Journal articles on the topic 'Antagonistic games with full information'

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1

Mathis, Jérôme. "Full revelation of information in Sender–Receiver games of persuasion." Journal of Economic Theory 143, no. 1 (November 2008): 571–84. http://dx.doi.org/10.1016/j.jet.2007.12.002.

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2

McCusker, Guy. "Games and Full Abstraction for FPC." Information and Computation 160, no. 1-2 (July 2000): 1–61. http://dx.doi.org/10.1006/inco.1999.2845.

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3

Bilò, Vittorio, Michele Flammini, Vasco Gallotti, and Cosimo Vinci. "On Multidimensional Congestion Games." Algorithms 13, no. 10 (October 15, 2020): 261. http://dx.doi.org/10.3390/a13100261.

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We introduce multidimensional congestion games, that is, congestion games whose set of players is partitioned into d+1 clusters C0,C1,…,Cd. Players in C0 have full information about all the other participants in the game, while players in Ci, for any 1≤i≤d, have full information only about the members of C0∪Ci and are unaware of all the others. This model has at least two interesting applications: (i) it is a special case of graphical congestion games induced by an undirected social knowledge graph with independence number equal to d, and (ii) it represents scenarios in which players have a type and the level of competition they experience on a resource depends on their type and on the types of the other players using it. We focus on the case in which the cost function associated with each resource is affine and bound the price of anarchy and stability as a function of d with respect to two meaningful social cost functions and for both weighted and unweighted players. We also provide refined bounds for the special case of d=2 in presence of unweighted players.
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Swait, Joffre, Monica Popa, and Luming Wang. "Capturing Context-Sensitive Information Usage in Choice Models via Mixtures of Information Archetypes." Journal of Marketing Research 53, no. 5 (October 2016): 646–64. http://dx.doi.org/10.1509/jmr.12.0518.

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The authors offer a new conceptualization and operational model of consumer choice that allows context-sensitive information usage and preference heterogeneity to be separately and simultaneously captured, thus transforming the axiom of full information use into a testable hypothesis. A key contribution of the proposed framework is the integration of two previously disjointed and often antagonistic research paradigms: (1) the economic rationality perspective, which assumes stable preferences and full information usage, and (2) the psychological bounded-rationality perspective, which allows context-sensitive preferences and information selectivity. The authors demonstrate that the two paradigms can and do coexist in the same decision-making space, even at the level of individual consumer choices. The proposed information archetype mixture model is tested in four studies that span different product categories and levels of task complexity. The findings have ramifications for choice modeling theory and implementation, beyond the disciplinary boundaries of marketing to applied economics and choice-focused social sciences.
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Huang, Jianhui, Shujun Wang, and Zhen Wu. "Backward Mean-Field Linear-Quadratic-Gaussian (LQG) Games: Full and Partial Information." IEEE Transactions on Automatic Control 61, no. 12 (December 2016): 3784–96. http://dx.doi.org/10.1109/tac.2016.2519501.

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Holt, Charles A., and Roger Sherman. "Classroom Games: A Market for Lemons." Journal of Economic Perspectives 13, no. 1 (February 1, 1999): 205–14. http://dx.doi.org/10.1257/jep.13.1.205.

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The incentives that arise in markets with asymmetric information are illustrated in the classroom exercise presented here. Student sellers choose both a quality ‘grade’ and a price for their products. Initially, both prices and grades for all sellers are posted, and buyers select from these offerings. In this full-information setup, the market prices and grades quickly reach efficient levels that maximize total surplus. Next, although sellers continue to choose grades and prices, only prices (not grades) are posted for buyers to see when they shop. The grades and prices then fall to inefficiently low levels. The observed market outcomes in this exercise can stimulate useful discussion of asymmetric information, market failure, and remedies such as quality standards and warranties.
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7

Liu, Yan. "Design and Implementation of the Solution of Venue Result System for the Comprehensive Games." Advanced Materials Research 926-930 (May 2014): 3782–85. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.3782.

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With more and more public attention and rapid development of computer and information technology, it is necessary for comprehensive games being equipped with information system. Venue Result System (VRS) is the core system in communication and information system of the Comprehensive games. In this paper, the existing problem and deficiencies in current information systems used in important games which are held in China or other countries are analyzed. According to the building and developing experience of information systems used in comprehensive games in many years into full consideration, the system is analyzed and designed by means of software engineering and then there are the overall technology framework of the system, different functional subsystems and the mechanism and flow of data interaction.
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8

Serfes, Konstantinos, and Nicholas C. Yannelis. "LEARNING IN BAYESIAN GAMES BY BOUNDED RATIONAL PLAYERS II: NONMYOPIA." Macroeconomic Dynamics 2, no. 2 (June 1998): 141–55. http://dx.doi.org/10.1017/s1365100598007019.

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We generalize results of earlier work on learning in Bayesian games by allowing players to make decisions in a nonmyopic fashion. In particular, we address the issue of nonmyopic Bayesian learning with an arbitrary number of bounded rational players, i.e., players who choose approximate best-response strategies for the entire horizon (rather than the current period). We show that, by repetition, nonmyopic bounded rational players can reach a limit full-information nonmyopic Bayesian Nash equilibrium (NBNE) strategy. The converse is also proved: Given a limit full-information NBNE strategy, one can find a sequence of nonmyopic bounded rational plays that converges to that strategy.
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9

Tatarenko, Tatiana, and Jan Zimmermann. "Distributed optimization methods for N-cluster games." at - Automatisierungstechnik 70, no. 3 (March 1, 2022): 237–47. http://dx.doi.org/10.1515/auto-2021-0137.

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Abstract This work provides methodological approaches to solve convex optimization problems arising in multi-agent systems which can be reformulated in terms of a so called N-cluster game. We consider different settings of information available to each agent in the system. First, we present a centralized algorithm, which requires a central coordinator having full access to information about agents’ actions and gradients of their cost functions, to demonstrate how the standard gradient descent method can be applied to achieve an optimal output in N-cluster games. After that we relax the full information setting and assume that only partial information is available to each agent. Focus lies on the following two cases. In the first case, the agents have access to their gradient functions and are allowed to exchange information with their local neighbors over a communication graph that connects the whole system. In the second case, the agents do not know the functional form of their objectives/gradients and can only access the current values of their objective functions at some query point. Moreover, the agents are allowed to communicate only with their local neighbors within the cluster to which they belong. For both settings we present the convergent optimization procedures and analyse their efficiency in simulations.
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Mitra, Siddharth, and Aditya Gopalan. "On Adaptivity in Information-Constrained Online Learning." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 04 (April 3, 2020): 5199–206. http://dx.doi.org/10.1609/aaai.v34i04.5964.

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We study how to adapt to smoothly-varying (‘easy’) environments in well-known online learning problems where acquiring information is expensive. For the problem of label efficient prediction, which is a budgeted version of prediction with expert advice, we present an online algorithm whose regret depends optimally on the number of labels allowed and Q* (the quadratic variation of the losses of the best action in hindsight), along with a parameter-free counterpart whose regret depends optimally on Q (the quadratic variation of the losses of all the actions). These quantities can be significantly smaller than T (the total time horizon), yielding an improvement over existing, variation-independent results for the problem. We then extend our analysis to handle label efficient prediction with bandit (partial) feedback, i.e., label efficient bandits. Our work builds upon the framework of optimistic online mirror descent, and leverages second order corrections along with a carefully designed hybrid regularizer that encodes the constrained information structure of the problem. We then consider revealing action-partial monitoring games – a version of label efficient prediction with additive information costs – which in general are known to lie in the hard class of games having minimax regret of order T2/3. We provide a strategy with an O((Q*T)1/3 bound for revealing action games, along with one with a O((QT)1/3) bound for the full class of hard partial monitoring games, both being strict improvements over current bounds.
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11

Chica-Pedraza, Gustavo, Eduardo Mojica-Nava, and Ernesto Cadena-Muñoz. "Boltzmann Distributed Replicator Dynamics: Population Games in a Microgrid Context." Games 12, no. 1 (January 15, 2021): 8. http://dx.doi.org/10.3390/g12010008.

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Multi-Agent Systems (MAS) have been used to solve several optimization problems in control systems. MAS allow understanding the interactions between agents and the complexity of the system, thus generating functional models that are closer to reality. However, these approaches assume that information between agents is always available, which means the employment of a full-information model. Some tendencies have been growing in importance to tackle scenarios where information constraints are relevant issues. In this sense, game theory approaches appear as a useful technique that use a strategy concept to analyze the interactions of the agents and achieve the maximization of agent outcomes. In this paper, we propose a distributed control method of learning that allows analyzing the effect of the exploration concept in MAS. The dynamics obtained use Q-learning from reinforcement learning as a way to include the concept of exploration into the classic exploration-less Replicator Dynamics equation. Then, the Boltzmann distribution is used to introduce the Boltzmann-Based Distributed Replicator Dynamics as a tool for controlling agents behaviors. This distributed approach can be used in several engineering applications, where communications constraints between agents are considered. The behavior of the proposed method is analyzed using a smart grid application for validation purposes. Results show that despite the lack of full information of the system, by controlling some parameters of the method, it has similar behavior to the traditional centralized approaches.
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12

Schiffel, S., and M. Thielscher. "Representing and Reasoning About the Rules of General Games With Imperfect Information." Journal of Artificial Intelligence Research 49 (February 14, 2014): 171–206. http://dx.doi.org/10.1613/jair.4115.

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A general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary finite, n-player games with randomness and incomplete state knowledge. In the second part of the paper, we address the intricate reasoning challenge for general game-playing systems that comes with the new description language. We develop a full embedding of extended GDL into the Situation Calculus augmented by Scherl and Levesque's knowledge fluent. We formally prove that this provides a sound and complete reasoning method for players' knowledge about game states as well as about the knowledge of the other players.
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13

BATTIGALLI, PIERPAOLO. "RATIONALIZATION IN SIGNALING GAMES: THEORY AND APPLICATIONS." International Game Theory Review 08, no. 01 (March 2006): 67–93. http://dx.doi.org/10.1142/s0219198906000795.

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Focusing on signaling games, I illustrate the relevance of the rationalizability approach for the analysis multistage games with incomplete information. I define a class of iterative solution procedures, featuring a notion of "forward induction": the Receiver tries to explain the Sender's message in a way which is consistent with the Sender's strategic sophistication and certain given restrictions on beliefs. The approach is applied to some numerical examples and economic models. In a standard model with verifiable messages a full disclosure result is obtained. In a model of job market signaling the best separating equilibrium emerges as the unique rationalizable outcome only when the high and low types are sufficiently different. Otherwise, rationalizability only puts bounds on the education choices of different types.
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14

Peng, Binghui, Weiran Shen, Pingzhong Tang, and Song Zuo. "Learning Optimal Strategies to Commit To." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 2149–56. http://dx.doi.org/10.1609/aaai.v33i01.33012149.

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Over the past decades, various theories and algorithms have been developed under the framework of Stackelberg games and part of these innovations have been fielded under the scenarios of national security defenses and wildlife protections. However, one of the remaining difficulties in the literature is that most of theoretical works assume full information of the payoff matrices, while in applications, the leader often has no prior knowledge about the follower’s payoff matrix, but may gain information about the follower’s utility function through repeated interactions. In this paper, we study the problem of learning the optimal leader strategy in Stackelberg (security) games and develop novel algorithms as well as new hardness results.
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15

Boy, Nina. "Endgame: The false destruction of the social imaginary." Finance and Society 7, no. 2 (December 15, 2021): 162–66. http://dx.doi.org/10.2218/finsoc.v7i2.6654.

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Vogl’s account of contemporary financial truth games suggests that a full understanding of our present condition requires the kind of knowledge produced by fiction and those who study it. But what kind of knowledge is that, and how does it escape the capitalist ontology of information?
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16

Petrosian, Ovanes, Lihong Shi, Yin Li, and Hongwei Gao. "Moving Information Horizon Approach for Dynamic Game Models." Mathematics 7, no. 12 (December 14, 2019): 1239. http://dx.doi.org/10.3390/math7121239.

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In the paper, a new class of dynamic game models with a moving information horizon or dynamic updating is studied. In this class of games, players do not have full information about the game structure (motion equations, payoff functions) on the interval on which the game is defined. It is supposed that the players at each stage of the dynamic game have only truncated information about the game structure defined by the information horizon. Cooperative and noncooperative settings are considered in the paper. Results are illustrated using the oligopoly advertising game model, and comparison between the solution in the initial game model and in the game model with moving information horizon is presented. Simulation results are presented.
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17

Li, Meng Lun. "Research on the Design and Implementation of Scoring System for Large Sports Venues." Advanced Materials Research 998-999 (July 2014): 1319–22. http://dx.doi.org/10.4028/www.scientific.net/amr.998-999.1319.

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In this paper, the existing problem and deficiencies in current information systems used in important games which are held in China or other countries are analyzed. According to the building and developing experience of information systems used in comprehensive games in many years into full consideration, the system is analyzed and designed by means of software engineering and then there are the overall technology framework of the system, different functional subsystems and the mechanism and flow of data interaction. Besides, detailed function module analysis is conducted on core subsystems and data flow and interfacing manner among core systems as well as software and hardware standards and arrangement rules are defined and specified. There are also requirements and standards of lab integration testing method and criterions of result system. We try our best to put forward the most suitable technology solution framework and technology service plan framework, so as to make contribution to the successful building of result system for the Comprehensive games as well as smooth going of the game.
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18

Allen, Theodore T., Olivia K. Hernandez, and Abdullah Alomair. "Optimal Off-line Experimentation for Games." Decision Analysis 17, no. 4 (December 2020): 277–98. http://dx.doi.org/10.1287/deca.2020.0412.

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Many business situations can be called “games” because outcomes depend on multiple decision makers with differing objectives. Yet, in many cases, the payoffs for all combinations of player options are not available, but the ability to experiment off-line is available. For example, war-gaming exercises, test marketing, cyber-range activities, and many types of simulations can all be viewed as off-line gaming-related experimentation. We address the decision problem of planning and analyzing off-line experimentation for games with an initial procedure seeking to minimize the errors in payoff estimates. Then, we provide a sequential algorithm with reduced selections from option combinations that are irrelevant to evaluating candidate Nash, correlated, cumulative prospect theory or other equilibria. We also provide an efficient formula to estimate the chance that given Nash equilibria exists, provide convergence guarantees relating to general equilibria, and provide a stopping criterion called the estimated expected value of perfect off-line information (EEVPOI). The EEVPOI is based on bounded gains in expected utility from further off-line experimentation. An example of using a simulation model to illustrate all the proposed methods is provided based on a cyber security capture-the-flag game. The example demonstrates that the proposed methods enable substantial reductions in both the number of test runs (half) compared with a full factorial and the computational time for the stopping criterion.
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Kranz, Dirk, Lena Nadarevic, and Edgar Erdfelder. "Bald and Bad?" Experimental Psychology 66, no. 5 (September 2019): 340–54. http://dx.doi.org/10.1027/1618-3169/a000457.

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Abstract. According to (a) the beauty ideal of a full head of hair and (b) the physical attractiveness stereotype (PAS; “what is beautiful is good”), bald men should appear less attractive than nonbald men, not only physically but also socially. To explain inconsistent results on this prediction in previous research, we suggest two antagonistic processes: the automatic activation of the PAS at the implicit level and its suppression at the explicit level, the latter process selectively triggered by individuating information about the target person. In line with this account, we only found negative social attractiveness ratings for bald men by same-aged women when individuating target information was lacking (Experiment 1). In contrast, irrespective of whether individuating information was available or not, we reliably found evidence for the PAS in different implicit paradigms (the implicit association test in Experiment 2 and a source monitoring task in Experiment 3). We conclude that individuating information about bald men suppresses PAS application, but not PAS activation.
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Cornand, Camille, and Frank Heinemann. "Limited higher order beliefs and the welfare effects of public information." Journal of Economic Studies 42, no. 6 (November 9, 2015): 1005–28. http://dx.doi.org/10.1108/jes-08-2015-0142.

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Purpose – In games with strategic complementarities, public information about the state of the world has a larger impact on equilibrium actions than private information of the same precision, because the former is more informative about the likely behavior of others. This may lead to welfare-reducing “overreactions” to public signals as shown by Morris and Shin (2002). Recent experiments on games with strategic complementarities show that subjects attach a lower weight to public signals than theoretically predicted. The purpose of this paper is to reconsider the welfare effects of public signals accounting for the weights observed in experiments. Design/methodology/approach – Aggregate behavior observed in experiments on games with strategic complementarities can be explained by a cognitive hierarchy model where subjects employ limited levels of reasoning. They respond in a rational way to the non-strategic part of a game and they account for other players responding rationally, but they neglect that other players also account for others’ rationality. This paper analyzes the welfare effects of public information under such limited levels of reasoning. Findings – In the model by Morris and Shin (2002) public information is always welfare improving if strategies are derived from such low reasoning levels. The optimal degree of publicity is decreasing in the levels of reasoning. For the observed average level of reasoning, full transparency is optimal, if public information is more precise than private information. If the policy maker has instruments that are perfect substitutes to private actions, the government should secretly respond to its information without disclosing or signaling it to the private sector independent of the degree of private agents’ rationality. Originality/value – This paper takes experimental evidence back to theory and shows that the main result obtained by the theory under rational behavior breaks down if theory accounts for the bounded rationality observed in experiments.
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21

Trach, Yuliia. "COMPUTER GAMES AS A COMPONENT OF CULTURE AND A SUBJECT OF CULTURAL RESEARCH." National Academy of Managerial Staff of Culture and Arts Herald, no. 2 (September 17, 2021): 61–64. http://dx.doi.org/10.32461/2226-3209.2.2021.239932.

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The purpose of the article is to characterize computer games as a component of culture and a subject of cultural research. The methodology involves distraction from the technological aspects of the genesis and implementation of computer games and is determined mainly by the humanitarian guidelines for the phenomenon under study. Thus, the methodological principles are based on the cultural research concept of computer games as a value of modern culture. The scientific novelty is that for the first time in Ukrainian cultural research the need to study computer games as a component of culture is actualized. Conclusions. The article highlights the need for cultural research of computer games as a full and equal component of culture. Attention is paid to the scale of the computer games spread, their importance for culture and the individual, as well as the impact on various spheres of human life. Conclusions. It is emphasized that the issue of the creation and functioning of computer games in modern society is an inexhaustible source for further research, including in cultural research. Computer games are a wide “field” for the application of the latest IT developments, philosophical ideas, and artistic innovations. Therefore, this issue will remain in the focus of research not only for cultural scientists but also for philosophers, educators and psychologists, sociologists, economists, and jurists, given the pace and scale of the information spread and communication technologies, and most importantly their complexity.
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Fodor, Andy, Kevin Krieger, David Kirch David Kirch, and Andrew Kreutzer. "INFORMATIONAL DIFFERENCES IN NFL POINT SPREAD AND MONEYLINE MARKETS." Journal of Prediction Markets 6, no. 2 (December 19, 2012): 1–11. http://dx.doi.org/10.5750/jpm.v6i2.498.

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In this paper we test the efficiency of NFL betting markets by examining the ability of NFL point spread and moneyline markets to incorporate information. While bookmakers may properly evaluate available information when setting point spreads and moneylines, we show that the nature of point spread markets makes full information incorporation difficult. We test if information from the finer moneyline market can be used to predict whether favorites will cover the spread in the point spread market. We find that for games with the same point spread, betting on (against) the most (least) favored teams to win (lose), according to the moneyline, results in chances to profit, suggesting an inefficiency in the point spread market.
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23

Nurmagandi, Boby. "Penggunaan Platform Game Education dalam Pendidikan Keperawatan: Kajian Literatur." ARTERI : Jurnal Ilmu Kesehatan 1, no. 1 (November 13, 2019): 8–13. http://dx.doi.org/10.37148/arteri.v1i1.3.

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Development of information and communication technology that increases complexity in the education system where the learning process develops to be electronic-based, the use of electronic-based learning systems in nursing education provides an interesting development for students. one of them is the use of educational game platforms. The use of educational game platforms can provide convenience in learning the learning system. The method of reading this article is the Study of Literature Review through searching articles on 2 data-based, namely: Science Direct and Scopus. The inclusion criteria for this literature study are full text free, waiting for English, and published 2013-2018. The keywords used in the search article are Games, Educational Games, Platform Educational Games, Nursing Educational Games. search results found 294 articles starting with reading the title and abstract sections to find 10 articles that are relevant for use for literature review. The results of the conclusions study concluded that the use of educational game platforms in the learning process can increase learning interest, student satisfaction levels, increase self-efficacy, the level of punishment and the ability to make decisions. The use of educational games can also increase student learning prose, create active learning arrangements, easy to understand learning material, and improve students' clinical teaching skills. Educational games related to educational game platforms, collaboration between education and related parties Industrial games to educate game platforms according to the needs in the learning process.
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de VISSER, J. ARJAN G. M., and ROLF F. HOEKSTRA. "Synergistic epistasis between loci affecting fitness: evidence in plants and fungi." Genetical Research 71, no. 1 (February 1998): 39–49. http://dx.doi.org/10.1017/s0016672397003091.

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Information on the nature of epistasis between alleles affecting fitness is hardly available, but relevant for, among other issues, our understanding of the evolution of sex and recombination. Evidence of synergistic epistasis between deleterious mutations is support for the Mutational Deterministic hypothesis of the evolution of sex, while finding antagonistic epistasis between beneficial alleles would support the Environmental Deterministic hypotheses. Both types of epistasis are expected to cause negatively skewed fitness distributions of full-sib offspring from a sexual cross. Here, we have studied the form of the distribution of a variety of quantitative characters related to fitness by searching the literature. The fitness traits encountered include the mycelial growth rate in fungi, and earliness, resistance against pathogens, seed number, and pollen fitness in plants. Fitness-related traits in plants show almost exclusively negative skewness, while the results for fungal species are more ambiguous. Possible sources of negative skewness other than epistasis, such as recessiveness of deleterious alleles or a negatively skewed error variance, were tested and found to be unimportant. We argue that these results suggest the existence of synergistic epistasis between deleterious alleles or antagonistic epistasis between beneficial alleles in plants, which is general support for the currently popular hypotheses of sex and recombination, but does not distinguish between them.
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Schmid, David, Denis Rosset, and Francesco Buscemi. "The type-independent resource theory of local operations and shared randomness." Quantum 4 (April 30, 2020): 262. http://dx.doi.org/10.22331/q-2020-04-30-262.

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In space-like separated experiments and other scenarios where multiple parties share a classical common cause but no cause-effect relations, quantum theory allows a variety of nonsignaling resources which are useful for distributed quantum information processing. These include quantum states, nonlocal boxes, steering assemblages, teleportages, channel steering assemblages, and so on. Such resources are often studied using nonlocal games, semiquantum games, entanglement-witnesses, teleportation experiments, and similar tasks. We introduce a unifying framework which subsumes the full range of nonsignaling resources, as well as the games and experiments which probe them, into a common resource theory: that of local operations and shared randomness (LOSR). Crucially, we allow these LOSR operations to locally change the type of a resource, so that players can convert resources of any type into resources of any other type, and in particular into strategies for the specific type of game they are playing. We then prove several theorems relating resources and games of different types. These theorems generalize a number of seminal results from the literature, and can be applied to lessen the assumptions needed to characterize the nonclassicality of resources. As just one example, we prove that semiquantum games are able to perfectly characterize the LOSR nonclassicality of every resource of any type (not just quantum states, as was previously shown). As a consequence, we show that any resource can be characterized in a measurement-device-independent manner.
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Yassien, Amal, Mohamed Ahmed Soliman, and Slim Abdennadher. "QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games." i-com 21, no. 1 (April 1, 2022): 55–70. http://dx.doi.org/10.1515/icom-2022-0005.

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Abstract The prevalence of immersive head-mounted display (HMD) social virtual reality (VR) applications introduced asymmetric interaction among users within the virtual environment (VE). Therefore, researchers opted for (1) exploring the asymmetric social VR interaction dynamics in only co-located setups, (2) assigning interdependent roles to both HMD and non-HMD users, and (3) representing non-HMD users as abstract avatars in the VE. Therefore, we investigate the feasibility of supporting Self-Embodiment in an asymmetric VR interaction mode in a remote setup. To this end, we designed an asymmetric social VR game, QuarantivityVR, to (1) support sense of self-embodiment for non-HMD users in a remote setting by representing them as realistic full-body avatars within the VE, (2) augment visual-motor synchrony for the non-HMD users to increase their sense of agency and presence by detecting their motion through Kinect sensor and laptop’s webcam. During the game, each player performs three activities in succession, namely movie-guessing, spelling-bee, and answering mathematical questions. We believe that our work will act as a step towards the inclusion of a wide spectrum of users that can not afford full immersion and will aid researchers in creating enjoyable interactions for both users in the physical and virtual spaces.
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Molinillo, Sebastian, Francisco Muñoz-Leiva, and Fátima Pérez-García. "The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games." Industrial Management & Data Systems 118, no. 9 (October 15, 2018): 1766–86. http://dx.doi.org/10.1108/imds-11-2017-0544.

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Purpose The purpose of this paper is to empirically examine the factors that influence the acceptance and use of mobile casual games. Design/methodology/approach A theoretical model is proposed based on the theory of reasonable action, the uses and gratifications theory, the network externalities (NEs) paradigm and the human–computer interaction literature. An empirical study was conducted through an online survey of mobile casual gamers in Spain, using a convenience sample. The proposed model was tested by an analysis of the collected data through a structural equation model using the partial least squares method. Findings The results indicate that human–mobile game interaction and NEs have a significant indirect impact on intention to play (IP), through utilitarian, hedonic and relational motivations. In addition, the full mediation effect of attitude was found between these constructs and IP, which is a very important determinant of actual use. Originality/value This study is among the few that focuses on users’ acceptance of mobile games apps, the features of which differ significantly from personal computer and console games. It highlights the effects of human–game interaction and NEs on the adoption of mobile casual games. Hence, the study contributes to the theoretical and practical understanding of the factors that lead users to adopt an entertainment mobile application.
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Leszczyński, Marcin, Adam Metelski, and Aleksandra Rabczun. "Digitalized Sports Products and Various Generations in the Era of Industry 4.0." Sustainability 14, no. 1 (December 22, 2021): 95. http://dx.doi.org/10.3390/su14010095.

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In modern times of Industry 4.0, digital solutions are used in an increasing number of branches of the economy, and this also applies to sports. Generational cohorts provide a way to understand how different life experiences affect people’s views of the world. There is a new growing group of sports fans—modern fans—who have been functioning in the digital world since birth, and therefore have their specific behavioral patterns, habits, and expectations. For this reason the sports industry must adapt properly to continue to develop. This article aims to identify how consumers representing various generations on the Polish market consume sports products provided by digitized channels. The study focused on three areas: the source of information about the sport, devices on which consumers watch sports and the evaluation of the attractiveness of sports products (full games, game highlights and behind the scenes). The study was conducted in the form of an online survey in 2021, and 581 Polish volleyball fans took part in it. The results indicate that younger generations are more likely to get sports information from social media and less likely to watch games on TV than older generations.
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Munhoz, Daniela Rosito Michella, Luciane Maria Fadel, Carla Galvão Spinillo, Ana Emília Figueiredo de Oliveira, Katherine Marjorie Mendonça de Assis, and Dilson José Lins Rabêlo Júnior. "A Human Centred-Design Approach to a Serious Game in Health Training for the Open University of the Unified Health System (UNA-SUS/UFMA) in Brazil." European Journal of Teaching and Education 2, no. 3 (December 30, 2020): 24–34. http://dx.doi.org/10.33422/ejte.v2i3.493.

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A serious game is a media based on the narrative of a game focused on learning. The narrative of a game brings elements and mechanics that motivate the participation and engagement of the players. This is because games are a constant in human development as they formalize cultural activities with social function, being full of meanings. Moreover, the possibilities found in the game narratives contribute to the construction of more participatory plots, since the player can act actively in the course of the story. The narrative and engagement of serious games are of prime importance to distance learning in the health field. In Brazil, the Open University of the Unified Health System (UNA-SUS/UFMA) develops serious games as educational resources to train health professionals. This paper presents the design process of the Clinical Case Game, a serious game for diagnosis and treatment of medical conditions, addressed to doctors in Brazil. A multidisciplinary and human-centred design approach was adopted to develop the game. It involved medical doctors, educators, IT professionals, information designers and game designers, who coordinated the team and acted on the balance of the dynamics involved, that is, the narrative and playful pleasure. The methodology employed consisted of a workshop; content and prototype production; prototype testing with users; and refinements for the final version of the game. The results suggested that narrative unity must be coherent for serious games on health and highlight the relevance of serious games as high potential resources in the educational process.
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Bigley, Tarin M., Justin M. Reitsma, and Scott S. Terhune. "Antagonistic Relationship between Human Cytomegalovirus pUL27 and pUL97 Activities during Infection." Journal of Virology 89, no. 20 (July 29, 2015): 10230–46. http://dx.doi.org/10.1128/jvi.00986-15.

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ABSTRACTHuman cytomegalovirus (HCMV) is a member of the betaherpesvirus family. During infection, an array of viral proteins manipulates the host cell cycle. We have previously shown that expression of HCMV pUL27 results in increased levels of the cyclin-dependent kinase (CDK) inhibitor p21Cip1. In addition, pUL27 is necessary for the full antiviral activity of the pUL97 kinase inhibitor maribavir (MBV). The purpose of this study was to define the relationship between pUL27 and pUL97 and its role in MBV antiviral activity. We observed that expression of wild-type but not kinase-inactive pUL97 disrupted pUL27-dependent induction of p21Cip1. Furthermore, pUL97 associated with and promoted the phosphorylation of pUL27. During infection, inhibition of the kinase resulted in elevated levels of p21Cip1in wild-type virus but not a pUL27-deficient virus. We manipulated the p21Cip1levels to evaluate the functional consequence to MBV. Overexpression of p21Cip1restored MBV activity against a pUL27-deficient virus, while disruption reduced activity against wild-type virus. We provide evidence that the functional target of p21Cip1in the context of MBV activity is CDK1. One CDK-like activity of pUL97 is to phosphorylate nuclear lamin A/C, resulting in altered nuclear morphology and increased viral egress. In the presence of MBV, we observed that infection using a pUL27-deficient virus still altered the nuclear morphology. This was prevented by the addition of a CDK inhibitor. Overall, our results demonstrate an antagonistic relationship between pUL27 and pUL97 activities centering on p21Cip1and support the idea that CDKs can complement some activities of pUL97.IMPORTANCEHCMV infection results in severe disease upon immunosuppression and is a leading cause of congenital birth defects. Effective antiviral compounds exist, yet they exhibit high levels of toxicity, are not approved for use during pregnancy, and can result in antiviral resistance. Our studies have uncovered new information regarding the antiviral efficacy of the HCMV pUL97 kinase inhibitor MBV as it relates to the complex interplay between pUL97 and a second HCMV protein, pUL27. We demonstrate that pUL97 functions antagonistically against pUL27 by phosphorylation-dependent inactivation of pUL27-mediated induction of p21Cip1. In contrast, we provide evidence that p21Cip1functions to antagonize overlapping activities between pUL97 and cellular CDKs. In addition, these studies further support the notion that CDK inhibitors or p21Cip1activators might be useful in combination with MBV to effectively inhibit HCMV infections.
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Elie, Romuald, Julien Pérolat, Mathieu Laurière, Matthieu Geist, and Olivier Pietquin. "On the Convergence of Model Free Learning in Mean Field Games." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 05 (April 3, 2020): 7143–50. http://dx.doi.org/10.1609/aaai.v34i05.6203.

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Learning by experience in Multi-Agent Systems (MAS) is a difficult and exciting task, due to the lack of stationarity of the environment, whose dynamics evolves as the population learns. In order to design scalable algorithms for systems with a large population of interacting agents (e.g., swarms), this paper focuses on Mean Field MAS, where the number of agents is asymptotically infinite. Recently, a very active burgeoning field studies the effects of diverse reinforcement learning algorithms for agents with no prior information on a stationary Mean Field Game (MFG) and learn their policy through repeated experience. We adopt a high perspective on this problem and analyze in full generality the convergence of a fictitious iterative scheme using any single agent learning algorithm at each step. We quantify the quality of the computed approximate Nash equilibrium, in terms of the accumulated errors arising at each learning iteration step. Notably, we show for the first time convergence of model free learning algorithms towards non-stationary MFG equilibria, relying only on classical assumptions on the MFG dynamics. We illustrate our theoretical results with a numerical experiment in a continuous action-space environment, where the approximate best response of the iterative fictitious play scheme is computed with a deep RL algorithm.
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Lingling, Wu, and Chen Fuli. "Role of AI Technology in Brend Building of Chinese Higher Education Institution – Thought Based on Integrated Marketing Communicanion." Marketing and Digital Technologies 5, no. 2 (June 29, 2021): 7–13. http://dx.doi.org/10.15276/mdt.5.2.2021.1.

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As the competitions among higher education institutions (HEIs) intensify, brand building has gradually become an important means for HEIs to build their images and enhance their competitiveness. For HEIs, the significance of integrated marketing communication lies in the integration of brand image communication content, communication channel and communication process. At present, the influence of traditional communication channels declines, the influence of self-established media is limited, and the negative information is not monitored well. Under such circumstances, AI technology can provide technical support for integrated marketing communications of HEI brand. In terms of communication content, VR/AR, UAV, interactive games and chatbot are mainly applied. In the aspect of communication channels, the data mining technique is mainly used to achieve differentiated communication, and the big data analysis technique is adopted to integrate brand image information communication channels. With regard to negative information monitoring, the natural language processing technology can provide high-efficiency, full-coverage and round-the-clock negative information monitoring.
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Xefteris, Dimitrios, and Nicholas Ziros. "Strategic Vote Trading in Power Sharing Systems." American Economic Journal: Microeconomics 9, no. 2 (May 1, 2017): 76–94. http://dx.doi.org/10.1257/mic.20150254.

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This paper studies decentralized vote trading in a power sharing system that follows the rules of strategic market games. In particular, we study a two-party election in which prior to the voting stage, voters are free to trade votes for money. Voters hold private information about both their ordinal and cardinal preferences, whereas their utilities are proportionally increasing in the vote share of their favorite party. In this framework, we prove generic existence of a unique full trade equilibrium (an equilibrium in which nobody refrains from vote trading). Moreover, we argue that vote trading in such systems unambiguously improves voters' welfare. (JEL C72, D71, D72, D82)
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Orlick, Terry. "Reflections on SportPsych Consulting with Individual and Team Sport Athletes at Summer and Winter Olympic Games." Sport Psychologist 3, no. 4 (December 1989): 358–65. http://dx.doi.org/10.1123/tsp.3.4.358.

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This article shares personal perspectives and experiences that emerged as a result of 15 years of consulting with athletes representing numerous sports at both Summer and Winter Olympic Games. The importance of listening closely to athletes, respecting their input, and meeting their individual needs is emphasized. Consultants are cautioned against using batteries of standardized personality assessment inventories as these infringe upon the athletes’ time without providing practical information. Effectiveness in this field requires firsthand experience with sport, a full understanding of the psychology of excellence, and a willingness to learn directly from the athletes themselves. One-on-one contact, adaptability to individual needs, good interpersonal skills, applied sportpsych knowledge, and persistence in application are also important. It is recommended that registration of consultants in the field of applied sport psychology be contingent upon direct evaluation by athletes.
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Бурнаева, Е. М., and М. В. Орлов. "Information security in the development, distribution, acquisition and operation of interactive gaming products in pedagogical discourse." Management of Education, no. 1(47) (May 5, 2022): 69–76. http://dx.doi.org/10.25726/d0625-1166-9500-m.

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Информационная безопасность позволяет детям и подросткам правильно использовать современные информационные технологии, в частности – безопасно приобретать информационные интерактивные продукты посредством сети интернет, воспитывает ответственное отношение во время работы в сетевом пространстве, также способствует повышению навыков уже существующих специалистов в сфере информационных технологий, в частности – разработчиков программного обеспечения, в том числе – и интерактивных игровых продуктов. В данной статье осуществлена попытка разработки методики, способной превентивно обеспечить безопасность информации. В настоящее время компьютерные игры – это полноценный мультимедийный продукт, который, зачастую, является даже более маржинальным, нежели прочие представители рыночного сегмента визуальных развлечений, включая и кинематограф. Для разработки современной компьютерной игры требуются гораздо большие вычислительные мощности, нежели те, которые использовались на заре развития компьютерной игровой индустрии. Для понимания этого достаточно сравнить игровые продукты, которые выходили в конце 1990-х и начале 2000-х с современными играми, выпускающимися на всех возможных платформах нового поколения. Information security allows children and adolescents to use modern information technologies correctly, in particular, to safely purchase interactive information products via the Internet, educates a responsible attitude while working in the network space, also contributes to improving the skills of existing specialists in the field of information technology, in particular, software developers, including interactive gaming products. In this article, an attempt is made to develop a methodology capable of proactively ensuring the security of information. Currently, computer games are a full-fledged multimedia product, which is often even more marginal than other representatives of the market segment of visual entertainment, including cinema. To develop a modern computer game requires much more computing power than those used at the dawn of the development of the computer gaming industry. To understand this, it is enough to compare the gaming products that were released in the late 1990s and early 2000s with modern games that are released on all possible platforms of the new generation.
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Urushadze, Maia. "The Role of Kremlin Propaganda Machine in the ‘Frame-Games’ of International Agenda." Ante Portas - Studia nad bezpieczeństwem 1(14)/2020, no. 1(14)/2020 (2020): 11–24. http://dx.doi.org/10.33674/320191.

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Nowadays, when the international agenda resembles a training ground for ‘framegames’ of influential international players, all political actors try to strengthen their interpretation and position themselves as a force to be reckoned with. Among the propaganda machines that are operating at full capacity the Russian propaganda machine is the one one of which we should talk about today. Although Russia's soft power is not named among the influential soft power forces in the international rankings, its influence in the post-Soviet space is still noticeable. The Kremlin is not a dominant interna-tional actor that would be able to use widely the components of economic or cultural soft power, but the informational influence is still high. Moscow successfully exploits the contributions of other forces and adopts them to its own interests. Therefore, it is impossible to talk about strengthening the Regional Cooperation in Europe and the Euro-Atlantic Area without considering Russia's factor. I will try to briefly illustrate the obvious and hidden scale of information pressure by which Russia, as an external force, is able to realize its political, military and economic goals. I would also like to point out that the military actions aimed at expanding the Kremlin's influence outside Russia have started with military aggression against Georgia.
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Büyükşahin, Ferhat. "Examination of disappeared children's games in culture and environment context: Sarıkeçili yörük exampleKaybolan çocuk oyunlarının kültür ve çevre bağlamında incelenmesi: Sarıkeçili yörük örneği." Journal of Human Sciences 15, no. 2 (May 15, 2018): 881. http://dx.doi.org/10.14687/jhs.v15i2.5063.

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The games of children in Sarıkeçili Yoruk community and the reasons of the disappearance of these games because of environmental factors are studied in this research. Time, place and children are required for the games, which have positive effect on children’s personal developments, to be played. It is obvious that disappearance of the games played is inevitable in the case of loss of one of these conditions. Participant observation method which is one of the qualitative researches is used for this study. Detailed oral interviews have been done as the observation of the children’s many games not been played recently in Sarıkeçili Yoruk community, who is still having nomadic life, because of different effects. It is also observed that the children’s games played until 1985s is remembered by the ones over middle ages and these games types are almost to forget. The places of this research consists of the small cities Silifke, Aydıncık, Gülnar, Bozkır, Hadim, Seydişehir which are the habitats of Sarıkeçili Yoruk community having nomadic life. In this research, how the children’s games, which have an important part for the culture to combine the community, were preserved and how it is blocked to hand down to generation to generation by the environmental factors are studied. Records about socio-cultural practices of recent nomads are created in the name of information for future generations by recording many of the children’s games remembered today. Extended English summary is in the end of Full Text PDF (TURKISH) file.ÖzetBu araştırmada, kültür ve çevre bağlamında Sarıkeçili yörüklerde oynanan çocuk oyunlarının - çevresel faktörler ile kaybolma nedenleri incelenmiştir. Çocukların kişisel gelişiminde pozitif katkılar sağlayan oyunların oynanabilmesi için zamana, mekana ve çocukların bir arada olabilmesine ihtiyaç vardır. Şartlardan herhangi birinin eksikliği durumunda toplu olarak oynanan oyunların yok olacağı değerlendirilmektedir. Bu çalışmada nitel araştırma tekniklerinden olan ‘katılımcı gözlem metodu’ uygulanmıştır. Göçebe hayat süren Sarıkeçili Yörük Topluluğu’nda birçok çocuk oyunlarının değişik etkenlerden dolayı günümüzde oynanmadığı gözlemlenmiştir. Bu nedenle çocuk oyunlarının kaybolma nedenlerini ortaya koyabilmek için derinlemesine mülakatlar yapılmıştır. 1985’li yıllara kadar oynanan çocuk oyunlarının, sadece orta yaş üzeri kişilerin hafızasında kaldığı ve bu hatırlanan oyun türlerinin de unutulmaya yüz tuttuğu gözlemlenmiştir. Araştırmanın evrenini, günümüzde hala konar-göçer yaşamı devam ettiren Sarıkeçili Yörük Topluluğu’nun yaşam yerleri olan, Silifke, Aydıncık, Gülnar, Bozkır, Hadim, Seydişehir ilçelerinin kırsalı oluşturmaktadır. Bu araştırmada toplum üzerinde birleştirici rol oynayan kültürün çok önemli bir parçası olan çocuk oyunlarının geçmişten günümüze kadar bozulmadan nasıl korunabildiği incelenmiş ve çevresel faktörlerden dolayı gelecek kuşaklara aktarılmasının nasıl engellendiği ortaya konulmuştur. Hafızalarda kalmış olan birçok çocuk oyunu kayıt altına alınarak, günümüz yörüklerinin sosyo-kültürel pratikleri hakkında gelecek kuşaklara bilgi niteliğinde kayıt oluşturulmuştur.
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Stoyanov, Stanimir, and Ani Epitropova. "GAME-BASED ECOSYSTEM FOR AUTISTIC CHILDREN." Education and Technologies Journal 11, no. 1 (August 1, 2020): 226–32. http://dx.doi.org/10.26883/2010.201.2287.

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Internationally and nationally, the full use of e-learning platforms and learning resources in primary and secondary school is increasingly encouraged. Information and Communication Technologies (ICT) should be seen as a key tool for promoting equity and equality in educational opportunities. Equality implies that the individual needs of people are met in inclusive conditions through differentiated approaches that take into account the diversity of learners. In this sense, countries are developing policies aimed at implementing inclusive education for children with autism. There is a growing need to guarantee the human rights of people with autism, such as the right to inclusive education. People with autism should be given the opportunity to reach their full potential when given the right opportunities within a general school environment. This article presents a game-based educational ecosystem supporting autistic children. The ecosystem is the result of a project called ‘Inclusive classroom – play and learn’. The architecture of the system is described in more detail. Furthermore, the use of the ecosystem is demonstrated by two games.
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Guinet, Anne-Laure, Guillaume Bouyer, Samir Otmane, and Eric Desailly. "Validity of Hololens Augmented Reality Head Mounted Display for Measuring Gait Parameters in Healthy Adults and Children with Cerebral Palsy." Sensors 21, no. 8 (April 11, 2021): 2697. http://dx.doi.org/10.3390/s21082697.

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Serious games are a promising approach to improve gait rehabilitation for people with gait disorders. Combined with wearable augmented reality headset, serious games for gait rehabilitation in a clinical setting can be envisaged, allowing to evolve in a real environment and provide fun and feedback to enhance patient’s motivation. This requires a method to obtain accurate information on the spatiotemporal gait parameters of the playing patient. To this end, we propose a new algorithm called HoloStep that computes spatiotemporal gait parameters using only the head pose provided by an augmented reality headset (Hololens). It is based on the detection of peaks associated to initial contact event, and uses a combination of locking distance, locking time, peak amplitude detection with custom thresholds for children with CP. The performance of HoloStep was compared during a walking session at comfortable speed to Zeni’s reference algorithm, which is based on kinematics and a full 3D motion capture system. Our study included 62 children with cerebral palsy (CP), classified according to Gross Motor Function Classification System (GMFCS) between levels I and III, and 13 healthy participants (HP). Metrics such as sensitivity, specificity, accuracy and precision for step detection with HoloStep were above 96%. The Intra-Class Coefficient between steps length calculated with HoloStep and the reference was 0.92 (GMFCS I), 0.86 (GMFCS II/III) and 0.78 (HP). HoloStep demonstrated good performance when applied to a wide range of gait patterns, including children with CP using walking aids. Findings provide important insights for future gait intervention using augmented reality games for children with CP.
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Abdul Wahid, Shahla, Swapna Johncy, Sadaf Abbas, and Mikyoung Lee. "The Effects of Distraction on Preoperative Anxiety in Preschool and School-Age Children: A Literature Review." Athens Journal of Health and Medical Sciences 9, no. 1 (January 27, 2022): 49–70. http://dx.doi.org/10.30958/ajhms.9-1-4.

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Children experience high levels of anxiety before surgery. Preoperative anxiety interferes with anesthesia induction compliance and is associated with many short and long-term postoperative complications The aim of this integrative review was to evaluate the impact of distraction methods on preoperative anxiety in preschool and school-age children compared to standard of care or conventional methods. A systematic search of literature was conducted using PubMed and CINHAL databases. We found 15 full-text articles in English published, between the years 2015-2019 on preschool and school-age children on PubMed, CINHAL, and keyword search according to inclusion criteria. The tools used to measure the children’s anxiety included a personal information from, separation scoring, index of clinical stress score, modified Yale preoperative assessment scale, the state-trait anxiety inventory for children, post hospitalization behavior questionnaire, Hamilton anxiety rating scale, and vital signs. Medical clowns, integrated art therapy, therapeutic play, “Play-doh”, computer games, books, and music, video games, toys, music, books, virtual reality, smartphone, relaxation-guided imagery, and iPads were used for creating distraction to reduce anxiety levels during parental separation and the preoperative period. Distraction is a safe, timely, and cost-effective non-pharmacological anxiolytic intervention that can be performed by nurses. Keywords: distraction, therapy, art, anxiety, play, surgery
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Sköld, Olle. "Documenting virtual world cultures." Journal of Documentation 71, no. 2 (March 9, 2015): 294–316. http://dx.doi.org/10.1108/jd-11-2013-0146.

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Purpose – The purpose of this paper is to explore how virtual world communities employ new media as a repository to record information about their past. Design/methodology/approach – Using the notions of documentary practice and memory-making as a framework, a case study of MMORPG City of Heroes’ (CoH) virtual community on Reddit discussion board “/r/cityofheroes” was conducted. The study consists of an interpretative analysis of posts, comments, images, and other materials submitted to /r/cityofheroes during a period of approximately seven months. Findings – The principal finding of the study is that the CoH community, with varying levels of intentionality, documented a range of pasts on /r/cityofheroes, relating to CoH as a game world, a site of personal experience, a product, a nexus of narratives, and a game. The analysis also lays bare the community’s memory-making processes, in which the documented conceptions of CoH’s past were put to work in the present, informing community action and viewpoints. Originality/value – Games and gaming practices are increasingly prevalent in leisure and professional settings. This trend, which makes virtual environments and online media proxies for or augmentations of “real life”, makes it necessary for information scholars to understand how the full range of human information behaviours, including documenting, and memory-making, emerge or are replicated online. Additionally, few studies have examined the interplay between new media affordances, documentary practices, and memory-making in the context of virtual world communities.
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Clemente, Filipe Manuel, Fernando Manuel Lourenço Martins, and Rui Sousa Mendes. "Analysis of scored and conceded goals by a football team throughout a season." Kinesiology 48, no. 1 (2016): 103–14. http://dx.doi.org/10.26582/k.48.1.5.

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Network analysis can provide a new set of important information about players and teams’ behaviour throughout a match. Despite their pertinence, football analysis using network metrics is limited. Therefore, the aim of this study was to analyse the goals scored and goals conceded by a single team during a full season using network methods. Thirty-six games were analysed and from these the data about players’ connectivity in actions preceding 46 goals scored and 15 goals conceded were collected. The results showed that the most used players during the plays that resulted in the goals scored were forward players in the forward regions, mainly in the penalty area. The lateral defenders and midfield players were the players that mostly initiated the attacking plays that resulted in the goals scored. In sum, it was possible to conclude that network metrics can provide a new visualization and understanding of team-members’ behaviour, as well as characterize some patterns of play giving sport’s analysts information complementary to the traditional notational analysis.
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Tikhonova, N. V. "The Use of Digital Portfolio to Assess the Student Teachers’ Professional Skills." Vysshee Obrazovanie v Rossii = Higher Education in Russia 30, no. 10 (October 8, 2021): 87–98. http://dx.doi.org/10.31992/0869-3617-2021-30-10-87-98.

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Nowadays, digital technologies are widely used at all levels of education and are effectively integrated into diverse teaching and learning activities (transmission of information, educational projects, presentations, games, training, modeling, evaluation and competence assessment, etc.). Information and communication technologies are considered in this study as a key element of assessment of teacher student professional skills and competencies during school teaching practice. A digital portfolio is regarded as a form of authentic assessment of teaching practice and a way to improve teaching performance and to contribute to pre-service teachers’ professional growth. The purpose of the research is to analyze the opportunities and potential benefits as well as the disadvantages of using digital portfolio in teacher preparation course and to propose recommendations for the full realization of this method’s potential. The author analyzes the experience of Swiss teachers in using a digital portfolio to assess the results of student teaching practice. The research focuses on the role of the digital portfolio in developing the pre-service teachers’ ability to selfassessment and self-reflection.
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Morales Díaz, Marina. "VIABILIDAD DEL USO DEL VIDEOJUEGO EN EL AULA: OPINIONES PRÁCTICAS DE LOS MAESTROS EN PRE-SERVICIO." EDMETIC 7, no. 2 (August 24, 2018): 78. http://dx.doi.org/10.21071/edmetic.v7i2.11101.

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RESUMENIncluir videojuegos en el aula de educación primaria se considera un aspecto muy importante para el pleno desarrollo del alumno a nivel cognitivo, por otro lado el desarrollo de las Tecnologías de la Información y de la Comunicación (TIC) esta provocando que hoy en día cada vez más alumnos se interesen por el mundo tecnológico y esto a su vez en los videojuegos.Es por ello, que si nos centramos en el Aprendizaje basado en juegos (AbJ) es un metodología innovadora que aprovecha el potencial educativo que presentan los videojuegos, serious games o recursos lúdicos digitales para impulsar los procesos formativos, favoreciendo que los alumnos adquieran un aprendizaje de forma motivadora, (Del Moral Pérez, Fernández García, y Guzmán-Duque. 2016).En este caso se va a dar a conocer la experiencia en torno a la inclusión de los videojuegos en el Grado de Educación Primaria del Centro de Magisterio “Sagrado Corazón” adscrito a la Universidad de Córdoba, donde se ha involucrado a 35 estudiantes, y los cuales se ha evaluado a través de la observación y un registro cualitativo, donde cada alumno ha arrogado su experiencia en torno a la utilización de los videojuegos dentro del aula. ABSTRACTIncluding videogames in the primary education classroom is considered a very important aspect for the full development of the student at the cognitive level, on the other hand the development of Information and Communication Technologies (ICT) is causing that nowadays every time more students are interested in the technological world and this in turn in video games.That is why, if we focus on learning based on games (AbJ) is an innovative methodology that takes advantage of the educational potential of video games, serious games or digital leisure resources to promote training processes, encouraging students to acquire learning In a motivating way, (Del Moral Pérez, Fernández García, y Guzmán-Duque. 2016).In this case, the experience about the inclusion of videogames in the Primary Education Degree of the Teaching Center "Sacred Heart" assigned to the University of Córdoba, where 35 students have been involved, will be made known. which has been evaluated through observation and a qualitative record, where each student has shared their experience about the use of video games in the classroom.
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Vorobets, Oleksii. "INFORMATION TECHNOLOGIES IN THE CONTEXT OF FORMING THE DIGITAL COMPETENCE OF FUTURE TEACHERS." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, SPECIAL EDITION (2019): 398–404. http://dx.doi.org/10.28925/2414-0325.2019s36.

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The article analyzes information technologies as components of the formation of the digital competence of future primary school teachers, focuses on practically oriented online resources (Canva, Paint Kards, VivaVideo-Video Editor & Photo Movie, mozaBook, etc.). Modernization of all spheres of modern life results in changes in the educational environment. The integration of information technologies into the formation of the digital competence of future teachers at the lessons of the linguistic and literary direction is due to the problem of losing the interest of schoolchildren in the book and reading in general. Therefore, it is quite logical to use close to modern children new technologies, since the student of the XXI century needs not only the updating of technical support, but also teaching methods. Thus, a modern teacher of the primary school in the context of the formation of digital competence must have the full range of available innovative instruments. It has been highlighted that modern information technologies, combining various possibilities, being universal, can imitate educational toys and games, at the same time they act as an equal partner, able to respond subtly to relevant actions and inquiries. In this area, educational institutions are being increasingly provided with computers, projectors, interactive whiteboards, tablets, e-books, whiteboards of the new generation of ЕdPrо Tоuch and mozaBook software. All this requires a teacher to be a professional who can work in a team, creatively approach the organization of the educational process.
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46

Larco, Andres, Jorge Carrillo, Nelson Chicaiza, Cesar Yanez, and Sergio Luján-Mora. "Moving beyond Limitations: Designing the Helpdys App for Children with Dyslexia in Rural Areas." Sustainability 13, no. 13 (June 24, 2021): 7081. http://dx.doi.org/10.3390/su13137081.

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Dyslexia is a relatively common language disorder which is generally ignored in rural communities. It hinders children’s learning processes and, in some cases, is the cause of dropouts or violence in schools. The present work strives to create a web and mobile app as a preliminary step towards the diagnosis and treatment of dyslexic children. Apps providing didactic educational games and activities improve literacy skills for students with reading disabilities. The current work incorporates user experience and prototyping to fulfill app requirements. The authors evaluated the apps with the Mobile App Rating Scale (MARS) tool to assess engagement, functionality, aesthetics, and information. The app’s improvements were immediately implemented and tested in the “Escuela Linea Equinoccial” (Ecuador) school, proving its utility for future use in the education system. The app can be a valuable tool for children with dyslexia to progress successfully through school, raising their self-confidence and, thereby, helping them reach their full potential as adults able to make a positive contribution to society.
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47

Wang, Yan Xiu, and Yi Pai Jiang. "Research on Sports Electronic Instrument and Equipment." Applied Mechanics and Materials 484-485 (January 2014): 524–27. http://dx.doi.org/10.4028/www.scientific.net/amm.484-485.524.

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With the development of the modern science and technology, new and high technology and the electronic instrument and equipment has been widely used in the referee work of the large scale track and field matches, which is also a prominent feature of the modern large scale track and field matches. Taking the referee work of the track and field match of the Ninth National Games as an example, this article carries on the discussion on the function of the electronic equipment in the large scale track and field competition, to provide a reference for further deepening the recognition and understanding of the characteristics of the modern large scale track and field matches. Present situation and the development of the sports electronic equipment Since the development of modern Olympic sports competition, sports have become a part of peoples life around the world. For more than 100 years, with the continuous improvement of the level of the competitive sports, the competition has become increasingly fierce, and in the competitive sports games, ranking the performance in one second per one hundred, or even one per one thousand seconds is very normal. So, quickly, accurately and fairly determining the timing and scoring of the achievement, and the instrument and the equipment assessing the scores have become one of the necessary sports facilities of the development of competitive sports. Early in the seventeen sixties, in the sports games there was the application of the mechanical stopwatch, and until the forties of this century, the development of light, machine, electric technology is gradually applied to the referee equipment of the sports matches. In the sixties of this century, the Swiss Omega company as the representative successfully promoted the timing and scoring devices to the sports industry with various applications of the electronic technology as the leading factor in the sports competitions, and has won the identification of the international sports organization. The increasing application of these electronic devices in sports competitions accelerates its development, and internationally the German Junghanns, the Japan Seiko and other companies also joined this field of research, with the development of their own products. In the eighties, with rapid development of the computer technology, and the appearance of various new materials, sports electronic equipment has reached a new level in terms of its reliability and automation. The use of the electronic judgment devices of the games, which can also promote the improvement and development of the sports electronic equipment, is clearer and clearer in the technical definition. Sports electronic equipment can be roughly divided into three categories. The first category is mainly the electronic equipment used in the automatic and semiautomatic timing and scoring of various sports competitions and the scoring system, such as track and field, swimming, weightlifting, rowing, winter sports, cycling, gymnastics, diving, all kinds of ball games, shooting, fencing etc. The second category is the various auxiliary training and monitoring equipment and instrument used for scientific sports training, to improve the sports performances, such as the swimming start, the Turing test, rowing strength telemetry, eight first telemetry, heart rate telemetry, photoelectric detection of firing stability, and the electronic equipment related to the athletes material selection. The third is the computer information system of the large-scale comprehensive sports games, such as the Olympic Games, the intercontinental games, and the National Games. The host countries and cities are using the competition opportunity to demonstrate its economic and technological strength. In addition to providing the first-class modern venues, the electronic information system has become one of the main equipment of the system during the general assembly, for journalists, sports teams and the public to understand the relevant information, it also provides the games with all service guides, to make the system function more and more complete, and more convenient to use. No wonder some people comment that the games of the Olympic level have become a window to display the technological progress and development of the world. Study and discussion on the sports electronic equipment Fully automatic electronic timing system The Ninth National Games use the SEIKO (2000HD) automatic electronic timing system for the timing, and this system is one of the world's most advanced timing systems, which is characterized by high resolution images, with the image resolution 419 million pixels (2048@2048H), more accurate interpretation, with the interpretation precision of the images up to 1/4000s, and large recording capacity, with the single 322MB and the dual 644MB, and one side recording 250 screens and the double 500 images, and the resolution up to 400dpi. The full automatic electronic timing system can print the color images of the athletes through the end after being amplified with the resolution 1/1000s, which effectively distinguishes the ranks of each athlete arriving at the end position and accurately judges the competition performance of the athletes. For example, in the men's 100m finals of the National Games, the performance of the top two is 10.25s, and their winning or losing is determined by 1/1000s. From the nineteen sixties, the large international track and field competition began to use the electric timing, and the current track events of 400m and below only admit the electric timing of the world and the national record.
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48

Lamrani, Rachid, and El Abdelwahed. "Game-based learning and gamification to improve skills in early years education." Computer Science and Information Systems 17, no. 1 (2020): 339–56. http://dx.doi.org/10.2298/csis190511043l.

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Early childhood education has become a prevalent public policy issue. It has a serious impact on the child's personality, upbringing, education, socialization, development, and academic success from the preschool period to the university and beyond. In general, traditional teaching methods usually have a fixed learning structure which disables the child to be motivated, creative and innovative. Learners receive theoretical rather than practical instructions, which discourage them from keeping and recalling concepts and information more quickly. Moreover, traditional teaching usually lacks attracting the full attention of learners which decreases their interaction, engagement and investment in the content. Thus, the development of innovative approaches offering better education is an effective way to address this problem. On the other hand, recent researches in the fields of cognitive science and educational neuroscience show that play-based learning is a promising approach to use in early childhood education. Four key success factors for learning have been identified to strengthen children's skills, namely attention, active engagement, feedback, and consolidation. Thus, the proposed approach presents a digital play-based learning approach deploying serious games augmenting the pedagogical aspect of the Montessori approach. Our purpose is to improve children's skills in their early years education through play-based learning and gamification. It aims to provide children with a rich variety of serious gaming activities and challenging experiences in an interactive environment. We developed several serious games based on Montessori pedagogical principal and the four pillars of learning. For the evaluation, we have chosen a representative sample of children from rural regions.
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49

Van Mier, Hanneke I., and Hui Jiao. "Influence of action video gaming on spatial representation in the haptic modality." Experimental Brain Research 238, no. 12 (September 29, 2020): 2769–81. http://dx.doi.org/10.1007/s00221-020-05931-7.

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Abstract Spatial representation in the haptic domain has been shown to be prone to systematic errors. When participants are asked to make two bars haptically parallel, their performance deviates from what would be veridically parallel. This is hypothesized to be caused by the bias of the egocentric reference frame. Stimulating the use of an allocentric reference frame has previously been shown to improve performance in haptic parallelity matching. The aim of the current study was to investigate the influence of action video game experience on parallelity performance. We hypothesized that participants who extensively play action video games with a so-called ‘bird’s-eye view’ are likely to process spatial information more allocentrically, resulting in better performance in haptic parallelity matching. This was tested in two groups of male participants, 10 participants with extensive action video gaming experience (AVGPs) and 10 participants without or hardly any action video gaming experience (NAVGPs). Additionally, the effect of visual–haptic practice on haptic parallelity performance was tested. In the haptic blocks, blindfolded participants had to feel the orientation of a reference bar with their non-dominant hand and had to match this orientation on a test bar with their dominant hand. In subsequent visual–haptic blocks, they had full view of the set-up and visually paralleled both bars. As hypothesized, AVGPs performed significantly better in haptic blocks than NAVGPs. Visual–haptic practice resulted in significantly better performance in subsequent haptic blocks in both groups. These results suggest that playing action video games might enhance haptic spatial representation, although a causative relationship still needs to be established.
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50

Martin, John. "Go Fast With the Flow." Mechanical Engineering 137, no. 05 (May 1, 2015): 40–45. http://dx.doi.org/10.1115/1.2015-may-2.

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This article discusses various applications of computational fluid dynamics (CFD) in the field of swimming. Using known physics and fluid dynamics relationships, CFD allows complex fluid flow regimes and geometry to be simulated within a computer environment. The ability to obtain segment-specific fluid force data within a full body stroking model provides enormous amounts of information that would be unobtainable via current empirical testing techniques. CFD software imports a realistic geometry of the athlete, generates the geometry of the surrounding water and air, and meshes these geometries to represent the athlete’s body in its surroundings. For world-class swimmers, the pursuit of a record-breaking performance at the 2016 Rio Olympics may well depend on CFD modeling and other simulations just as much as the athlete's physical ability. Experts see several applications for CFD, as engineers and academics continue their research into swimming, and coaches, athletes, and support teams prep for new competitions and championships, including the 2016 Rio Games. The growth of CFD methodology in swimming will rely on the ability to obtain easy and accurate 3-D kinematics.
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