Academic literature on the topic 'Heap games'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Heap games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Heap games"

1

Fraenkel, Aviezri S. "Heap games, numeration systems and sequences." Annals of Combinatorics 2, no. 3 (September 1998): 197–210. http://dx.doi.org/10.1007/bf01608532.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Liu, Yaqiong, Hock Soon Seah, and Guochu Shou. "Cost-Optimal Time-dEpendent Routing with Time and Speed Constraints in Directed Acyclic Road Networks." International Journal of Information Technology & Decision Making 15, no. 06 (November 2016): 1413–50. http://dx.doi.org/10.1142/s0219622016500437.

Full text
Abstract:
Travel costs on road networks always change over time which implies road networks are time dependent. Most studies on time-dependent road networks simply find the shortest path with the least travel time without considering waiting at some nodes, or fuel consumption and toll fee. In real-world applications or computer games, waiting may be allowed at some nodes but disallowed at other nodes; a user can traverse an edge at different speeds; monetary travel cost contains fuel cost and toll fees; and users usually prefer the minimum-cost route under time and speed constraints. Therefore, we study Cost-Optimal Time-dEpendent Routing (COTER) problem with time and speed constraints. We utilize two fuel consumption models and compute the minimum fuel consumption with given travel time for highway edges via nonlinear optimization. We allow the toll fee function to be an arbitrary single-valued time-dependent function. We define an Optimal Cost (OC) function for each candidate node [Formula: see text], and derive the recurrence relation formula between [Formula: see text]’s incoming neighbors’ OC-functions and [Formula: see text]’s OC-functions. To solve COTER, we propose a five-step algorithm, namely, ALG-COTER, which uses Fibonacci-heap optimized Dijkstra, topological sorting, dynamic programming, binary min-heap optimization, nonlinear optimization, and backtracking algorithms. Experimental results on three real-world road networks of different sizes demonstrate that our algorithm finds the optimal route efficiently and is scalable to different parameters.
APA, Harvard, Vancouver, ISO, and other styles
3

Cote, Amanda C. "Writing “Gamers”." Games and Culture 13, no. 5 (December 31, 2015): 479–503. http://dx.doi.org/10.1177/1555412015624742.

Full text
Abstract:
In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine gamer as more than just “male.”
APA, Harvard, Vancouver, ISO, and other styles
4

Colăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (August 1, 2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.

Full text
Abstract:
Abstract Among everything else post-apocalyptic video games have come to stand for, notions of in-group versus out-group communication are paramount. The Last of Us (2014, Naughty Dog/Sony Computer Entertainment) is a case in point. I look into the game’s use of subtitles and didactic texts in order to find out to the extent speech acts shape the player’s understanding of what the video game is. As an understudied aspect of video games, HUD or menu elements, as well as characters’ exchanges and voice-over narration, disclose what it is like to be alive, dead or in-between. Essentially, they show the tensions between the avatar and the gamer: the hero makes all of the decisions by himself and the player has to abide or stop playing all together. The avatar’s identity comes alive through speech acts, while the player is left outside decision-making processes. Survival horror gaming, with a religious twist, gives insight into the in-game discussion on the representation of the zombie rather than on the zombie experience as such. On screen, the interplay between speech acts and written language amounts to a procedural language, which suggests that variability in language creates an environment conducive to learning. Particularly, language use is all about group values and communication styles that should help gamers tell apart friends from enemies, good from evil and, finally, people from zombies.
APA, Harvard, Vancouver, ISO, and other styles
5

Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

Full text
Abstract:
Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game. Penentuan sampel dalam penelitian ini menggunakan metode total sampling. Hasil dari penelitian ini menunjukan bahwa: Kemudahan memainkan sebesar 78 %; Kegunaan sebesar 78%; persepsi Sikapsebesar 83%. Dari kemudahan, kegunaan dan sikap berpengaruh signifikan terhadap minat memainkan game sebesar 90%. Hasil pengujian memberikan bukti bahwa komunitas gamer semarang berminat memainkan game Game Bubble Zoo Collectketika akan menambah pengetahuan. Kata kunci: Kerangka TAM, Game Edukasi, User Interface. Abstract Current technological developments have entered all aspects of life. One of the most developed technologies is smart phones or smartphones. Aside from being a communication tool, smartphone is also one of the tools that can be used to help various purposes including opening the internet, as a means of multimedia, playing games, learning process and others.Data collection methods in this study use survey methods by distributing questionnaires to semarang gamers as many as 20 members. All members of the community have a habit of playing games. Determination of samples in this study using total sampling method. The results of this study indicate that: Ease of playing is 78%; Usage of 78%; Attitude perceptions of 83%. From the ease, usefulness and attitude significantly influence the interest in playing the game by 90%. Test results provide evidence that the gamers community is interested in playing game games Bubble Zoo Collect when it will increase knowledge. Keywords: TAM Framework, Educational Game, User Interface.
APA, Harvard, Vancouver, ISO, and other styles
6

Stokes, Benjamin, and Dmitri Williams. "Gamers Who Protest." Games and Culture 13, no. 4 (November 6, 2015): 327–48. http://dx.doi.org/10.1177/1555412015615770.

Full text
Abstract:
Commercial games are rarely studied for their links to civic behavior. Yet small-group games online can affect the social networks that spill into civic life (and vice versa). This study examined players of the world’s most popular personal computer game, League of Legends. Such games are theorized as mirrors that reflect civic tendencies and help some players to retain social resources. Using models of civic voluntarism, the attitudes and behaviors of more than 9,000 gamers were investigated. Gamers were shown to have relatively typical civic lives, except for unusually high rates of peaceful protest. Which gamers protest? As predicted, models for protest improved when considering how players approach their gaming (including recruiting and collaboration preferences). Dispelling some civic fears, there was no evidence that video games distracted from civic life when played in moderation. The findings support an emerging notion of protest as a playful and “expressive” civic mode.
APA, Harvard, Vancouver, ISO, and other styles
7

Andreev, V. I., O. I. Sluchak, M. I. Andryushchenko, and V. Ya Maer. "Positive Impact of Exergaming on Recovery from Stress and Metabolic Equivalent of Tasks for Athletes and Gamers (on the Example of Outdoor Mobile Games)." Ukraïnsʹkij žurnal medicini, bìologìï ta sportu 6, no. 4 (September 20, 2021): 208–16. http://dx.doi.org/10.26693/jmbs06.04.208.

Full text
Abstract:
The research focuses on exergaming as an instrument of physical traning for stress tolerance. The purpose of the study is to determine the positive effect of exergaming on two criteria: 1) on stress resistance based on root mean square of successive differences (speed of recovery after physical stress); 2) to combat obesity on the basis of metabolic equivalent of task. The main difference between simple gamer and professional sportsman reaction to the exergaming was developed. For example, exergaming is one of the best types of unloading workout for sportsman and one of the best motivator for more intence workout for simple exergamer. The main categories of exergames classification were reviewed in economic and scientific context of the exergame industry. Main exergaming types include: home, medical, dance and bike exergaming, connect emulation of the sport, role-playing game with gamercize-control and outdoor mobile games. Materials and methods. Nineteen competitions of dance exergaming (World Pump Festival and Just Dance) and eSports League discipline of bike exergaming (Zwift) have been identified in aspects of cybersports. This article is confirmed in 2 experimental researches about: 1) metabolic equivalent of task in main exergaming types and outdoor mobile games in particular; 2) speed of recovery after physical stress. Study of metabolic equivalent of task for the exterior mobile games is based on Ukraine Niantic games community survey (190 members). Results and discussion. Average playing experience for the Niantic games (Ingress, Pokémon Go and Harry Potter: Wizards Unite) community was 4 years (59% ≤5 years and 41% >5 years). The distance travelled during this time was about 7429 kilometers (32% passed more than 10,000 km). Metabolic equivalent of task and body heat balance was modelled on the basis of the survey data and metabolic WHO constants and body heat constants of ANSI standart. Exterior games take 5.65 kkal to 1 kg per 1 day, home fitness exergaming (Power Pad, Let's Yoga, Personal Trainer: Walking) takes 7.14 kkal to 1 kg per 1 day, dance exergames take 7.14-10 kkal to 1 kg per 1 day. In the body heat equivalent, this is 4.1 times more than at rest for home-fitness videogames, 5.75 times more than at rest for dance exergaming and 1.84-2.59 times more than at rest for exterior mobile exergames. Conclusion. Based on the indicators of root mean square of successive differences with the help of Energy Health free platform, the first stage of the research on the influence of outdoor exergames on the formation of stress tolerance was held. Root mean square of successive differences monitoring was carried out for 20 participants (10 Black Sea State University volleyball team members and 10 Niantic game community members). An increase in root mean square of successive differences was recorded for 80% of gamers and 60% of athletes. Moreover, the novelty factor acted precisely in athletes, which indicates long-term effectiveness of outdoor mobile games as an instrument of physical traning for stress tolerance
APA, Harvard, Vancouver, ISO, and other styles
8

Cote, Amanda C. "“I Can Defend Myself”." Games and Culture 12, no. 2 (May 22, 2016): 136–55. http://dx.doi.org/10.1177/1555412015587603.

Full text
Abstract:
Although video game audiences have greatly diversified over recent years, players who are not the stereotypical straight, White, male “gamer” are still frequently viewed as outsiders to online gaming and face harassment because of this status. However, many choose to play games despite this and have developed specific coping strategies they employ to avoid or respond to harassment. Using grounded theory and in-depth interviews with female gamers, this gender-based case study explores women’s strategies for coping with online game-related harassment. It shows that women are first and foremost an active audience, carefully managing their media environment to help ensure positive experiences. At the same time, their strategies come with limitations, such as hiding their contributions to gaming or provoking further harassment. Although women are capable media managers, their continued status as “outsiders” deeply affects their gaming experiences and demonstrates a need for cultural change in online environments.
APA, Harvard, Vancouver, ISO, and other styles
9

Dr. Sonia George, Deena Balakrishnan,. "Exploring the impact of internet gaming disorder on adolescent gamers using thematic analysis." Psychology and Education Journal 58, no. 2 (February 10, 2021): 5534–38. http://dx.doi.org/10.17762/pae.v58i2.2972.

Full text
Abstract:
Most of the top gaming companies are owned by China, Japan, Korea, and USA. However, the users of games, developed by these gaming tech-giants are worldwide. Online/offline gaming has been a fascination for adolescents and adults ever since video games came in the global market. Moreover, Internet provides a plethora of online and offline games which help the gamers to vent out their feelings and extend resources through communication which is essential for a healthy development of emotional and psychological state. Though society often took gaming as a light hearted activity and often intended to reduce stress and boredom has recently taken a drastic shift, highlighting its negative outcomes on the users. To add on to this, the formal declaration of Internet gaming as a mental health disorder by the World Health Organization (WHO) 2018 has brought relentless researches focusing on the detrimental impact of Internet games on the users. Moreover, this inclusion has had a great influence on the scientific researches. This paper attempts to explore the impact of Internet Gaming Disorder (IGD) on adolescent gamers qualitatively using thematic analysis, and offers suggestion for combating issues pertaining to Internet games on its users.
APA, Harvard, Vancouver, ISO, and other styles
10

Yuhas, Daisy. "Head Games." Scientific American Mind 23, no. 5 (October 18, 2012): 76. http://dx.doi.org/10.1038/scientificamericanmind1112-76b.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Heap games"

1

Paris, Gabrielle. "Resolution of some optimisation problems on graphs and combinatorial games." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE1180/document.

Full text
Abstract:
J'ai étudié trois problèmes d'optimisation dans les graphes et les jeux combinatoires.Tout d'abord, les codes identifiants dans les graphes où les sommets font faces à des failles: les codes cherchent à repérer les failles pour les réparer. On s'est intéressé aux codes identifiants dans les graphes circulants en utilisant des plongements de ces graphes dans des grilles infinies.Ensuite, j'ai étudié le jeu de marquage de sommets et le jeu de coloration d'arêtes: ici deux joueurs se font face, le premier cherche à construire une coloration correcte (ou un marquage correct) et le deuxième cherche à l'en empêcher. Pour le jeu de marquage on s'est intéressé aux changements de stratégie gagnante lorsqu'on modifie le graphe. Pour le jeu de coloration d'arêtes on a donné une stratégie gagnante pour le premier joueur pourvu que le graphe considéré admette une certaine décomposition sur les arêtes. On améliore notamment des résultats sur les graphes planaires.Enfin j'ai étudié les jeux à tas purement de casse: deux joueurs à tour de rôle prennent un tas et le cassent en un certain nombre de tas non vides. On s'intéresse aux stratégies gagnantes lorsque les joueurs jouent sur un unique tas contenant n jetons. Ces jeux de pure casse semblent, à l'oeil nu, être réguliers. On a montré que c'est effectivement le cas pour certains et on a donné un test qui permet de déterminer la régularité cas par cas. Un seul cas ne semble pas correspondre à cette régularité: son comportement reste un mystère.En conclusion, je me suis intéressé à trois problèmes bilatéraux qui utilisent différentes méthodes et qui remplissent des propos différents dans le domaine de la combinatoire
I studied three optimization problems on graphs and combinatorial games.First, identifying codes were studied : vertices couteract faults. Identifying codes help locate the fault to repare it. We focused on circulant graphs by embedding them on infinite grids.Then, the marking and the coloring games were studied : two player games were one player wants to build something (a proper coloration or a proper marking) and the other wants to prevent the first player from doing so. For the marking game we studied the evolution of the strategy when modifying the graph. For the coloring game we defined a new edge-wise decomposition of graphs and we defined a new strategy on this decomposition that improves known results on planar graphs.In the end, I studied pure breaking games : two players take turns to break a heap of tokens in a given number of non-empty heaps. We focused on winning strategies for the game starting with a unique heap on n tokens. These games seem, on first sight, to be all regular : we showed this is the case for some of them and we gave a test to study one game at a time. Only one of these games does not seem to be regular, its behavior remains a mystery.To sum up, I studied three bilateral problems that use different methods and have different purposes in combinatorics
APA, Harvard, Vancouver, ISO, and other styles
2

Moregård, Daniel. "Heat Maps : En metod för att uvärdera banor." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6357.

Full text
Abstract:
Denna rapport har undersökt om game metrics genom heat maps kan användas för att hitta en choke point i en bana gjord till spelet Team Fortress 2. Game metrics och kvantitativa  metoder  erbjuder  ett  objektivt  och  nästan  automatiserat  alternativ  till kvalitativa metoder när det kommer till balansering. En bana har konstruerats med en choke point och har speltestats för att generera en heat map. För att undersöka om det går att hitta en choke point med hjälp av en heat map så har en enkät gjorts där respondenter   bads   hitta   choke   pointen   med   hjälp   av   den   heat   mapen   som genererades från speltestningen av banan. Alla respondenter lyckades hitta mitten av choke  pointen  med  hjälp  av  heat  mapen.  I  framtiden  skulle  arbetet  kunna  utökas genom  att  undersöka  om  användandet  av  bottar  eventuellt  skulle  helt  kunna automatisera  balanseringsprocessen.  Det  skulle  också  gå  att  undersöka  hur  olika klasser rör sig i en bana.
APA, Harvard, Vancouver, ISO, and other styles
3

Hayes, Mark. "The effect of progressive heat acclimation on games players performing intermittent-sprint exercise in the heat." Thesis, University of Brighton, 2014. https://research.brighton.ac.uk/en/studentTheses/5d460be8-1826-4a96-ac35-9c07c6943e6d.

Full text
Abstract:
Intermittent-sprint performance is reduced in hot environments and the impairment occurs without significant difference in metabolic responses to exercise. Reductions in cerebral blood flow and voluntary activation occur with hyperthermia and neuromuscular impairment has been posited to explain decreased performance in the heat. Heat acclimation is used to minimise heat mediated performance impairment, yet traditional protocols may limit adaptation. The purpose of this thesis was to examine the efficacy of a novel progressive heat acclimation model for games players performing intermittent-sprint exercise in the heat and to examine if this method can ameliorate neuromuscular fatigue following exercise of this type.
APA, Harvard, Vancouver, ISO, and other styles
4

Hong, Daomin. "Kinetic model of heat conduction in molecular gases." Thesis, University of Sheffield, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.286969.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Andersson, Anders Tobias. "Facial Feature Tracking and Head Pose Tracking as Input for Platform Games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12924.

Full text
Abstract:
Modern facial feature tracking techniques can automatically extract and accurately track multiple facial landmark points from faces in video streams in real time. Facial landmark points are defined as points distributed on a face in regards to certain facial features, such as eye corners and face contour. This opens up for using facial feature movements as a handsfree human-computer interaction technique. These alternatives to traditional input devices can give a more interesting gaming experience. They also open up for more intuitive controls and can possibly give greater access to computers and video game consoles for certain disabled users with difficulties using their arms and/or fingers. This research explores using facial feature tracking to control a character's movements in a platform game. The aim is to interpret facial feature tracker data and convert facial feature movements to game input controls. The facial feature input is compared with other handsfree inputmethods, as well as traditional keyboard input. The other handsfree input methods that are explored are head pose estimation and a hybrid between the facial feature and head pose estimation input. Head pose estimation is a method where the application is extracting the angles in which the user's head is tilted. The hybrid input method utilises both head pose estimation and facial feature tracking. The input methods are evaluated by user performance and subjective ratings from voluntary participants playing a platform game using the input methods. Performance is measured by the time, the amount of jumps and the amount of turns it takes for a user to complete a platform level. Jumping is an essential part of platform games. To reach the goal, the player has to jump between platforms. An inefficient input method might make this a difficult task. Turning is the action of changing the direction of the player character from facing left to facing right or vice versa. This measurement is intended to pick up difficulties in controling the character's movements. If the player makes many turns, it is an indication that it is difficult to use the input method to control the character movements efficiently. The results suggest that keyboard input is the most effective input method, while it is also the least entertaining of the input methods. There is no significant difference in performance between facial feature input and head pose input. The hybrid input version has the best results overall of the alternative input methods. The hybrid input method got significantly better performance results than the head pose input and facial feature input methods, while it got results that were of no statistically significant difference from the keyboard input method. Keywords: Computer Vision, Facial Feature Tracking, Head Pose Tracking, Game Control
Moderna tekniker kan automatiskt extrahera och korrekt följa multipla landmärken från ansikten i videoströmmar. Landmärken från ansikten är definerat som punkter placerade på ansiktet utefter ansiktsdrag som till exempel ögat eller ansikts konturer. Detta öppnar upp för att använda ansiktsdragsrörelser som en teknik för handsfree människa-datorinteraktion. Dessa alternativ till traditionella tangentbord och spelkontroller kan användas för att göra datorer och spelkonsoler mer tillgängliga för vissa rörelsehindrade användare. Detta examensarbete utforskar användbarheten av ansiktsdragsföljning för att kontrollera en karaktär i ett plattformsspel. Målet är att tolka data från en appliktion som följer ansiktsdrag och översätta ansiktsdragens rörelser till handkontrollsinmatning. Ansiktsdragsinmatningen jämförs med inmatning med huvudposeuppskattning, en hybrid mellan ansikstdragsföljning och huvudposeuppskattning, samt traditionella tangentbordskontroller. Huvudposeuppskattning är en teknik där applikationen extraherar de vinklar användarens huvud lutar. Hybridmetoden använder både ansiktsdragsföljning och huvudposeuppskattning. Inmatningsmetoderna granskas genom att mäta effektivitet i form av tid, antal hopp och antal vändningar samt subjektiva värderingar av frivilliga testanvändare som spelar ett plattformspel med de olika inmatningsmetoderna. Att hoppa är viktigt i ett plattformsspel. För att nå målet, måste spelaren hoppa mellan plattformar. En inefektiv inmatningsmetod kan göra detta svårt. En vändning är när spelarkaraktären byter riktning från att rikta sig åt höger till att rikta sig åt vänster och vice versa. Ett högt antal vändningar kan tyda på att det är svårt att kontrollera spelarkaraktärens rörelser på ett effektivt sätt. Resultaten tyder på att tangentbordsinmatning är den mest effektiva metoden för att kontrollera plattformsspel. Samtidigt fick metoden lägst resultat gällande hur roligt användaren hade under spelets gång. Där var ingen statisktiskt signifikant skillnad mellan huvudposeinmatning och ansikstsdragsinmatning. Hybriden mellan ansiktsdragsinmatning och huvudposeinmatning fick bäst helhetsresultat av de alternativa inmatningsmetoderna. Nyckelord: Datorseende, Följning av Ansiktsdrag, Följning av Huvud, Spelinmatning
APA, Harvard, Vancouver, ISO, and other styles
6

Hawker, Philip. "A heat pulse study of two dimensional electron gases." Thesis, University of Nottingham, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.277937.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Horn, Thomas J. "Comparison of heat flux standards for calibrating heat flux gages at elevated temperatures and high heat flux levels." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-06162009-063032/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

MORENO, Felipe Servilha. "A cooperação design de games e neurociência como estratégia à superação do cybersickness." Universidade Anhembi Morumbi, 2018. http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1715.

Full text
Abstract:
Submitted by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T14:15:14Z No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5)
Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T18:36:07Z (GMT) No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5)
Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-10-17T18:37:54Z (GMT) No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5)
Made available in DSpace on 2018-10-17T18:38:10Z (GMT). No. of bitstreams: 1 Felipe Servilha Moreno.pdf: 3335435 bytes, checksum: 145a8c05a54a0fe851645612ac3962d4 (MD5) Previous issue date: 2018-02-27
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The technological evolution of HMDs is responsible for making devices available that are lighter, cheaper and more operational, as well as being aware of the risks of cybersicness. Cybersickness involves a range of symptoms similar to those of motion sickness, which affects a significant number of users and is currently regarded as one of the main obstacles to virtual reality helmets in the market. The focal point of this dissertation is on merging the fields of knowledge of Neuroscience and Games Design as a strategy for mitigating the symptoms of cybersickness. It sets out the results obtained from an experiment carried out with two groups of volunteers – heavy and low users of games for HMDs. These results underpin the sensory rearrangement theory and point out the kind of design choices that can trigger the symptoms of cybersickness. As a result, it is becoming possible to design games by predicting the design decisions required to overcome the problem of this malady.
A evolução tecnológica dos HMDs é responsável por disponibilizar aparelhos mais leves, baratos e funcionais, bem como pela visibilidade do cybersickness. O cybersickness consiste em um conjunto de sintomas semelhantes à cinetose, que afeta um percentual expressivo dos usuários e se configura atualmente como um dos maiores impeditivos à consolidação dos capacetes de realidade virtual no mercado. Esta dissertação enfoca a cooperação entre os campos de conhecimento da Neurociência e do Design de Games como estratégia à redução dos sintomas do cybersickness. Apresenta e discute resultados obtidos em experimento realizado com dois grupos de voluntários, heavy user e low user de jogos para HMDs. Tais resultados reforçam a teoria do rearranjo sensorial e apontam as escolhas de design que desencadearam os sintomas de cybersickness. Com isso, passa a ser possível ao designer de games antever decisões projetuais capazes de contribuir à superação do cybersickness.
APA, Harvard, Vancouver, ISO, and other styles
9

Witter, Jeffrey Bruce. "Convection of magma in volcanic conduits as a degassing mechanism at active volcanoes /." Thesis, Connect to this title online; UW restricted, 2003. http://hdl.handle.net/1773/6721.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Jun, Byung Soon. "Measurement of thermal accommodation coefficients of inert gas mixtures on a surface of stainless steel /." free to MU campus, to others for purchase, 2001. http://wwwlib.umi.com/cr/mo/fullcit?p3025627.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Heap games"

1

Head games. New York: Thomas Dunne Books/St. Martin's Minotaur, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Copyright Paperback Collection (Library of Congress), ed. Head Games. New York: Dell, 1991.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Copyright Paperback Collection (Library of Congress), ed. Head games. New York: Pocket Pulse, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Dreyer, Eileen. Head games. New York: St. Martin's Paperbacks, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Fredericks, Mariah. Head games. New York: Atheneum Books for Young Readers, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Dreyer, Eileen. Head games. New York: St. Martin's Paperbacks, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Cavanagh, Thomas B. Head games. New York: Thomas Dunne Books/St. Martin's Minotaur, 2007.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Head games. New York: St. Martin's Press, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Hill, Joe. Locke & Key: Head Games. San Diego, CA: IDW Publishing, 2013.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Head game. Nashville, Tenn: WestBow Press, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Heap games"

1

Fraenkel, Aviezri S., and Dmitri Zusman. "A New Heap Game." In Computers and Games, 205–11. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/3-540-48957-6_13.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Kao, Kuo-Yuan. "On Colored Heap Games of Sumbers." In Lecture Notes in Computer Science, 239–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11922155_18.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Anderson, Eric, and Adam White. "Head games." In Sport, Theory and Social Problems, 66–77. Second edition. | Abingdon, Oxon; New York, NY:: Routledge, 2017. http://dx.doi.org/10.4324/9781315515816-5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Okopny, Paul, Ilya Musabirov, and Daniel Alexandrov. "Informal In-Game Help Practices in Massive Multiplayer Online Games." In Lecture Notes in Computer Science, 218–22. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15168-7_27.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Fahme, Minhaz-Us-Salakeen, and Tanimul Haque Khan. "Help!" In How to Make a Game, 169–202. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-6917-6_11.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Kulshreshth, Arun K., and Joseph J. LaViola. "Head Tracking for Video Games." In Designing Immersive Video Games Using 3DUI Technologies, 33–51. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77953-9_3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Poyart, Eduardo, and Petros Faloutsos. "Real-Time Hair Simulation with Segment-Based Head Collision." In Motion in Games, 386–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16958-8_36.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Garcia-Agundez, Augusto, Aiko Westmeier, Polona Caserman, Robert Konrad, and Stefan Göbel. "An Evaluation of Extrapolation and Filtering Techniques in Head Tracking for Virtual Environments to Reduce Cybersickness." In Serious Games, 203–11. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_19.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Granet, Irving, Jorge Luis Alvarado, and Maurice Bluestein. "Mixtures of Ideal Gases." In Thermodynamics and Heat Power, 329–86. Ninth edition. | Boca Raton, FL : CRC Press, [2021]: CRC Press, 2020. http://dx.doi.org/10.1201/9780429299629-7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Sprackling, Michael. "A Simple Kinetic Theory of Gases." In Heat and Thermodynamics, 183–90. London: Macmillan Education UK, 1993. http://dx.doi.org/10.1007/978-1-349-12690-3_13.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Heap games"

1

Puerta-Cortés, Diana Ximena, Jennifer Karina Hernández, Ana María Olaya, José Tovar, and Daniel Varela. "Training the working memory in older adults with the “Reta tu Memoria” video game." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10219.

Full text
Abstract:
The objective of this study was to train the visuospatial and semantic working memory of a sample of Colombian older adults through the design of a serious game. The sample was composed of 20 older adults whose ages ranged from 50 to 77 years and showed signs of normal ageing. The sample belonged to the Edad de Oro group from the Universidad de Ibagué in Colombia. Participation in this study was voluntary, and the socio-demographic data and Mini-Mental state examination questionnaires were administered. The video game’s creative process was developed over six months by a team made up of psychologists and systems engineers. The video game was created using 2D Construct3 game editor, and the use of JavaScript programming language and an advanced knowledge of HTML were required. Before training, two pilot sessions were carried out to adjust the video game structure. After that, the procedure was applied to the sample for 20 sessions. The time spent and errors made in the video game’s five levels were registered. The results show values of significant effect size. In conclusion, the Latin American samples help corroborate the central training hypothesis. Training through video games leads to improved visuospatial and semantic working memory performance.
APA, Harvard, Vancouver, ISO, and other styles
2

Aparecido Dim, Cleyton, Marcelle Pereira Mota, Rafael Martins Feitosa, and Jefferson Magalhães de Morais. "Modelo de um Software Robô para Ações Automáticas no Jogo de MMORPG Tibia." In Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p041-048.

Full text
Abstract:
This paper presents the model of a robot software capable of doingsome functions inside the online role-playing game Tibia automaticallywhile avoiding the Battleye anti-cheating system and showcountermeasures that can help Battleye and Tibia developers, aswell as developers of similar games to prevent this type of bot fromsurpassing their anti-cheating system. Among these functions arethe hunting, the healing, and the looting. Specifically, there is anexplanation of the game’s mechanics and how the robot surpassesthe anti-cheating system by analyzing the game screen and simulatingmouse and keyboard functions, without doing any memoryinjection or memory reading. The evaluation of the bot was doneduring six months on ten accounts with different variables suchas the character’s vocation, daily playing time, account status, andwhether the character is hunting in the same place every day orvariation occurs.
APA, Harvard, Vancouver, ISO, and other styles
3

de Oliveira, Luisa F., Luciana S. Espindola, Caroline Q. Santos, Angelina C. A. Ziesemer, Luana Müller, and Milene S. Silveira. "Help Resources in Games." In IHC 2017: Brazilian Symposium on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3160504.3160572.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Aziz, El-Sayed, Yizhe Chang, Serdar Tumkor, Sven K. Esche, and Constantin Chassapis. "Adapting Computer Game Technology to Support Engineering Laboratories." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-39591.

Full text
Abstract:
Today’s youth has become accustomed to and skilled in computer gaming. The potential use of multi-player computer games as an educational tool has drawn significant attention. Computer games exhibit several features that could provide the students with an effective learning experience. This paper introduces different methodologies for adopting computer game technologies such as the “Source” game engine (used in “Half-Life 2”) and “Second Life” to develop game-based interactive student laboratory environments. A number of predefined scenarios can be scripted which exercise the students’ problem solving skills by mimicking typical problems that might occur when carrying out actual hands-on experiments in a traditional student laboratory. The suitability of several gaming platforms for implementing such laboratory environments is discussed. The article concludes with some observations on the most relevant aspects of game platforms that can help to create engaging and effective digital learning environments to support engineering laboratories.
APA, Harvard, Vancouver, ISO, and other styles
5

Porcino, Thiago, Daniela Trevisan, and Esteban Clua. "DEMO: Using gameplay data to classify cybersickness level in virtual environments." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8462.

Full text
Abstract:
Virtual Reality is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not offer a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness is one of the most critical problems that make the game industry fearful of higher investments. In this demo we developed a plugin for a commercial game engine to collect relevant data in a virtual reality game to use as a database to future research approaches to enhance user experience in head-mounted displays.
APA, Harvard, Vancouver, ISO, and other styles
6

Krejsa, Jan, Bojan Kerou, and Fotis Liarokapis. "A Model for Eye and Head Motion for Virtual Agents." In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493406.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Mirza-Babaei, Pejman. "Data-driven gameplay experience balancing." In XIX Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/ihc.2020.14046.

Full text
Abstract:
The overall aim of developing a game that is fun to play is often hard to achieve due to the complexities of the game development process. An accurate understanding of player behavior and their gameplay experiences can help identify and resolve any potential problem areas before release. In this keynote, I will use commercial case studies and academic research projects to provide a summary of my work in developing new evaluation methodologies, tools and data visualizations for games UX evaluation. I will discuss approaches and provide guidelines on how game developers and researchers can benefit from gameplay data to optimize player experience.
APA, Harvard, Vancouver, ISO, and other styles
8

Chen, Yiling, Biaoshuai Tao, and Fang-Yi Yu. "Cooperation in Threshold Public Projects with Binary Actions." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/15.

Full text
Abstract:
When can cooperation arise from self-interested decisions in public goods games? And how can we help agents to act cooperatively? We examine these classical questions in a pivotal participation game, a variant of public good games, where heterogeneous agents make binary participation decisions on contributing their endowments, and the public project succeeds when it has enough contributions. We prove it is NP-complete to decide the existence of a cooperative Nash equilibrium such that the project succeeds. We demonstrate that the decision problem becomes easy if agents are homogeneous enough. We then propose two algorithms to help cooperation in the game. Our first algorithm adds an external investment to the public project, and our second algorithm uses matching funds. We show the cost to induce a cooperative Nash equilibrium is near-optimal for both algorithms. Finally, the cost of matching funds can always be smaller than the cost of adding an external investment. Intuitively, matching funds provide a greater incentive for cooperation than adding an external investment does.
APA, Harvard, Vancouver, ISO, and other styles
9

Peters, Christopher. "Animating Gaze Shifts for Virtual Characters Based on Head Movement Propensity." In 2010 2nd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2010). IEEE, 2010. http://dx.doi.org/10.1109/vs-games.2010.15.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Dubey, Venketesh N., and Soumya K. Manna. "Design of a Game-Based Rehabilitation System Using Kinect Sensor." In 2019 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/dmd2019-3237.

Full text
Abstract:
As technological innovation is fused into the rehabilitation process, it gives conventional therapy a new direction with the products of interactive nature and easy to measure techniques. In the recent years, virtual reality based game therapy has turned out to be a promising option for post-stroke patients since it engages patients with fun based exercises during rehabilitation process. It also triggers their neuro-motor functions and accelerates the recovery process. Nevertheless it is necessary to extract some valuable information from the joint movements to measure the recovery condition of patients. Most of the designed games have introduced features to make them interesting as well as challenging for patients, however, only a few measure the joint parameters. We have designed a Kinect based game in Unity3D platform where patients can play game by moving their joints which results in different orthopaedic lessons required for rehabilitation therapy. In contrast to many Kinect based games where only joint movements are considered for playing the game, we have also introduced voice control through speech recognition and feedback provided in terms of audio-visual command to enhance patient’s engagement. Different joint parameters such as trajectory, range of motion, joint velocity, acceleration, reaching time and joint torque are also measured to help quantify the heath condition.
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Heap games"

1

Battaglia, Franco, Young S. Kim, and Thomas F. George. Heat Capacities of Rare Gases Adsorbed on Graphite. Fort Belvoir, VA: Defense Technical Information Center, September 1986. http://dx.doi.org/10.21236/ada173630.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Blanchat, Thomas, and Charles Hanks. Comparison of the high temperature heat flux sensor to traditional heat flux gages under high heat flux conditions. Office of Scientific and Technical Information (OSTI), April 2013. http://dx.doi.org/10.2172/1096950.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Wang, Dexin. Simultaneous Waste Heat and Water Recovery from Power Plant Flue Gases for Advanced Energy Systems. Office of Scientific and Technical Information (OSTI), December 2016. http://dx.doi.org/10.2172/1347684.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Hawkins, W. R., C. T. Kidd, and J. S. Carter. A New Heat Transfer Capability for Application in Hypersonic Flow Using Multiple Schmidt-Boelter Gages. Fort Belvoir, VA: Defense Technical Information Center, January 1999. http://dx.doi.org/10.21236/ada370988.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Guidati, Gianfranco, and Domenico Giardini. Joint synthesis “Geothermal Energy” of the NRP “Energy”. Swiss National Science Foundation (SNSF), February 2020. http://dx.doi.org/10.46446/publication_nrp70_nrp71.2020.4.en.

Full text
Abstract:
Near-to-surface geothermal energy with heat pumps is state of the art and is already widespread in Switzerland. In the future energy system, medium-deep to deep geothermal energy (1 to 6 kilometres) will, in addition, play an important role. To the forefront is the supply of heat for buildings and industrial processes. This form of geothermal energy utilisation requires a highly permeable underground area that allows a fluid – usually water – to absorb the naturally existing rock heat and then transport it to the surface. Sedimentary rocks are usually permeable by nature, whereas for granites and gneisses permeability must be artificially induced by injecting water. The heat gained in this way increases in line with the drilling depth: at a depth of 1 kilometre, the underground temperature is approximately 40°C, while at a depth of 3 kilometres it is around 100°C. To drive a steam turbine for the production of electricity, temperatures of over 100°C are required. As this requires greater depths of 3 to 6 kilometres, the risk of seismicity induced by the drilling also increases. Underground zones are also suitable for storing heat and gases, such as hydrogen or methane, and for the definitive storage of CO2. For this purpose, such zones need to fulfil similar requirements to those applicable to heat generation. In addition, however, a dense top layer is required above the reservoir so that the gas cannot escape. The joint project “Hydropower and geo-energy” of the NRP “Energy” focused on the question of where suitable ground layers can be found in Switzerland that optimally meet the requirements for the various uses. A second research priority concerned measures to reduce seismicity induced by deep drilling and the resulting damage to buildings. Models and simulations were also developed which contribute to a better understanding of the underground processes involved in the development and use of geothermal resources. In summary, the research results show that there are good conditions in Switzerland for the use of medium-deep geothermal energy (1 to 3 kilometres) – both for the building stock and for industrial processes. There are also grounds for optimism concerning the seasonal storage of heat and gases. In contrast, the potential for the definitive storage of CO2 in relevant quantities is rather limited. With respect to electricity production using deep geothermal energy (> 3 kilometres), the extent to which there is potential to exploit the underground economically is still not absolutely certain. In this regard, industrially operated demonstration plants are urgently needed in order to boost acceptance among the population and investors.
APA, Harvard, Vancouver, ISO, and other styles
6

Roschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, April 2020. http://dx.doi.org/10.51388/20.500.12265/94.

Full text
Abstract:
Many students struggle with mathematics in late elementary school, particularly on the topic of fractions. In a best evidence syntheses of research on increasing achievement in elementary school mathematics, Pelligrini et al. (2018) highlighted tutoring as a way to help students. Online tutoring is attractive because costs may be lower and logistics easier than with face-to-face tutoring. Cignition developed an approach that combines online 1:1 tutoring with a fractions game, called FogStone Isle. The game provides students with additional learning opportunities and provides tutors with information that they can use to plan tutoring sessions. A randomized controlled trial investigated the research question: Do students who participate in online tutoring and a related mathematical game learn more about fractions than students who only have access to the game? Participants were 144 students from four schools, all serving low-income students with low prior mathematics achievement. In the Treatment condition, students received 20-25 minute tutoring sessions twice per week for an average of 18 sessions and also played the FogStone Isle game. In the Control condition, students had access to the game, but did not play it often. Control students did not receive tutoring. Students were randomly assigned to condition after being matched on pre-test scores. The same diagnostic assessment was used as a pre-test and as a post-test. The planned analysis looked for differences in gain scores ( post-test minus pre-test scores) between conditions. We conducted a t-test on the aggregate gain scores, comparing conditions; the results were statistically significant (t = 4.0545, df = 132.66, p-value < .001). To determine an effect size, we treated each site as a study in a meta-analysis. Using gain scores, the effect size was g=+.66. A more sophisticated treatment of the pooled standard deviation resulted in a corrected effect size of g=.46 with a 95% confidence interval of [+.23,+.70]. Students who received online tutoring and played the related Fog Stone Isle game learned more; our research found the approach to be efficacious. The Pelligrini et al. (2018) meta-analysis of elementary math tutoring programs found g = .26 and was based largely on face-to-face tutoring studies. Thus, this study compares favorably to prior research on face-to-face mathematics tutoring with elementary students. Limitations are discussed; in particular, this is an initial study of an intervention under development. Effects could increase or decrease as development continues and the program scales. Although this study was planned long before the current pandemic, results are particularly timely now that many students are at home under shelter-in-place orders due to COVID-19. The approach taken here is feasible for students at home, with tutors supporting them from a distance. It is also feasible in many other situations where equity could be addressed directly by supporting students via online tutors.
APA, Harvard, Vancouver, ISO, and other styles
7

Mohammadian, Abolfazl, Amir Bahador Parsa, Homa Taghipour, Amir Davatgari, and Motahare Mohammadi. Best Practice Operation of Reversible Express Lanes for the Kennedy Expressway. Illinois Center for Transportation, September 2021. http://dx.doi.org/10.36501/0197-9191/21-033.

Full text
Abstract:
Reversible lanes in Chicago’s Kennedy Expressway are an available infrastructure that can significantly improve traffic performance; however, a special focus on congestion management is required to improve their operation. This research project aims to evaluate and improve the operation of reversible lanes in the Kennedy Expressway. The Kennedy Expressway is a nearly 18-mile-long freeway in Chicago, Illinois, that connects in the southeast to northwest direction between the West Loop and O’Hare International Airport. There are two approximately 8-mile reversible lanes in the Kennedy Expressway’s median, where I-94 merges into I-90, and there are three entrance gates in each direction of this corridor. The purpose of the reversible lanes is to help the congested direction of the Kennedy Expressway increase its traffic flow and decrease the delay in the whole corridor. Currently, experts in a control location switch the direction of the reversible lanes two to three times per day by observing real-time traffic conditions captured by a traffic surveillance camera. In general, inbound gates are opened and outbound gates are closed around midnight because morning traffic is usually heavier toward the central city neighborhoods. In contrast, evening peak-hour traffic is usually heavier toward the outbound direction, so the direction of the reversible lanes is switched from inbound to outbound around noon. This study evaluates the Kennedy Expressway’s current reversing operation. Different indices are generated for the corridor to measure the reversible lanes’ performance, and a data-driven approach is selected to find the best time to start the operation. Subsequently, real-time and offline instruction for the operation of the reversible lanes is provided through employing deep learning and statistical techniques. In addition, an offline timetable is also provided through an optimization technique. Eventually, integration of the data-driven and optimization techniques results in the best practice operation of the reversible lanes.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography