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Wittgenstein and ReligionCorrigan, Daniel Patrick 03 August 2006 (has links)
This thesis considers the implications of Wittgenstein’s early and later philosophy for the issue of religious belief, as well as the relation of religion to Wittgenstein’s thought. In the first chapter I provide an overview of the Tractatus and discuss the place of religion within the Tractarian framework. I then provide an overview of Philosophical Investigations. In the second chapter I consider interpretations by Norman Malcolm and Peter Winch of Wittgenstein’s later philosophy in relation to religion, as well as Kai Nielsen’s famous critique of ‘Wittgensteinian Fideism.’ The third and final chapter takes up the issue of construing religious belief as a distinctive language-game. I consider arguments from D. Z. Phillips and criticisms of Phillips from Mark Addis and Gareth Moore.
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Upplevelse genom navigation : Hur användarens förväntningar påverkar upplevelsenCarlsson, Henric January 2010 (has links)
Navigation är ett centralt begrepp i spelanvändning, trots att det ofta ses som ett nödvändigt ont. Det här arbetet intresserar sig för upplevelsen av navigation i två typer av programvara – spel och nyttoprogram. Detta arbete går ut på att granska hur upplevelsen av navigation i programvara är beroende på användarnas förväntningar – om användarna tror sig använda programvara för nytta eller för nöje. Arbetet använder sig av två programvaror för att undersöka detta – ett spel och ett nyttoprogram, där vardera presenteras både som spel och nyttoprogram för olika testanvändare. Genom att presentera spelet som spel för en testgrupp och nyttoprogram för en testgrupp och med dessa förutsättningar utföra användartestning av programvaran – granskar arbetet skillnaderna i hur testanvändarna upplever spelet beroende på om användarna förväntar sig att sitta vid ett spel eller sitta vid en nyttoprogramvara. På samma sätt undersöks nyttoprogrammet. Genom detta granskar arbetet hur en användare som tror sig utnyttja ett nyttoprogram som egentligen är utformat som ett spel, påverkas av inslag av speldesign. På samma sätt granskar arbetet hur en användare som tror sig sitta vid ett spel som egentligen är utformat som ett nyttoprogram, påverkas av sådana inslag. Arbetet applicerar flow för att definiera en typ av upplevelse som är positiv både i nyttoprogram och spel. Arbetet intresserar sig inte för flow som sådan utan upplevelser som bidrar till den. GameFlow-modellen är en lista av kriterier som kan upplevas genom användning av programvara och bidrar till flowupplevelsen. Arbetet använder sig av modellen för att kunna utvärdera användarnas upplevelse av navigation i spel och nyttoprogram.
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Jealousy And EvolutionChen, Yi-ling 06 July 2010 (has links)
The jealousy derives from the interaction of difference and comparison. It is mainly reflected in wealth, reputation, status and love. This study reveals what¡¦s the dominant strategy and who can survive in the society via game theory to analyze and describe the result of the interaction between a jealous one and his rival for wealth on the different levels of jealousy.
It is found as below: (1).Whether the jealous person takes offensive action or not, he will receive the most harm or punishment; so it is a dominant strategy for him. (2). If someone tortures by themselves, he will suffer misery from jealousy; so it is a dominant strategy for him. (3). If the jealous person desires to catch up with his rivals via honest means, he will turn jealousy into competitive ability; as a result, those that have opposite intention will gradually be eliminated through competition. (4). If the jealous person defames, or even attacks his rivals, and attempts to benefit from them, it is happened that the extra return will make up for the cost based on jealousy; consequently it is a dominant strategy so that they will be replaced step by step.
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noneSu, Kai-zu 31 July 2004 (has links)
none
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A study of knowledge workers¡¦ lifestyle in game industryHsu, Po-Hsiang 19 January 2006 (has links)
1969, Peter Drucker defined the phrase ¡§knowledge Economy¡¨ as the use of knowledge to produce economic benefits. The concept that knowledge and education can be treated as business products to be exported for high value return or productive asset becomes reality in the past decades due to the driving forces such as globalization, innovations in information and network technology.
November 2004, Halo2, a video game designed exclusively for Microsoft¡¦s Xbox, sold 2.4 million copies and earned up to $125 million US in its first 24 hours on store shelves, thus out-grossing the film Spider-Man 2 as highest grossing release in entertainment history.
May 2002, Taiwan Government announced that they will nurture Taiwanese Digital Content industry into a profound force of economy. Among the major members in digital content industry, digital game industry is the one with the most potential. Game Development Talent in Taiwan is well known in pan-Asia region, with the ability to produce high quality games and leading role in Chinese entertainment business. The future for Taiwan game development talent is, without a doubt, bright.
Knowledge workers have always been a popular subject of academic research. However, scholars in the past have treated the concept of knowledge worker as a single entity, rather than sets of different sub-group. The paper attempts to focus on the group of who participated in game development with a quantitative approach. The aim is to gain in-depth understanding about the lifestyle of game developers.
Socialists¡¦ view of the world consisted of sets of ¡§fields¡¨ with rules to guide behavioral pattern of the people living in it. The behavioral pattern, as well as the tastes and opinions about most things in daily life, is referred as lifestyle. Game developers pay heavy attention on their professions, care less about dining as well as other aspects in daily life. The long working-hour is a major feature in game developers¡¦ lifestyle, and they enjoy such a way of life.
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Research for company rivalry--take TV-game machine company as examplePan, Chao-Chu 11 June 2001 (has links)
^¤åºKn
I/O, resource-based theory ,or strategic group are usually used for analyzing the competition in industries in the past., but they seldom show the tiny reciprocal interaction between companies. So this research use case study to demonstrate the rivalry between companies in an industry.
This research take TV-game machine companies as research targets. The scope starts from Nintendo entering this industry in 1983 to SEGA leaving this industry in 2001. Because the relative researches for TV-game machine were quite few, therefore this research starts from the information gathering about this industry, that trying to mention the outline and nature of TV-game machine industry. Then analyze this industry by rivalry theory. At last, according to the theories and the real competition between companies, this research infers the propositions and findings.
The findings are: The TV-game machine industry is greatly influenced by three components; they are the TV-game machine companies, software companies, and consumers. Thanks to that the software companies have to give money to the TV-game machine companies, so TV-game machine companies profit from not only the consumers, but also the software companies. And the willing for consumers to buy a TV-game machine is affected by the function of the machine itself and the amount of games issued by the software companies.
From the history of the TV-game machine, this research finds the issue of TV-game machines has the phenomenon of discontinuous invention. From 8 digital, 16 digital, 32 digital, 64 digital, to 128 digital, companies penetrate market by issuing more powerful TV-game machines. Though this discontinuous invention has the effect to raise the rank of companies, but due to the difference of specification between the new type and the old one, the new generation is not able to play the software for the old one.
The environmental factors faced by the TV-game machine companies are: 1.The difference of machines between each company is not specific; 2.The entry barrier for TV-game machine industry is high; 3.The amount of sells is affected by time and software; 4.The market uncertainty often rises for the sake of low supply; 5.The market commonality is high.
This research has the following findings: 1.To compare with common condition, when the life of products goes into the decline period, the monopolizing companies may take price competition as the means to increase the selling of products. 2.In monopolizing industry, companies seldom attack. But if some company takes tactic attack action, other companies will response quickly. 3.The companies will think over the reputation of other competitors in the industry before attacking, if the competitors had the records of responding strongly after being attacked, the companies may not attack; 4.In fast-cycled industry, if the companies issue new products in a hurry, the advantage of first mover is not obvious; 5.When companies don¡¦t have enough resource to take strategic action, they may take tactic action as substitute; 6.In fast-cycled industry, when companies involved in have immense scale, they can ask their suppliers to produce specific products just for them via their strong negotiation power; 7.To the contrast of initial period of industry, the entry barrier is higher in the mature period. When industry gets mature gradually, the firms have to issue specific products which have not only good quality to satisfy spoiled consumers. When industry gets into mature period, firms will take action to raise their market share.
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Game chromatic number of Halin graphsWu, Jiao-Jiao 27 June 2001 (has links)
This thesis discusses the game chromatic number of Halin graphs. We shall
prove that with a few exceptions, all Halin graphs have game chromatic
number 4.
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Upplevelse genom navigation : Hur användarens förväntningar påverkar upplevelsenCarlsson, Henric January 2010 (has links)
<p>Navigation är ett centralt begrepp i spelanvändning, trots att det ofta ses som ett nödvändigt ont. Det här arbetet intresserar sig för upplevelsen av navigation i två typer av programvara – spel och nyttoprogram. Detta arbete går ut på att granska hur upplevelsen av navigation i programvara är beroende på användarnas förväntningar – om användarna tror sig använda programvara för nytta eller för nöje. Arbetet använder sig av två programvaror för att undersöka detta – ett spel och ett nyttoprogram, där vardera presenteras både som spel och nyttoprogram för olika testanvändare. Genom att presentera spelet som spel för en testgrupp och nyttoprogram för en testgrupp och med dessa förutsättningar utföra användartestning av programvaran – granskar arbetet skillnaderna i hur testanvändarna upplever spelet beroende på om användarna förväntar sig att sitta vid ett spel eller sitta vid en nyttoprogramvara. På samma sätt undersöks nyttoprogrammet. Genom detta granskar arbetet hur en användare som tror sig utnyttja ett nyttoprogram som egentligen är utformat som ett spel, påverkas av inslag av speldesign. På samma sätt granskar arbetet hur en användare som tror sig sitta vid ett spel som egentligen är utformat som ett nyttoprogram, påverkas av sådana inslag.</p><p>Arbetet applicerar flow för att definiera en typ av upplevelse som är positiv både i nyttoprogram och spel. Arbetet intresserar sig inte för flow som sådan utan upplevelser som bidrar till den. GameFlow-modellen är en lista av kriterier som kan upplevas genom användning av programvara och bidrar till flowupplevelsen. Arbetet använder sig av modellen för att kunna utvärdera användarnas upplevelse av navigation i spel och nyttoprogram.</p>
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Dynamics of price cycles in agent-based models of financial markets /Jin, Binping. January 2009 (has links)
Includes bibliographical references (p. 98-99).
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Inflation of USAF officer performance reports analyzing the organizational environment /Wolfgeher, Stephane L. January 2009 (has links) (PDF)
Thesis (M.S. in Information Operations)--Naval Postgraduate School, December 2009. / Thesis Advisor(s): Jansen, Erik. Second Reader: Greenshields, Brian. "December 2009." Description based on title screen as viewed on January 27, 2010. Author(s) subject terms: Evaluation, Inflation, Officer performance report, Officer evaluation system, OPR, OER, Open system, Congruence in organizations, Organizational change, Military reward systems. Includes bibliographical references (p. 83-89). Also available in print.
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