• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • 1
  • 1
  • Tagged with
  • 5
  • 5
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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.
1

Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player Experience

Grishchenko, Alice 21 September 2017 (has links)
No description available.
2

Contract design for collaborative response to service disruptions

Jansen, Marc Christiaan January 2017 (has links)
This dissertation studies firms' strategic interactions in anticipation of random service disruption following technology failure. In particular it is aimed at understanding how contracting decisions between a vendor and one or multiple clients affect the firms' subsequent decisions to ensure disruption response and recovery are managed as efficiently as possible. This dissertation consists of three studies that were written as standalone papers seeking to contribute to the literature on contract design and technology management in operations management. Together, the three studies justify the importance of structuring the right incentives to mitigate disruption risks. In the first study we contribute to this literature by means of an analytical model which we use to examine how a client and vendor should balance investments in response capacity when both parties' efforts are critical in resolving disruption and each may have different risk preferences. We study the difference in the client's optimal expected utility between a case in which investment in response capacity is observable and a case in which it is not and refer to the difference in outcomes between the two cases as the cost of complexity. Firstly, we show that the cost of complexity to the client is decreasing in the risk aversion of vendor but increasing in her own risk aversion. Secondly, we find that a larger difference in risk aversion between a client and vendor leads to underinvestment in system uptime in case the client's investment is observable, yet the opposite happens when the client’s investment is not observable. In the second study we further examine the context of the first study through a controlled experiment. We examine how differences in risk aversion and access to information on a contracting partner’s risk preferences interact in affecting contracting and investment decisions between the client and vendor. Comparing subject decisions with the conditionally optimal benchmarks we arrive at two observations that highlight possible heuristic decision biases. Firstly, subjects tend to set and hold on to an inefficiently high investment level even though it is theoretically optimal to adjust decisions under changing differences in risk preferences. Secondly, subjects tend to set and hold on to a penalty that is too high when interacting with more risk averse vendors and too low in case the vendor is equally risk averse. Furthermore, cognitive feedback on the vendor’s risk aversion appears to have counterproductive effects on subject’s performance in the experiment, suggesting cognitive overload can have a reinforcing effect on the heuristic decision biases observed. In the third study we construct a new analytical model to examine the effect of contract design on a provider's response capacity allocation in a setting where multiple clients may be disrupted and available response capacity is limited. The results show that while clients may be incentivized to identify and report network disruptions, competition for scarce emergency resources and the required investment in understanding their own exposure may incentivize clients to deliberately miscommunicate with the vendor.
3

Measuring Interactive Narrative Quality with Experience Management as Story Graph Pruning

Jeunesse, Jean-Paul 01 April 2019 (has links)
An interactive narrative in a virtual environment is created through player and system interaction, often through an experience manager controlling the actions of all non-player characters (NPCs). Thus, the narrative (and its quality) is entirely dependent on a conflicting combination of unpredictability from the player and a controlled environment that must react to this unpredictability. Ideally, the experience manager should decide NPC actions in a way that never limits player freedom and shows the NPCs acting in believable manners to create a story that can be meaningfully affected by the player and feels organic. One solution to this is to view experience management as a story graph pruning problem. Nodes in the graph represent all the states that the virtual environment could possibly represent. These nodes are then connected by edges, which represent the actions that change one state to another. This graph is then intelligently pruned until NPCs have believable, unambiguous actions to take in every state, while never pruning player actions, with the intention of offering a more meaningful narrative.
4

Právní úprava myslivosti / Legal regulation of hunting management

Čech, Jan January 2021 (has links)
75 Abstract This diploma thesis deals with Legal Adjustment of Gamekeeping. Gamekeeping is perceived not only as a hobby, but it is a phenomenon which became a lifestyle of many people. The main purpose of hunting is to protect and maintain freely living game for the future generations but at the same time ensure the environment protection. According to the importance of the environment protection and the game there is no doubt, that this issue requires its own legal adjustment. The adjustment has evolved over years and these days it is influenced by the globalization, membership in multinational communities and organizations and many others. In the introduction the term Gamekeeping is presented together with the reasons which make this topic current. In the first chapter the history of hunting is analysed heading towards the development of gamekeeping including the role of poaching during over the years. The second chapter is an important part of the thesis, it processes sources of the gamekeeping legislation. The international legislation related to many international contracts focused on component aspects of the environment protection is mentioned first.It is also necessary to deal with the legislation of the European Union, of which the Czech Republic is a member, in which the legislation is included...
5

Logistische Entscheidungen und ihre Auswirkungen: Die Unternehmenssimulation LogisticPLUS / Logistical decisions and their effects: The Management Game LogisticPLUS

Eichhorn, Maximilian 15 December 2000 (has links)
No description available.

Page generated in 0.0856 seconds