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Znázornění času v kartografických dílech na příkladu map historických bitev / Representation of time in cartographic works on the example of maps of historical battlesVít, Lukáš January 2010 (has links)
Representation of time in cartographic works on the example of maps of historical battles Abstract This study contains an in-depth analysis of possible graphical presentation of the fourth cartographic dimension (time) and utilizes the acquired findings in prototypical animated maps of historical battles. The initial chapter reflects cartography in general, later, the area of animated maps is in focus. The first part of the text is dedicated to the connection of cartography and time. Practical means of time representation are described. Further, a recommended general pattern is specified for design and development of time legend, so that time presentation suits the nature of the depicted theme. Consecutively, this general pattern is applied to a set of pieces of cartographical work depicting (historical) battles. The tangible result of this work is an interactive cartographic animation presenting the battle of Gettysburg and preceding events. Keywords: time, cartography, temporal legend, animated map, battle
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Understanding In-game Purchase Behavior of Millennials in Mobile Battle Royale GamesNabili, Teymur, Wang, Bihan January 2021 (has links)
Background The consumer behavior of mobile game players, especially the main consumingforce - millennials, has started to gain more attention as the mobile game industryhas turned into one of the most profitable entertainment fields. Nevertheless, thereis no unified model to understand the in-game purchase behavior of all mobilegames since the strengthening factors in video games are divergent subject to thegame genre. Thus, by examining in-game purchase behavior in the mainstreammobile game genre - battle royale, the authors contribute to the game research. Aim As the study's primary objective, the thesis aims to detect the strengtheningfactors of purchase behavior through the lens of the theory of consumption values(TCV) and millennial consumer preferences. Methodology The authors pursue a deductive approach to conduct a quantitative study in whicha cross-sectional survey method was selected to gather empirical data. Aregression model was created to analyze the structural relationships. SPSS wasused for the analysis of statistical data. A total of 521 responses were collected. Findings The results suggest that conditional value, emotional value, and monetary valuepositively affect the in-game purchase behavior of millennials playing mobilebattle royale games. Furthermore, customization positively moderates therelationship between conditional value and in-game purchase behavior, whereastrendiness positively moderates the relationship between emotional value andin-game purchase behavior. The results also reveal the positive direct effect onin-game purchase behavior of the proposed moderating variables, namely,customization, trendiness, and visual quality. Based on the results of this thesis,the application of TCV has been proved in the gaming field, and the authors givepractical suggestions for game companies.
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Developing a 5v5 Framework for DotA 2 Bot CompetitionLindqvist, Kalle, Nilsson, Dennis January 2020 (has links)
Multiplayer online battle arena (MOBA) games have properties that make them suitable for research in artificial and computational intelligence. MOBA games are generally played team vs team meaning planning and organizing the team is one of the most important aspects. This makes it suitable for research in artificial intelligence agent cooperation. This paper presents a literature review performed in the area of artificial and computational intelligence regarding MOBA games. The findings are that there is little or no research made in the area. The research found concerning MOBA games is in the context of player behaviour and toxic behaviour in the MOBA game league of legends. What is found is encouragement on developing frameworks supporting 5v5 matches in MOBA games which this paper also presents, a 5v5 framework for bot-matchmaking in DotA 2 making it possible for users to develop bots to be run versus the in-game AI.
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Unlocking the Battle Pass: Broadening the Scope of Video Game GamificationSowole, Melinda January 2023 (has links)
While gamification has been extensively studied in specific fields, such as education and health, its application in other domains remains understudied. This thesis explores how battle passes, a common gamification system found in video games, are implemented and examines their potential challenges and limitations within and beyond video games. The study adopted a mixed-methods research approach, gathering qualitative and quantitative data through a survey designed to inquire battle pass users about how they use and are affected by the battle pass systems in Apex Legends, Destiny 2, Fortnite, Overwatch 2 and Valorant. The results indicate that gamers generally prefer completing the battle pass through passive generation of XP by playing the game. Challenges are still considered a fun addition to the battle pass system, although with varying levels of enjoyment. Gamers are motivated to complete even unenjoyable challenges to earn higher rewards, both highlighting the power of extrinsic motivators and the risks of implementing battle passes. It is important that companies implement battle passes responsibly, as these systems can be manipulative and exploitative. For example, entities implementing battle passes should consider that battle passes can cause exhaustion in users, and participation should as a consequence be optional. While the intentions of companies cannot be controlled, informing battle pass users about the potential negative impacts of battle passes can help them to protect themselves from exploitation. Overall, this study offers a foundation for future investigation into the effectiveness of gamification and battle passes.
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Les forces françaises libres a Bir Hakeim, mai-juin 1942, et la memoire de la France combattante /Hazel, Linda. January 2001 (has links)
No description available.
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Spelutvecklares syn på free to play modellenKörnung, Emil, Gustavsen, Mikael January 2023 (has links)
In free-to-play (F2P) games, development has rapidly progressed in recent years with the introduction of numerous new games as well as new revenue models. In 2014, a survey was conducted to understand how game developers themselves viewed the genre and its revenue models, but since then, there have been changes in the F2P model and the gaming industry. This survey aims to again examine how developers currently perceive the model and its evolution in recent years. Among players, there has been a perceived sense of unfairness regarding the F2P model, and the revenue models have been perceived as intrusive and aggressive. Some of these revenue models have also been linked to problematic gaming behavior due to their design. The research question underlying this study is: How do game developers view the current in-app purchase (IAP) model in mobile games? Is it possible to design it in a way that is not perceived as intrusive and unfair, while still serving as a viable revenue model for companies? To answer this question, the study employed a qualitative approach, conducting several semi-structured interviews with individuals working in the gaming industry. The interviews were then subjected to thematic analysis to identify codes and themes. The results indicate that developers generally have a positive attitude towards the F2P model. However, they do see issues with how some of the revenue models are implemented and presented to players. The interviewees expressed optimism about the future of F2P games, but they also believe that the revenue models may undergo changes.
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The Austrian Army in the War of the Sixth Coalition: A ReassessmentMessman, Daniel M 12 1900 (has links)
The Austrian army played a crucial role in Napoleon's decisive defeat during the War of the Sixth Coalition. Often considered a staid, hidebound institution, the army showed considerable adaptation in a time that witnessed a revolution in the art of war. In particular, changes made after defeat in the War of the Fifth Coalition demonstrate the modernity of the army. It embraced the key features of the new revolutionary way of war, including mass mobilization, a strategy of annihilation, and tactics based on deep echelonment, mobility, and the flexible use of varied formations. While the Austrians did not achieve the compromise peace they desired in 1814, this represented a political failing rather than a military one. Nevertheless, the Austrian army was critical in securing the century of general European peace that lasted until the dawn of the Great War.
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Weaponized Nature: How the Environment Saved the Allies at Bastogne, December 16-23, 1944Reader, Darrell Ray 08 1900 (has links)
Many histories written by professional historians discuss the Battle of the Bulge; however, none of them incorporate the growing field of environmental history as a lens of analysis. This paper aims to address that hole in the scholarship by evaluating the impact that environmental factors exerted on the American army's ability to fight in and around Bastogne and St. Vith, Belgium during the first week of the battle. Had it not been for the environmental factors and the Americans' ability to make better use of the natural and manmade conditions than the Germans, the Allies would not have been able to achieve eventual victory.
In the historiography of the battle, weather conditions are usually referenced only as the setting in which the fighting occurred. This paper goes further than simply using the environment and climate as a stage set. By looking at the way environmental conditions impacted strategic, operational, and tactical issues, a new perspective is opened up. The role that these environmental factors played is emphasized and shows that they had a greater effect on the outcome than scholars have previously credited.
This paper uses first person accounts from participants, from the command level to the soldier in his foxhole, as well as unit histories, oral histories, and the vast amount of secondary sources to focus on and synthesize the effects that the environment had. Without exploiting the environmental factors that existed in the Ardennes, the American army would not have been able to hold off the German offensive.
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James Thurber's Little Man and the Battle of the Sexes: The Humor of Gender and ConflictJorgensen, Andrew S. 01 August 2006 (has links) (PDF)
James Thurber, along with others who wrote for The New Yorker magazine, developed the 'little man' comic figure. The little man as a central character was a shift from earlier nineteenth-century traditions in humor. This twentieth-century protagonist was a comic antihero whose function was to create sympathy rather than scorn and bring into question the values and behaviors of society rather than affirm them, as earlier comic figures did. The little man was urban, inept, frustrated, childlike, suspicious, and stubborn. His female counterpart was often a foil: confident and controlling enough to highlight his most pitiable and funniest features. Contradictory gender roles and stereotypes are essential to Thurber's humor. This thesis thus reads Thurber's work as critical of gender roles. Thurber's humor demonstrates that expectations for men and women to be socially masculine and feminine are often incongruous with their capabilities and natures. Often his work is funny because of the way it portrays gender as performance and as expectations imposed upon people instead of as inherent qualities in men and women. These roles create conflicted characters as well as conflict between the characters that Thurber draws in his stories, often a quarreling husband and wife. Also characteristic in Thurber's humor is the element of neurosis. Thurber often played with the vernacular concepts of neurosis, and he capitalized on public obsession with Freudian psychology with his satires and with fiction and essays about various anxieties and daydreaming. Neurosis works well as comic material because it also catalyzes the battle of the sexes. To support my interpretation of Thurber as a critic of societal gender roles, Freud's book The Joke and Its Relation to the Unconscious is useful at illuminating a deeper 'tendency' in Thurber's humor. Thurber is often thought of as a misogynist, for his personal behavior and for his unflattering literary portrayal of women as unimaginative nags. This thesis also examines the complexities and developments of Thurber's attitudes toward women. Most importantly for Thurber, his little man figure and the battle of the sexes was a way to express the importance and power of the liberated human imagination.
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Cognitive Training Transfer Using A Personal Computer-based Game:a Close Quarters Battle Case StudyWoodman, Michael 01 January 2006 (has links)
Developers of Commercial off the Shelf (COTS) gaming software are making remarkable strides in increasing the realism of their software. This realism has caught the attention of the training community, which has traditionally sought system and operational replication in training systems such as flight simulators. Since games are designed and marketed for entertainment and not designed for training of tasks, questions exist about the effectiveness of games as a training system in achieving the desired transfer of skills to the actual environment. Numerous studies over the past ten years have documented that PC-based simulation training environments can offer effective training for certain types of training, especially aircraft piloting tasks. Desktop games have been evaluated from a case study approach for use in aviation training (Proctor, et al., 2004) and education planning and evaluating small unit tactics) (Proctor, et al., 2002) with positive results. Based on the review of selected studies in this area, PC-based simulator platforms have been found to have a positive training impact on cognitive skills (as opposed to psycho-motor skills). Specifically, the literature review has identified that skill sets involved in team resource management, intra- and inter-team coordination, and tactical team maneuvers have been shown to benefit from the use of PC-based simulation training. The purpose of this research was to evaluate the training transfer associated with a Tactical Decision-making game, using Close Combat: First to Fight as a case study. The null hypothesis tested was that traditional field training is equivalent to virtual training combined with field training. Measurements of the subjects' performance in live training were recorded. Additionally, self assessment questionnaires were administered.
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