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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.
241

Geodetic Achievement and Avoidance Games for Graphs

Haynes, Teresa W., Henning, Michael A., Tiller, Charlotte 01 January 2003 (has links)
Let G = (V, E) be a nontrivial connected graph. For a subset S ⊆ V, the geodesic closure (S) of S is the set of all vertices on geodesics (shortest paths) between two vertices of S. We study the geodetic achievement and avoidance games defined by Buckley and Harary (Geodetic games for graphs, Quaestiones Math. 8 (1986), 321–334) as follows. The first player A chooses a vertex v1 of G. The second player B then selects v2 ≠ v1 and determines the geodetic closure (S 2) for S 2 = {v 1 , v 2 }. If (S 2) = V, then the second player wins the achievement game, but loses the avoidance game. If (S 2) = V, then A picks v 3 ∉ S 2 and determines (S 3) for S 3 = {v 1 , v 2 , v 3 }. In general, A and B alternatively select a new vertex in this manner. The first player who selects a vertex v k such that (S k) = V wins the achievement game; in the avoidance game he is the loser. We solve these games for several families of graphs, including trees and complete multipartite graphs, by determining which player is the winner.
242

Applications of dynamic game theory to Industrial Organization / 産業組織論への動学ゲームの応用

Notsu, Takaomi 25 March 2019 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(経済学) / 甲第21526号 / 経博第594号 / 新制||経||289(附属図書館) / 京都大学大学院経済学研究科経済学専攻 / (主査)教授 関口 格, 准教授 菊谷 達弥, 教授 原 千秋 / 学位規則第4条第1項該当 / Doctor of Economics / Kyoto University / DGAM
243

Component-Based Entity Systems : Modular Object Construction and High Performance Gameplay

Wallentin, Olof January 2014 (has links)
This bachelor thesis examines design implementation and differences between game entity systems, with a focus on a component-based structure. How each will affect the other will be discussed from both a technical and design point of view, including possible drawbacks or advantages regarding game design iteration and performance. Since the focus is on component-based entity systems, a clarification on traditional entity systems are required, thus this thesis focuses on entity systems that are traditional, property-based, container-based, and aggravated component-based. The design and implementation of each system was founded from different generations of programming paradigms which resulted in specific compositional structure based on each specific era of hardware configuration. This thesis analyses the progress of hardware alongside game entity system design to further understand its progression and evolution into today’s standards and implementation. Details on each system is provided from a design perspective for the traditional entity system and with an in-depth view for the component-based entity systems.
244

Song of a Broken World: A Study on NieR: Automata's Presentation of Argument

Tan, Xinlyu 24 November 2022 (has links)
This thesis examines NieR: Automata, a video game published in 2017 on PlayStation 4 from a narratological perspective to see how it composes its narrative elements to make an excellent argument about existence. The director Yōkō Tarō argues that, we could and should exert our agency to make the choice in our life, thus this is how we grant our life meaning. This thesis aims at providing a relatively comprehensive analysis on Automata’s profound understanding and presentation of Sartre's existentialism, its ingenious narrative construction, and the close association between them, through a contextualization on Sartre's existentialism, and a game components analysis. Yōkō takes his works as exploration on the usual themes and elements in the video games like violence and life, and Automata becomes his answer to one's life. From a comprehensive demonstration involving Automata’s game and narrative structure, we could clearly see that these two aspects are built so closely – all the game components are all associated with its central argument about existence and agency, and affirming or enhancing it from different perspectives, including its game systems, playthrough process, maps and stages, et cetera. Automata's argument shows a reflection on Japanese's collective recognition of self, which evidently received much influence from Sartre's Existentialism, a western philosophy view, suggesting a globalizing trend in the Japanese cultural context. Automata also gives a fine example for narrative game and illustrates that video game could be a persuasive lesson of argument in reality as well. By applying this literary study on Automata, this thesis also aims to provide an example for similar narrative studies on video games in the future. / Graduate
245

Entwicklung eines Prototyps in Unity als Leitfaden für die Implementierung von Audio in Games

Meißner, Mario 10 February 2023 (has links)
Diese Arbeit stellt grundlegende Konzepte und Tools vor, die bei der Arbeit mit Game Audio angewendet werden können. Sie soll dabei einen Überblick über das Thema Game Audio bieten und die Kernthemen sowohl in theoretischer als auch praktischer Form darstellen. So sollen die Grundlagen vermittelt werden, Game Audio zu implementieren. Die Arbeit richtet sich damit insbesondere an Einsteiger, die ggf. bereits erste Erfahrungen mit der Entwicklung von Spielen gemacht haben, jedoch bislang wenig Berührungspunkte mit dem Audiobereich von Games hatten. Den Hauptteil der Arbeit stellt der praktische Leitfaden dar. In diesem werden die wichtigsten Game Audio Themen besprochen. Dabei wird sowohl auf Game-spezifische und physikalische Grundprinzipien eingegangen als auch auf die praktische Umsetzung mit der jeweiligen Software. Begleitend dazu wurde ein Prototyp entwickelt, bei dem die Ausführungen des Leitfadens Anwendung fanden. Im Leitfaden wird u. a. geklärt, welche Tools es braucht, um Audio in Games zu implementieren und wie diese funktionieren. Repräsentativ wurde dafür die Game Engine Unity sowie die beiden dazu kompatiblen Audio-Middlewares FMOD und Wwise eingesetzt. Darüber hinaus wird die Verwendung von sogenannten Spatial Audio Plugins mit einbezogen und wie diese die Darstellung von 3D-Audio verbessern.:I Einleitung II Theoretische Grundlagen 1 Auditive Wahrnehmung 1.1 Schall 1.2 Menschliches Hörsystem 1.3 Räumliche Orientierung 2 Hörumgebung und Formate 3 Audio in digitalen Medien III Praktischer Leitfaden 1 Entwicklungsumgebung 1.1 Unity 1.2 FMOD 1.3 Wwise 1.4 Spatial Audio Plugins 1.5 Prototyp 2 Diegese 2.1 Theorie 2.2 Implementierung 3 Panning und HRTF 3.1 Theorie 3.2 Implementierung 4 Distance 4.1 Theorie 4.2 Implementierung 5 Occlusion, Obstruction und Exclusion 5.1 Theorie 5.2 Implementierung 6 Salienz 6.1 Theorie 6.2 Implementierung 7 Reverb 7.1 Theorie 7.2 Implementierung 8 Ambience 8.1 Theorie 8.2 Implementierung 9 Variabilität 9.1 Theorie 9.2 Implementierung 10 Dynamische Musik 10.1 Theorie 10.2 Implementierung IV Schlussbetrachtung 1 Diskussion 2 Zusammenfassung und Ausblick Literatur Internetquellen Abbildungsverzeichnis Tabellenverzeichnis
246

Activist-Casual Game Design: Iterating Serious Games Through Research-Creation

King, Daniel J 01 January 2023 (has links) (PDF)
How can activists and scholars design serious game projects that attract and engage people, that are inviting for many types of players, and that empower players to create positive change? My hypothesis was that the Activist-Casual Game Design Framework I published in 2021 could facilitate this work. I took a design-based research approach to answer my research question by way of demonstration and self-reflection through a creative case study of the production of an activist-casual game called Climate Somnia. Chapter 1 explains the literature review and synthesis behind the creation of the original framework, and Chapter 2 reviews the first four major iterations of my prototype and the lessons I learned from the experience of making them. Chapter 3 details additional theoretical research that went deeper than my original review and synthesis, providing me with nuanced understandings of the meaning and importance of player agency, inclusivity, and optimism in the context of activist game design. That chapter then proceeds to describe the design and development of the "core game loop" prototype for my game, and the learnings from that experience informed the subsequent design of Climate Somnia version 0.6, the creative case study at the heart of my design-based research method and the subject of Chapter 4. Chapter 5 begins by revisiting the framework I published in 2021 to critique the text of its ten hybrid design principles in light of the experience I gained in the years since. After that critique, I present my revision — the Activist-Casual Framework for Game Design, Planning, and Development — and explain its reorganized design principles as well as the "descent-ascent" planning model that goes with it. I also propose a direction for future research, in light of the revolutionary advances in publicly available artificial intelligence tools that have happened during my dissertation work.
247

Where Storytelling and Interactivity Meet: Designing Game Mechanics that Tell a Story

Larrimer, Sheri January 2014 (has links)
No description available.
248

Acetaminophen's Effects on Social Economic Decision-Making

Roberts, Ian D. 12 December 2017 (has links)
No description available.
249

An Engage or Retreat Differential Game with Two Targets

Shrestha, Bikash 24 August 2017 (has links)
No description available.
250

Game Design Patterns in Endless Mobile Minigames

Cao, David January 2016 (has links)
Mobile apps have emerged ever since the smartphone has been establishedinto most peoples everyday life. Almost half of those available apps in the appstores are mobile games. We study game design patterns speci cally for endlessmobile minigames, as they are one of the emerging categories. This genre hasbecome popular in the app stores with its unique characteristics which include veryshort play session iterations and its minimalist design. Game design patterns arefocused on the interaction with the player and provide knowledge and experiencewith regards to games in general. Not only are they bene cial for game designers,but also for developers, practitioners and possibly researchers, as patterns providea common terminology to share information between di erent professions.We conduct a case study including ve example games and analyze endlessmobile games to identify and create genre speci c game design patterns. We searchfor commonalities and major aspects of endless mobile minigames to facilitate theproduction of such games for developers. To con rm our results, we implementa prototype of an endless mobile minigame, which is then evaluated through asurvey.The result is a collection of game design patterns based on our cases. Thequestionnaire reveals which of those patterns are relevant and should be consideredwhen developing an endless mobile game. The result outlines that game designpatterns are considered supportive when designing a game, however requires ad-justments and revisions.

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