and in experimental results, the research try\'s to evaluate advantages and disadvantages between stereoscopy techniques and in stereoscopy as a whole, to stimulate discussion, trends and challenges found when merging stereoscopy to Augmented Reality (AR) systems, in particular tele-presence systems with video-avatar, and computer games.
188

Addressing Cheating and Workload Characterization in Online Games

Chambers, Christopher 01 January 2006 (has links)
The Internet has enabled the popular pastime of playing video games to grow rapidly by connecting game players in disparate locations. However, with popularity have come the two challenges of hosting a large number of users and detecting cheating among users. For reasons of control, security, and ease of development, the most popular system for hosting on-line games is the client server architecture. This is also the most expensive and least scalable architecture for the game publisher, which drives hosting costs upwards with the success of the game. In addition to the expense of hosting, as a particular game grows more competitive and popular, the incentive to cheat for that game grows as well. All popular online games suffer from cheats in one form or another, and this cheating adversely affects game popularity and growth. In this dissertation we follow a hypothetical game company (GameCorp) as it surmounts challenges involved in running an on-line game. We develop a characterization of gamer habits and game workloads from data sampled over a period of years, and show the benefits and drawbacks of multiplexing online applications together in a single large server farm. We develop and evaluate a geographic redirection service for the public server architecture to match clients with servers. We show how the public server game architecture can be used to scalably host large persistent games such as massively multiplayer (MMO) games that previously used the client server architecture. Finally we develop a taxonomy for client cheating in on-line games to focus research efforts, and specifically treat one of the categories in detail: information exposure in peer-to-peer games. The thesis of this dissertation is: a methodology for accurate usage modeling of server resources can improve workload management; public-server resources can be leveraged in new ways to serve multiplayer on-line games; and that information exposure in peer-to-peer on-line games is preventable or detectable with the adoption of cryptographic protocols.
189

Immateriella tillgångar : En studie om kreditansökan av företag med en stor andel immateriella tillgångar / Intangible Assets - A study about the credit application of companies with a large proportion of intangible assets

Serhanoglu, Melul, Arslanhan, Hasret January 2018 (has links)
Bakgrund: Att driva ett företag innebär att investera pengar i en framtid som är osäker men som förhoppningsvis kommer att ge en vinst. Företag behöver kapital för att kunna investera i bland annat marknadsföring, lager, forskning, utveckling och utbildning av personal. När ett företag är i behov av finansiering vänder de sig ofta till banker för att låna pengar. Banken gör en kreditbedömning för att besluta om företaget blir beviljad krediten eller inte. Vid kreditgivning vill långivare inte använda immateriella tillgångar som en säkerhet eftersom de ser immateriella tillgångar som riskfyllda.  Syfte: Syftet med denna studie är att öka kunskapen för hur banker bedömer kreditgivning till företag med en stor andel immateriella tillgångar. Metod: Vår studie genomfördes genom kvalitativa intervjuer. Vi intervjuade personer som är anställda hos Swedbank, Nordea, Handelsbanken, SEB och Länsförsäkringar. Resultat och slutsatser: Företag inom datorspelsbranschen behöver bevisa för banker att de inte är en bransch som är utsatt och löper risk för att hamna i konkurs. Bankerna är intresserade av att få tillbaka de pengar som de har lånat ut. Därför är det viktigt att visa banken en god återbetalningsförmåga oavsett vilken bransch företaget tillhör. / Background: Running a business means investing money in a future that is uncertain but which will hopefully yield a profit. Companies need capital to be able to invest in marketing, warehousing, research, development and training of staff. When a company is in need of funding, they often turn to banks to borrow money. The banks make a credit assessment to decide whether the company is granted the credit or not. When granting credit, lenders do not want to use intangible assets as collateral due to their view on intangible assets as risky. Purpose: The purpose of this study is to increase knowledge of how banks assess credit granting to companies with a large proportion of intangible assets. Method: Our study was conducted through qualitative interviews. We interviewed people who are employed by Swedbank, Nordea, Handelsbanken, SEB and Länsförsäkringar. Results &amp; conclusions: Companies in the computer game industry need to prove to banks that they are not an industry that is exposed and are at risk of falling into bankruptcy. The banks are interested in getting back the money they have lent. Therefore, it is important to show the bank a good repayment ability regardless of which industry the company belongs to.
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Observed interaction between students using computers

Rogers, Elise, n/a January 1995 (has links)
This study was conducted to see what cognitive and social skills and strategies were employed by pairs of students as they used a computer adventure game. The games used in the study were "Where in the World is Carmen Sandiego?" (Broderbund) and "Dinosaur Discovery" (Jacaranda) One male and one female pair of year five students were assigned to each game. Grounded Theory was selected as the methodology as it enabled categorization of the skills and strategies to emerge from the data without locking the researcher into previously identified categories. It was found in this study, and supported in other research, that what occurs between the students during a session with the computer depends on the nature of the task, the students involved, the type and amount of training provided and the classroom conditions under which the activity is conducted. The implications from the study are: that under most circumstances it is desireable for students to work in pairs with a computer to enable interaction to occur, students may require some training in the cognitive skills necessary for the software being used, training students to work cooperatively before placing them in groups is important; and integrating the computer into the classroom environment may encourage the use of other desired skills and strategies.

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