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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.
11

Pareceres jurídicos em processos de inexigibilidades em uma Instituição Federal de Ensino Superior – IFES: identificando influências sob a ótica de teoria dos jogos

SOUSA, Pablo Petrônio Leônidas Gomes Tavares de 29 January 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-08-05T13:54:42Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) DISSERTAÇÃO PABLO SOUSA.pdf: 330267 bytes, checksum: 4e65f94f96863184b5cc5aa539b9fab7 (MD5) / Made available in DSpace on 2016-08-05T13:54:42Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) DISSERTAÇÃO PABLO SOUSA.pdf: 330267 bytes, checksum: 4e65f94f96863184b5cc5aa539b9fab7 (MD5) Previous issue date: 2016-01-29 / Nos processos de inexigibilidade existe um elemento exigido por lei, chamado justificativa técnica que comprova “razão da escolha do fornecedor e executor”, que possui um conteúdo técnico que foge do alcance de uma análise jurídica, apesar de ser questionado em alguns pareceres jurídicos apresentados pelas procuradorias. Dessa forma, nessa dissertação, foi levantado o seguinte questionamento: O que levaria um agente, responsável pelo parecer jurídico, a questionar elementos técnicos em que não tem condição perita de avaliar? Com o auxilio da teoria dos jogos foi possível analisar as tomadas de decisões da procuradoria diante de um processo de inexigibilidade, no que diz respeito ao elemento justificativa técnica, e percebeu-se a possibilidade da existência de influência da responsabilização solidária nos pareceres emitidos. O jogo foi modelado de acordo com as técnicas das Teorias dos Jogos e depois foi feita uma pesquisa quantitativa analisando os pareceres jurídicos emitidos pelos procuradores em 2013, na Universidade Federal de Pernambuco – UFPE, em processos de inexigibilidade de licitação, focando o elemento justificativa técnica. Ao analisar os dados obtidos com a pesquisa e os conteúdos dos processos consultadoschegou-se a conclusão de que não foi identificada influência da responsabilização solidária nos pareceres jurídicos emitidos pela Procuradoria Federal em processos de inexigibilidade na UFPE. / The unenforceability process there is an element required by law, called technical justification that proves "reason for the choice of supplier and executor", which has a technical content that escapes the reach of a legal analysis, despite being questioned in some legal opinions provided by prosecutors. Therefore, in this dissertation, has raised the question: What would an agent, responsible for the legal opinion, to question technical elements that has no expert to assess condition? With the help of game theory parse takes prosecutorial decisions before a unenforceability process with regard to technical justification element, and realized the possibility of influence of the joint responsibility of the views expressed. The game was modeled after the techniques of the Games Theories and then a quantitative survey was conducted by analyzing the legal opinions issued by prosecutors in 2013, at the Federal University of Pernambuco - UFPE, in unenforceability of bidding processes, focusing on the technical justification element .By analyzing the data obtained from research and the contents of the consultation process we have come to the conclusion that was not identified influence of joint responsibility in the legal opinions issued by the Federal Attorney for unenforceability processes at university.
12

Uma aplicação da teoria dos jogos ao mercado do vestibular brasileiro / An application of the theory of the games to the market of Brazilian vestibular contest

Marina Fontes Gontijo 29 August 2008 (has links)
O presente trabalho apresenta uma breve revisão sobre a origem e evolução do vestibular no Brasil, apontando as principais questões e as grandes mudanças ocorridas no decorrer do século XX. Aborda o mercado de alocação de alunos às universidades brasileiras sob dois pontos de vista distintos: (i) estuda a eficiência do mecanismo utilizado e (ii) analisa, os incentivos dos candidatos ao se decidirem por quais instituições de ensino se candidatar. No primeiro enfoque modela o vestibular, mercado ainda não explorado na literatura, procurando adaptar a teoria às especificidades do mercado em questão. Para a utilização de todo o arcabouço da teoria dos jogos modela o mercado relacionado ao vestibular como um mercado de matching de dois lados. Identifica possíveis ineficiências do processo atual, e estende alguns resultados ao novo mercado. Ao relaxar a hipótese de informação completa, apresenta um modelo de equilíbrio que determina a alocação de candidatos ao ensino superior. Por meio da teoria microeconômica clássica, busca-se entender como o esforço e a opção de escola do individuo devem mudar em função de suas habilidades, da faculdade e do nível de seus concorrentes. O equilíbrio determina um vetor de esforços dos agentes e as notas de corte das faculdades. Por fim, são realizadas simulações computacionais do modelo teórico para algumas formas funcionais e paramétricas. A possibilidade de distintas preferências pelas faculdades por partes dos candidatos contempla situações novas na teoria, mas recorrentes no mundo real. Dessa forma, bons candidatos que não avaliam bem as melhores faculdades, acabam se esforçando menos e perdendo as vagas para candidatos não tão bem conceituados. Espera-se que o modelo possa ser estendido e usado para avaliar algumas questões relevantes de políticas educacionais, tal como políticas de ação afirmativas; efeitos de complementaridade entre características de alunos na alocação final, dentre outros. / The present work briefly describes the origin and evolution of the vestibular in Brazil, pointing out the main issues and changes that occurred throughout the 20th century. The student-university assignment market in Brazil is analyzed under two different approaches: (i) the efficiency of the allocation mechanism, and (ii) the incentives faced by candidates when choosing which institution to apply. The first approach defines vestibular, a new market in the literature, and an attempt to adapt the theory to the specificities of the relevant market is done. Defines the market related to vestibular as a two-sided matching market which can be modeled under a game theory framework. Some possible inefficiencies on the current process are identified, and some extensions of results to the new market are done. Relaxing the complete information hypothesis, it presents an equilibrium model which determines the allocation of candidates to higher education institutions. A classical microeconomics theory framework sheds light on how effort and individual school choice change as a function of abilities, type of school and quality of the competing candidates. The equilibrium determines a vector of effort levels of the candidates and minimum score requirements of the institutions. Finally, some computational simulations are performed with different functional and parametric forms. The possibility of different preference magnitudes for institutions among candidates contemplates new situations in theory, but recurrent in the real world. Very-good type candidates who do not value the best schools end up making little effort and losing places to average type candidates. This model can help to evaluate some relevant issues of education policy such as affirmative action policies, complementarily effects between candidates characteristics in the final allocation and others.
13

Gamers fighting depression - Strategie hráčů videoher proti pocitům deprese / Gamers fighting depression - Strategies of video game players against feelings of depression

Ováry, Šimon January 2016 (has links)
This thesis examines the motivation of players of video games for their playing, and the strategy of these players for overcoming feelings of depression, using the methods of grounded theory. The first part deals with the approach of sociology and selected studies towards the issue of video games and mental disorders, to which I then relate the findings of my own research at the final chapter. In the second part of this work I present what methodology has been used and how. In the final part I lead a discussion about the findings and outcomes of my research.
14

Cognitive Hierarchies in the Minimizer Game

Berger, Ulrich, De Silva, Hannelore, Fellner-Röhling, Gerlinde January 2016 (has links) (PDF)
Experimental tests of choice predictions in one-shot games show only little support for Nash equilibrium (NE). Poisson Cognitive Hierarchy (PCH) and level-k (LK) are behavioral models of the thinkingsteps variety where subjects differ in the number of levels of iterated reasoning they perform. Camerer et al. (2004) claim that substituting the Poisson parameter = 1:5 yields a parameter-free PCH model (pfPCH) which predicts experimental data considerably better than NE. We design a new multi-person game, the Minimizer Game, as a testbed to compare initial choice predictions of NE, pfPCH and LK. Data obtained from two large-scale online experiments strongly reject NE and LK, but are well in line with the point-prediction of pfPCH.
15

Cognitive Hierarchies in the Minimizer Game

Berger, Ulrich, De Silva, Hannelore, Fellner-Röhling, Gerlinde 01 1900 (has links) (PDF)
Experimental tests of choice predictions in one-shot games show only little support for Nash equilibrium (NE). Poisson Cognitive Hierarchy (PCH) and level-k (LK) are behavioral models of the thinking-steps variety where subjects differ in the number of levels of iterated reasoning they perform. Camerer et al. (2004) claim that substituting the Poisson parameter tau = 1.5 yields a parameter-free PCH model (pfPCH) which predicts experimental data considerably better than NE. We design a new multi-person game, the Minimizer Game, as a testbed to compare initial choice predictions of NE, pfPCH and LK. Data obtained from two large-scale online experiments strongly reject NE and LK, but are well in line with the point prediction of pfPCH. / Series: Department of Economics Working Paper Series
16

La théorie de la machine lacanienne : de la production du virtuel à la chaîne

Saint-Jevin, Alexandre 22 November 2014 (has links)
L'analyse de la théorie de la machine de Jacques Lacan, qui sera une des premièresépistémologies de la machine cybernétique, permet de rapprocher la psychanalysecontemporaine et les sciences cognitives, tout en révélant leurs particularitésherméneutiques dans l’exégèse de la conception cybernéticienne de la machine. Àl'aune des théories de la cybernétique, notamment des textes de Turing, Lacan relirala notion freudienne d'appareil psychique en termes de machine cybernétique, afind'y intégrer les apports du structuralisme saussurien et lévi-straussien. Il proposeraune lecture psychanalytique s'appuyant sur une approche philosophique de lacybernétique, par une lecture kanto-bergsonienne de la théorie des jeux,kierkegaardienne du feedback et aristotélicienne de l'automatique. Cette lecture luipermit de révéler l'importance épistémologique du passage d'une conception spatialed'un appareil mécaniste localisé à une conception temporelle d'une machine logiquesans localisation, à travers l'avènement des topiques de Sigmund Freud. Lapsychanalyse passera ainsi d'une métaphore théâtrale de l'inconscient à celle d'uneusine, permettant à Lacan de donner une définition du virtuel qui influencera lapensée deleuzienne.Ainsi, la machine lacanienne révèle la part inhumaine constituant toute humanité.C’est la dimension mortifère propre à l’accès au symbolique. / The analysis of Jacques Lacan’s machine theory will be one of the firstepistemology of cybernetic machine. It allows us to make links betweencontemporary psychoanalysis and cognitive sciences, and it enlightens theirhermeneutical exegesis particularities of the cybernetic machine’s conception at thesame time. In the light of cybernetics’ theories includind texts of Turing, Lacan readin cybernetic terms the Freudian concepts of psychic apparatus in order to includethe contributions of Saussurian and Levi-Straussian structuralism. Lacan presents apsychoanalytic reading of cybernetics based on philosophy, offering a Kanto-Bergsonian reading of the «theory of game», a Kierkegaardian feedback andAristotelian automatic. It allows him to reveal the epistemological importance of thepassage from a spatial conception of a mechanical located device to a timeconception of a logical machine without location, through the advent of Freudiantopography. Psychoanalysis changes from a theatrical metaphor into a unconsciousa s a factory. It enables Lacan to give a definition of virtual which is going toinfluence Deleuze’s thinking.The Lacanian Machine reveals the inhuman part of the humanity. It is the specificdeath-dealing dimension in order to reach the symbolic
17

Jogos Digitais - Teoria e Conceitos para uma Mídia Indisciplinada

Branco, Marsal Avila Alves 09 August 2011 (has links)
Submitted by Fabricia Fialho Reginato (fabriciar) on 2015-07-22T23:24:55Z No. of bitstreams: 1 MarsalBranco.pdf: 9186656 bytes, checksum: 9ee88cf3360a0fd3008bec9a4d111492 (MD5) / Made available in DSpace on 2015-07-22T23:24:55Z (GMT). No. of bitstreams: 1 MarsalBranco.pdf: 9186656 bytes, checksum: 9ee88cf3360a0fd3008bec9a4d111492 (MD5) Previous issue date: 2011-08-09 / Nenhuma / Propõe uma teoria dos jogos digitais. Para tanto, apresenta uma estrutura de análise que divide os jogos em três instâncias - produção, interpretação e discurso -, e três dimensões que as atravessam - lógica, estética e tecnológica. As instâncias permitem pensar os games como produtos de comunicação e portanto afetados por lógicas sociais, políticas, econômicas, estéticas e tecnológicas, servindo como ponto de entrada dos fatos do mundo ‘externo’ dentro da produção, do discurso e do jogar games. As dimensões dão conta das formas pelas quais esta produção, discurso e fruição acontecem e dizem respeito às especificidades internas da linguagem dos games. Para estas, são propostos conceitos como ludemas/sistema de regras, vivacidade/interatividade, manifestações discursivas e estruturas discursivas. A estrutura em dois níveis (instâncias e dimensões) permite lidar com os fenômenos desta mídia tanto a partir de suas afetações internas - lógica, estética e tecnologia tensionando-se e modificando-se -, bem como em um nível mais geral ao evidenciar como cada dimensão é também uma resposta às forças externas que partem de um contexto sócio-cultural. A construção dessa estrutura conceitual permite o desenho de uma teoria dos jogos digitais: mostra seus conceitos fundamentais, seus modos de relacionamento internos, suas conexões com o mundo externo e modos de funcionamento. / Proposes a theory of digital games. To do so, presents an analysis framework that divides games into three instances - production, interpretation and discourse - and the three dimensions - logical, aesthetic and technological. Instances allow us to think the games as communication products and therefore affected by social, political, economic, aesthetic and technological aspects, serving as the entry point of the facts of the world 'outside' into production, speech and play games. The dimensions concern on the diferent manners how this production, speech and enjoyment happen and relate to specific internal language of games. For these are proposed the concepts of Ludema / system rules, vividness / interactive, discursive structures and discursive manifestations. The two level structure (instances and dimensions) allows you to tackle the phenomenon of media either from its internal affectations - logic, aesthetics and technology tensing up and modifying - as well as a more general level by showing how each dimension is also a response to external forces departing from a socio-cultural context. The construction of this conceptual framework allows the design of a digital game theory, shows its fundamental concepts, their modes of internal relations, its connections with the outside world and modes of operation.
18

Disparities in Arkansas Mandated Immunization Coverage Among Natural Home and Foster-Care Adolescents

Ngundue, Jerome Essono 01 January 2016 (has links)
Anecdotal evidence indicated vaccine coverage disparities among foster-care (FCA) and natural-home adolescents (NHA). Arkansas laws require 5 vaccines for school entry (FVSE) to prevent 9 common childhood diseases. The study problem was that Pulaski County, Arkansas adolescent birth cohort (PCABC) immunization rates were low compared to U.S. adolescents for these FVSE. This study examined the extent to which (1) PCABC immunization rates were significantly different from those estimated for U.S. adolescents in 2006–2008, (2) NHA and FCA immunization rates were different in 2003– 2008; (3) sociodemographic variables mediate associations between home of residence (HOR), NHA or FCA, and up to date (UTD) status for FVSE; and (4) vaccination game theory (VGT) estimated deaths differ between individual-equilibrium and group-optimum behaviors. The methodologies applied were direct standardization, χ2, multiple logistic regressions, and VGT to analyze PCABC retrospective secondary data from the Arkansas immunization registry. The results revealed that U.S. adjusted UTD coverage rates for Hepatitis B, measles-mumps-rubella, and varicella were greater than those for PCABC. Race-adjusted FCA immunization rates were 120% higher than for NHA. Race mediated the association between HOR and UTD FVSE status, and African Americans had 80% greater odds of being UTD with FVSE compared to Caucasians. Group-optimum behavior was associated with fewer estimated deaths than individual equilibrium; thus, it is protective against disease outbreaks. Positive social change may occur among the PCABC when healthcare providers include these results in communications with parents at FCA and NHA community health clinics. Parental vaccine acceptance for their children may increase vaccinations and improve PCABC health and wellness.
19

Vliv online uživatelských hodnocení na poptávku po PC a video hrách / Impact of online user reviews on demand for PC and video games

Veselá, Anna January 2012 (has links)
The thesis examines impact of online user reviews, expressed in 5-star rating system, on demand for PC and video games. Used weekly data are collected from www.amazon.co.uk for period 2000 - 2012. The thesis contributes to discussion which takes place between supporters of superstar theory and supporters of long tail theory. Panel structure of the dataset referred to application of fixed effects model for estimation of basic and extended model. Both estimates proved negative influence of assigned number of stars on sales rank. Basic model estimated influence of one unit change of stars on rank by 9 positions, extended model estimated this change to be 10 positions. Quantile estimate also proved negative influence of stars on sales rank. The influence is strongest for the lowest quantile of dependent variable (tau = 0,05) representing 5 % best-selling titles, where one unit change of stars causes change of 35 positions in opposite direction. With increasing quantiles this influence decreases to zero. It proves that within the market for PC and video games online user reviews contribute to superstar effect.
20

Solutions to discrete distribution problems by means of cooperative game theory

Kohl, Martin 13 May 2016 (has links)
Diese Dissertation präsentiert Modelle zur Lösung von Verhandlungsproblemen mit diskreten Strukturen. Hauptgrundlage der Betrachtung ist dabei die Erweiterung und Anwendung von Theorien der kooperativen Spieltheorie. Insbesondere der Shapley-Wert spielt eine wichtige Rolle. Als erste Problemklasse werden kooperative Spiele präsentiert, bei denen einige Spiele feste Auszahlungen erhalten. Als zweite Problemklasse werden kooperative Spiele untersucht, deren Lösungen ausschließlich ganzzahlig sein dürfen.

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