Academic literature on the topic 'Idle game'

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Journal articles on the topic "Idle game"

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Gu, Fan, Xianwei Li, Liang Zhao, Haiyang Zhang, and Xiaoying Yang. "Optimal Pricing for Spectrum Allocation in Cognitive Radio Networks." MATEC Web of Conferences 232 (2018): 01048. http://dx.doi.org/10.1051/matecconf/201823201048.

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In this paper, we investigate the problem of spectrum allocation in Cognitive Radio Networks (CRNs) where a primary user (PU) leases its idle spectrums to a number of secondary users (SUs) who may have different willing to pay for these spectrums. For the PU, its main objective is to gain profit from selling the idle spectrums, and from the perspective of the Sus, they aim to maximize their utility from using spectrums. We model the interaction between the PU and SUs as a two-stage Stackelberg game, where the PU sets the prices for its spectrum in the first stage, and SUs make their spectrum demands decisions in the second stage. We use the backward induction method to solve this game. The numerical results show that the proposed solution method can increase revenue of the PU compared with the uniform pricing scheme.
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Liu, Gang, Zheng Xiao, GuangHua Tan, Kenli Li, and Anthony Theodore Chronopoulos. "Game theory-based optimization of distributed idle computing resources in cloud environments." Theoretical Computer Science 806 (February 2020): 468–88. http://dx.doi.org/10.1016/j.tcs.2019.08.019.

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Wang, Li, and Feng Li. "Dynamic Spectrum Pricing with Secondary User’s Normal Demand Preference." Mobile Information Systems 2018 (March 1, 2018): 1–8. http://dx.doi.org/10.1155/2018/3572508.

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During secondary user’s dynamic access to authorized spectrum, a key issue is how to ascertain an appropriate spectrum price so as to maximize primary system’s benefit and satisfy secondary user’s diverse spectrum demands. In this paper, a scheme of pricing-based dynamic spectrum access is proposed. According to the diverse qualities of idle spectrum, the proposed scheme applies a Hotelling game model to form the spectrum pricing problem. Firstly, establish a model of spectrum leasing, among which the idle spectrum with different qualities constitutes a spectrum pool. Then, divide the idle spectrum into equivalent width of leased channels, which will be uniformly sold in order. Secondary users can choose proper channels to purchase in the spectrum pool according to their spectrum usage preferences which are subject to normal distribution and affected by the spectrum quality along with market estimation. This paper analyzes the effect of spectrum pricing according to the primary system’s various tendencies to spectrum usage and economic income. Numerical results evaluate the effectiveness of the proposed pricing method in improving the primary system’s profits.
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Khanh, Pham Tiet. "Folk Games in Southern Khmer Culture in Vietnam." Journal of Social Sciences Research, no. 73 (July 31, 2021): 108–15. http://dx.doi.org/10.32861/jssr.73.108.115.

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Folk games have long been viewed as a vivid picture reflecting people’s materials and spiritual life accumulated through multiple generations. Folk game, whether it serves as an entertainment activity in idle seasons, leisure time, or just jollity for children; is aimed at the solidarity and unity of the communities, villages, and the entire national solidarity. Folk games were once a page of precious memories imprinted on the homeland and villages, which nurtured people with good lifestyles and souls. Nevertheless, these days, the role of folk games is no longer blooming as before. The preferences and ways of entertainment of all classes of people, especially the youth, witness more or less changes. For the Khmer residing in the South of Vietnam, an ethnic group associated with the rice farming tradition, folk games in particular and folklore, in general, are of prime importance. This article presents the origin, gameplay and recognizes the cultural values of folk games in daily life and festivals of the Khmer people in the South to contribute to popularizing and preserving the beauty of Khmer culture in today’s society.
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Lai, Wei Kuang, Mu Lung Weng, Yuh Chung Lin, and Chin Shiuh Shieh. "An Incentive Mechanism Using Game Theory for Wireless Mesh Networks." Applied Mechanics and Materials 284-287 (January 2013): 2694–98. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.2694.

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Wireless mesh networks (WMNs) have attracted much attention in recent years. The main problems in WMNs are the unfairness in bandwidth sharing and potential selfish behavior. In this paper, an incentive-based pricing model is designed which follows the concepts of mechanism design in game theory to encourage nodes to relay packets for other nodes and therefore achieve fairness. In the pricing model, we consider the packet transmitting amounts, idle conditions and the special need of border nodes in the margin area. The incentive is the main feature of the model. We also discuss the model using mathematical analysis from various perspectives. The analysis shows that this model is highly effective in eliminating unfairness in the multi-hop transmission topology. This is achieved by allowing border mesh routers to receive a fair profit. This flexible pricing model is capable of encouraging packet forwarding. With the issue of unfairness resolved, WMNs can be expected to have a broader range of applications.
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Zhao, Daozhi, Jiaqin Hao, Cejun Cao, and Hongshuai Han. "Evolutionary Game Analysis of Three-Player for Low-Carbon Production Capacity Sharing." Sustainability 11, no. 11 (May 28, 2019): 2996. http://dx.doi.org/10.3390/su11112996.

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In the era of the sharing economy, the rise of production capacity sharing has changed traditional manufacturing modes and broken the balance of original production systems. In addition to that environmental-friendly manufacturing enterprises are of great significance with regard to production capacity sharing and sustainable development of the ecology environment. To investigate the decision-making behaviors of the participants involved in low-carbon production capacity sharing, an evolutionary game model taking into account the platforms, manufacturing enterprises with idle production capacity, and those with demanding production capacity is constructed. Then, both evolutionary game theory and Lyapunov stability theorem are used to analyze the asymptotic stability of the equilibrium and evolutionary stability strategies of the system. Besides, the economic and managerial significance of the evolutionary stability strategy is given. Finally, the influence of low-carbon production capacity of enterprises on the stability of the dynamic system is discussed, such as the cost effect of low-carbon production capacity, the effect of transaction cost, and so on. Results indicate that they can provide theoretical reference for decision-making with respect to the platforms, manufacturing enterprises, and sustainable development of the dynamic system.
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Wu, Guilu, and Hongyun Chu. "Spectrum Sharing with Vehicular Communication in Cognitive Small-Cell Networks." International Journal of Antennas and Propagation 2020 (March 19, 2020): 1–10. http://dx.doi.org/10.1155/2020/6897646.

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An increasing number of vehicles make spectrum resources face serious challenges in vehicular cognitive small-cell networks. The means of spectrum sharing can greatly alleviate this pressure. In this paper, we introduce a supermodular game theoretic approach to analyze the problem of spectrum sharing. The small-cell BS (primary service provider, PSP) and the vehicle (secondary service provider, SSP) can share the spectrum, where the PSP can sell idle spectrum resources to the SSP. This is taken as a spectrum trading market, and a Bertrand competition model is considered to depict this phenomenon. Different PSPs compete with each other to maximize their individual profits. The Bertrand competition model can be proved as a supermodular game, and the corresponding Nash equilibrium (NE) solution is provided as the optimal price solution. Hence, an improved genetic simulated annealing algorithm is designed to achieve NE. Simulation results demonstrate that the NE point for the price of the primary service provider exists. The change of the exogenous variable is also analyzed on the equilibrium point.
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Devarajan, Kalpana, and Muthukrishnan Senthilkumar. "On the Retrial-Queuing Model for Strategic Access and Equilibrium-Joining Strategies of Cognitive Users in Cognitive-Radio Networks with Energy Harvesting." Energies 14, no. 8 (April 9, 2021): 2088. http://dx.doi.org/10.3390/en14082088.

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This article studies the strategic access of single-server retrial queue with two types of customers, where priority is given according to their category. On the basis of this concept, a cognitive-radio network was developed as retrial queue with energy harvesting. Cognitive radio allows for a secondary user to opportunistically access the idle spectrum of a primary user (PU). Upon arrival of a primary user, the service given to the secondary user by the cognitive radio is interrupted, and the PU band is available for the primary user. After completion of service for the primary user, the PU band is again available to secondary users. Performance metrics are derived to study the equilibrium strategies of secondary users. A Stackelberg game was formulated and Nash equilibrium was derived for the noncooperative strategy of the secondary user. Game-theory concepts are incorporated with queuing theory ideas to obtain the net benefit for the noncooperative strategy and social benefit for cooperative strategy. Lastly, analytical results are verified with numerical examples, and the effects of energy-harvesting rate are discussed.
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Li, Yuanjie, and Xiaojun Wu. "Packet Forwarding Strategies in Multiagent Systems: An Evolutionary Game Approach." Wireless Communications and Mobile Computing 2018 (July 8, 2018): 1–14. http://dx.doi.org/10.1155/2018/4965343.

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In multiagent systems (MASs), agents need to forward packets to each other to accomplish a target task. In this paper, we study packet forwarding among agents using evolutionary game theory under the mechanisms of Carrier Sense Multiple Access/Collision Avoidance (CSMA/CA). Packet forwarding among agents plays a key role to stabilize the whole MAS. We study the transfer probability of packet forwarding of agents at the idle state or the busy state and computer the probability of the packet forwarding for a MAS. When agents make their decisions to select Forward or No-Forward strategy, a packet forwarding evolutionary game model is built to reflect the utilities of different packet forwarding strategies. Two incentive mechanisms are introduced into the game model. One is to motivate agents to strengthen cooperation; the other is to encourage agents to select the No-Forward strategy to save energy while they are in the busy state. The parameter value that encourages an agent to select the No-Forward strategy is inversely proportional to the average probability of the packet forwarding. The replicator dynamics of agent packet forwarding strategy evolution are given. We propose and prove the theorems indicating that evolutionarily stable strategies (ESSs) can be attained. The results of simulation experiments verify the correctness of the proposed theorems and the effects of the two incentive mechanisms and the probability of packet forwarding, which assures the robustness of evolutionary stable points among agents in MASs.
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Paarlberg, Robert. "Agricultural Policy Reform and the Uruguay Round: Synergistic Linkage in a Two-Level Game?" International Organization 51, no. 3 (1997): 413–44. http://dx.doi.org/10.1162/002081897550410.

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Domestic agricultural subsidy policies in the United States and in the European Union (EU) underwent substantial liberal reforms between 1990 and 1996. In the United States in 1990, Congress reduced acreage on which farmers could receive income-support payments (deficiency payments) by 15 percent under a budget reconciliation act. In the EU in 1991–92, the Common Agricultural Policy (CAP) was dramatically modified under a set of reforms (the MacSharry reforms) that reduced internal cereal price guarantees by 29 percent over three years and obliged larger EU farmers to leave 15 percent of their arable land idle as a further check on excess production. Then in 1995–96, the U.S. Congress passed the Federal Agricultural Improvement and Reform (FAIR) Act, a sweeping measure that eliminated for at least seven years all deficiency payments to farmers as well as all annual land-idling programs. U.S. Senator Richard Lugar, chair of the Senate Agriculture Committee, asserted that this new law would “change agricultural policy [in the United States] more fundamentally than any law in sixty years.”
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Dissertations / Theses on the topic "Idle game"

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Helmisaari, Marc. "Det beroendeframkallande klicket : Engagerande och emotionella icke-spel." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-256285.

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En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ”Idle Games”. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken. Data har samlats in från tre populära Idle Games vid namn Cookie Clicker, Clicker Heroes och AdVenture Capatalist. En enkät har också skickats till spelarna av dessa spel för att få en uppfattning om varför spelen är populära. Resultaten har sedan analyserats med olika speldesignteorier för att undersöka vilka spelmekaniker som skapar lusten att spela och varför dessa spel är populära.
A new game genre has seen increased popularity during the last five years. A game genre that falls outside the classic definition of games. A game genre with the name of “Idle Games”. This study is all about which elements in these games create the drive for the player to continue playing and how the elements can be analyzed with the help of MDA and AARRR frameworks. Data have been collected from three popular idle games with the names of Cookie clicker, Clicker Heros and AdVenture Capatalist. A survey has also been sent to the players of these games in order to get better knowledge of why these games are popular. The result has then been analyzed with different design theories in order to examine which game mechanics create the feel to play and why.
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Larsson, Christoffer. "An investigation of compulsive interactions and mechanics in incremental idle clickers." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21313.

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Incremental idle clickers is a genre of games where gameplay revolves aroundsimple interactions like clicking the screen repeatedly to accumulatecurrency. The clicking action is often automatized by the game. This thesisinvestigates qualities that make interactions in incremental idle clickerscompulsive and motivating. The incremental idle clickers genre adoptsmechanics and interactions that were experienced as compelling, motivatingand anxiety-inducing. The “idle” mechanic allows the game to run withoutplayer interaction and proved to be central in relation to the playerexperience. Through a user-centered design-process, the compulsive andmotivating nature can be suggested to emerge from three major experiencesof the genre, “Monotony”, “Intrusive omnipresence” and “Demanding”. Theresult includes a discovery of the ambiguous tension and balance betweeninteractivity and interpassivity in the genre. Finding this balance may provebeneficial to the player experience. I identified ethical challenges concerningthe game depriving players of satisfying gameplay.
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Wang, Siyuan. "A SERIOUS GAME PROTOTYPE BASED ON STUDY TRAINING EMOTION REGULATION TO HELP COLLEGE STUDENTS REDUCE ACADEMIC PROCRASTINATION : Take ‘Cat Clinic’ as a case." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20018.

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Academic procrastination is a common phenomenon among contemporary college students. This behavior seriously affected the graduation, physical and mental of college students. Playing games is a kind of procrastination behavior, which refers to short-term happiness through games and avoiding the pain caused by academic writing. The purpose of this article is to help students pay attention to using idle games to regulate emotions to reduce the frequency of academic writing procrastination. In terms of game design, the game type chosen is idle games. The study used the method of emotion regulation skill trend chart to divide the procrastinators into two groups for the experiment. The conclusion is that serious games based on learning emotion regulation can help procrastinators to improve their emotion regulation skills and reduce the frequency of procrastination to a certain extent.
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Santos, Pedro Paulo de Andrade. "Estudo imuno-histoqu?mico da presen?a de miofibroblastos e da express?o do fator transformador de crescimento-beta1, interferon gama, metaloproteinase de matriz 13 e indutor de metaloproteinases de matriz em les?es odontog?nicas epiteliais." Universidade Federal do Rio Grande do Norte, 2012. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18671.

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Made available in DSpace on 2015-03-03T15:38:43Z (GMT). No. of bitstreams: 1 PedroPAS_TESE_1-70.pdf: 4719637 bytes, checksum: 8f16cb0e2326a80cfc947b1ea2b89641 (MD5) Previous issue date: 2012-02-28
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Myofibroblasts are cells that exhibit a hybrid phenotype, sharing the morphological characteristics of fibroblasts and smooth muscle cells, which is acquired during a process called differentiation. These cells then start to express -SMA, a marker that can be used for their identification. Studies suggest that myofibroblasts are related to the aggressiveness of different tumors and that TGF-1 and IFN- play a role in myofibroblast differentiation, stimulating or inhibiting this differentiation, respectively. The objective of this study was to investigate the role of myofibroblasts in epithelial odontogenic tumors, correlating the presence of these cells with the aggressiveness of the tumor. Immunohistochemistry was used to evaluate the expression of TGF-1 and IFN- in myofibroblast differentiation, as well as the expression of MMP-13, which is activated by myofibroblasts, and of EMMPRIN (extracellular matrix metalloproteinase inducer) as a precursor of this MMP. The sample consisted of 20 solid ameloblastomas, 10 unicystic ameloblastomas, 20 odontogenic keratocysts, and 20 adenomatoid odontogenic tumors. For evaluation of myofibroblasts, anti- -SMA-immunoreactive cells were quantified in connective tissue close to the epithelium. Immunoexpression of TGF-1, IFN-, MMP-13 and EMMPRIN was evaluated in the epithelial and connective tissue components, attributing scores of 0 to 4. The results showed a higher concentration of myofibroblasts in solid ameloblastomas (mean of 30.55), followed by odontogenic keratocysts (22.50), unicystic ameloblastomas (20.80), and adenomatoid odontogenic tumors (19.15) (p=0.001). No significant correlation between TGF-1 and IFN- was observed during the process of myofibroblast differentiation. There was also no correlation between the quantity of myofibroblasts and MMP-13 expression. Significant correlations were found between MMP-13 and TGF-1 (r=0.087; p=0.011), between MMP- 13 and IFN- (r=0.348; p=0.003), as well as between EMMPRIN and MMP-13 (r=0.474; p<0.001) and between EMMPRIN and IFN- (r=0.393; p=0.001). The higher quantity of myofibroblasts observed in solid ameloblastomas, odontogenic keratocysts and unicystic ameloblastomas suggests that these cells are one of the factors responsible for the more aggressive biological behavior of these tumors, although the myofibroblast population was not correlated with TGF-1, IFN-, MMP-13 or EMMPRIN. The correlation between MMP- 13 and TGF-1 suggests that the latter induces the expression of this metalloproteinase. The present results also support the well-established role of EMMPRIN as an inducer of MMP-13. Furthermore, the relationship between EMMPRIN and IFN- and between MMP-13 and IFN- suggests synergism in the antifibrotic effect of these markers
Os miofibroblastos s?o c?lulas que apresentam um fen?tipo h?brido exibindo caracter?sticas morfol?gicas de fibroblastos e de c?lulas musculares lisas, sendo a aquisi??o de tal fen?tipo denominada diferencia??o, passando ent?o a expressar a -SMA, a qual ? importante na identifica??o dessas c?lulas. Estudos t?m sugerido que os miofibroblastos apresentam rela??o com a agressividade de diversas les?es e que o seu processo de diferencia??o estaria relacionado ? express?o do TGF- 1 e do IFN- atuando, respectivamente, no est?mulo e na inibi??o dessa diferencia??o. O objetivo deste trabalho foi investigar o papel dos miofibroblastos em les?es odontog?nicas epiteliais, relacionando-os ? agressividade das les?es e analisar por meio da imuno-histoqu?mica, a express?o do TGF- 1 e IFN- no processo de diferencia??o, al?m da an?lise da MMP-13 que ? ativada por miofibroblastos e do indutor de metaloproteinases de matriz (EMMPRIN) como precursor desta MMP. A amostra foi constitu?da por 20 ameloblastomas s?lidos, 10 ameloblastomas unic?sticos, 20 ceratocistos odontog?nicos e 20 tumores odontog?nicos adenomat?ides. Para a avalia??o dos miofibroblastos, foram quantificadas as c?lulas imunorreativas ao anticorpo - SMA presentes no tecido conjuntivo, pr?ximo ao tecido epitelial. As express?es de TGF- 1, IFN- , MMP-13 e EMMPRIN, foram avaliadas no componente epitelial e no conjuntivo, estabelecendo-se o percentual de imunorreatividade e atribuindo-se escores de 0 a 4. A an?lise dos miofibroblastos evidenciou maior concentra??o nos ameloblastomas s?lidos (m?dia de 30,55), seguido pelos ceratocistos odontog?nicos (22,50), ameloblastomas unic?sticos (20,80) e tumores odontog?nicos adenomat?ides (19,15) com valor de p= 0,001. N?o foi encontrada correla??o significativa entre TGF- 1 e IFN- no processo de diferencia??o dos miofibroblastos, bem como na rela??o entre a quantidade de miofibroblastos e a express?o da MMP-13. Constatou-se, correla??o estat?stica entre MMP-13 e TGF- 1 (r= 0,087; p= 0,011) al?m de significante correla??o entre MMP-13 e IFN- (r=0,348; p=0,003). Entre EMMPRIN e MMP-13 verificou-se signific?ncia (r= 0,474; p<0,001) assim como entre EMMPRIN e IFN- (r=0,393; p=0,001). A maior quantidade de miofibroblastos evidenciada nos ameloblastomas s?lidos, ceratocistos odontog?nicos e ameloblastomas unic?sticos sugere que estas c?lulas podem ser um dos fatores respons?veis para um comportamento biol?gico mais agressivo destas les?es, embora a popula??o de miofibroblastos n?o tenha apresentado correla??o com TGF- - 1, IFN- ,MMP-13 e EMMPRIN. Quanto a correla??o evidenciada entre MMP-13 e TGF- 1, isto pode sugerir um papel indutor do TGF- 1 para a express?o da MMP-13, assim como os resultados deste estudo refor?am a rela??o bem estabelecida do EMMPRIN como indutor da MMP-13. Constatou-se tamb?m rela??o entre EMMPRIN e IFN- assim como entre MMP-13 e IFN- sugerindo, dessa forma, um sinergismo na a??o anti-fibr?tica desses marcadores
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Bělohlávek, Jiří. "Agent pro kurzové sázení." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235980.

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This master thesis deals with design and implementation of betting agent. It covers issues such as theoretical background of an online betting, probability and statistics. In its first part it is focused on data mining and explains the principle of knowledge mining form data warehouses and certain methods suitable for different types of tasks. Second, it is concerned with neural networks and algorithm of back-propagation. All the findings are demonstrated on and supported by graphs and histograms of data analysis, made via SAS Enterprise Miner program. In conclusion, the thesis summarizes all the results and offers specific methods of extension of the agent.
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Yeager, Hans L. "Microprocessor power management and a stand-alone benchmarking application for Android based platforms." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-12-4542.

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Components used in mobile hand-held devices (smart phones and tablets) vary greatly in performance and power consumption. The microprocessors used in these devices also have vastly different capabilities and manufacturing limitations leading to significant variation effects. Battery life is a significant concern to the end users of these products. A stand-alone Android application capable of benchmarking a device's performance and power consumption is introduced. The application does not require the end user to have any analytic equipment or to have a technical background. This enables individual end users to better understand their particular device's performance and battery life interaction. They may also use the application to determine if their device's performance or battery life has degraded over time. Data is also uploaded to a central location so that devices can be compared against each other. The benchmarking application is capable of resolving variation effects caused by device, environmental changes and power management actions. This application demonstrates the feasibility of creating a low cost ecosystem where thousands of devices can be quantitatively compared.
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Books on the topic "Idle game"

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Overbeek, Detlef, ed. Computer Math and Games in Pascal. Ijsselstein, The Netherlands: Blaise Pascal Magazine, 2015.

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Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful. The MIT Press, 2019.

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Sharp, John, and David Thomas. Fun, Taste, & Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful. MIT Press, 2019.

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Sharp, John, Geoffrey Long, David Thomas, Jesper Juul, and William Uricchio. Fun, Taste, and Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful. MIT Press, 2019.

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Sharp, John, and David Thomas. Fun, Taste, and Games: An Aesthetics of the Idle, Unproductive, and Otherwise Playful. MIT Press, 2019.

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Annito, Abate, and Archirpina (Association), eds. Le Gambe dell'architettura: Idee per una sedia in legno : concorso di design. Napoli: CLEAN, 1992.

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Planer, Kalender 2020. Notizbuch: Kalender 2020 Alter Gamer Geburtstags Geschenk Idee Level Design 120 Seiten, 6X9 , Jahres-, Monats-, Wochen- & Tages-Planer. Independently Published, 2019.

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Book chapters on the topic "Idle game"

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Kelly, Sloan. "Introduction to IDLE under LXDE." In Python, PyGame and Raspberry Pi Game Development, 53–57. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2517-2_8.

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DiMarzio, J. F. "Exploring the IDE." In Android Studio Game Development, 17–28. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-1718-4_3.

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Cafaro, Angelo, Raffaele Gaito, and Hannes Högni Vilhjálmsson. "Animating Idle Gaze in Public Places." In Intelligent Virtual Agents, 250–56. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_28.

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Kocoń, Maja. "Idle Motion Synthesis of Human Head and Face in Virtual Reality Environment." In Serious Games Development and Applications, 299–306. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40790-1_31.

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Hoffmann, Dieter, and Massimiliano Badino. "Das Verfolgen einer Idee: Plancks Theorie idealer Gase." In Max Planck und die moderne Physik, 135–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-540-87845-2_8.

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Jackson, Wallace. "Setting Up Your Java 9 IDE: An Introduction to NetBeans 9." In Pro Java 9 Games Development, 135–50. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-0973-8_6.

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Jackson, Wallace. "Setting Up Your Java 8 IDE: An Introduction to NetBeans 8.0." In Beginning Java 8 Games Development, 19–41. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0415-3_2.

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Gampe, Jutta. "Mortality of Supercentenarians: Estimates from the Updated IDL." In Demographic Research Monographs, 29–35. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49970-9_3.

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AbstractMortality after age 110 has been estimated to be flat at a level corresponding to an annual probability of death of 50% (Gampe, Supercentenarians. Springer, Berlin, 2010). Since the publication of these results, the IDL has been substantially updated, and the number of supercentenarians in the database has roughly doubled. Here we report the results obtained from the updated database (N = 1219 supercentenarians). The broad conclusions regarding human mortality at the highest ages still hold.
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DaCosta, Boaventura, and Soonhwa Seok. "Developing a Clearer Understanding of Genre and Mobile Gameplay." In Handbook of Research on Immersive Digital Games in Educational Environments, 201–31. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5790-6.ch008.

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This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer, revealing that mobile gameplay is more of a situational activity than a social replacement, often played during periods of interruption or idle time and lasting for short intervals. Action, arcade, sports, adventure, puzzle, board, simulation, and strategy were among the most popular genres played. Statistically significant relationships were found between genre and age and gender, with the younger and older students as well as males and females favoring different genres. For example, puzzle games were popular among the older females, whereas action games were preferred by the younger males. Significant relationships were also found between genre and academic grades and level, with differences found for genre preferences between high- and low-performing as well as vocational high school and college students.
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Rawat, Danda B., Chandra Bajracharya, and Gongjun Yan. "Game Theory for Resource Allocation in Wireless Networks." In Advances in Wireless Technologies and Telecommunication, 335–52. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-027-3.ch016.

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Wireless technologies and devices are becoming increasingly ubiquitous in modern society. Wireless resources are natural and fixed, whereas wireless technologies and devices are increasing day-by-day, resulting in spectrum scarcity. As a consequence, efficient use of limited wireless resources has become an issue of vital importance in wireless systems. As demand increases, management of limited wireless resources for optimal allocation becomes crucial. Optimal allocation of limited wireless resources results in quick and reliable dissemination of information to larger service areas. Recently, game theory has emerged as an efficient tool to help optimally allocate wireless resources. Game theory is an optimization technique based on strategic situations and decision-making, and has found its application in numerous fields. The first part of this chapter presents a review of game theory and its application in resource allocation at different layers of the protocol stack of the network model. As shown by a recent study, static assignment of frequency spectrum by governmental bodies, such as FCC (Federal Communications Commission) in the United States, is inefficient since the licensed systems do not always fully utilize their frequency bands. In such a scenario, unlicensed secondary (cognitive radio) users can identify the idle spectrum bands and use them opportunistically. In order to access the licensed spectrum dynamically and opportunistically, the dynamic spectrum access functionality needs to be incorporated in the next generation (XG) wireless networks. Different game theory approaches for dynamic spectrum access are discussed in the second part of the chapter.
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Conference papers on the topic "Idle game"

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Sazaki, Yoppy, Anggina Primanita, Siti Zaiton Mohd Hashim, and Indri Dwi Ayu. "Game Refinement Settings on Idle Games." In 2019 IEEE 5th International Conference on Wireless and Telematics (ICWT). IEEE, 2019. http://dx.doi.org/10.1109/icwt47785.2019.8978272.

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Villareale, Jennifer, Robert C. Gray, Anushay Furqan, Thomas Fox, and Jichen Zhu. "Enhancing social exergames through idle game design." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341827.

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Purkiss, Blair, and Imran Khaliq. "A study of interaction in idle games & perceptions on the definition of a game." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377233.

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Belwal, Chaitanya, and Albert M. K. Cheng. "Determining Actual Response Time in P-FRP Using Idle-Period Game Board." In 2011 IEEE 14th International Symposium on Object/Component/Service-Oriented Real-Time Distributed Computing (ISORC). IEEE, 2011. http://dx.doi.org/10.1109/isorc.2011.26.

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Chen, Lung-Pin, I.-Chen Wu, and Geng-Ze Liang. "Enhancing parallel game-tree searches by using idle resources of a high performance render farm." In 2015 Conference on Technologies and Applications of Artificial Intelligence (TAAI). IEEE, 2015. http://dx.doi.org/10.1109/taai.2015.7407120.

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Streck, Adam, and Thomas Wolbers. "Using Discrete Time Markov Chains for Control of Idle Character Animation." In 2018 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2018. http://dx.doi.org/10.1109/cig.2018.8490450.

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Mongia, Hukam C. "N+3 and N+4 Generation Aeropropulsion Engine Combustors: Part 2 — Medium Size Rich-Dome Engines and Lean-Domes." In ASME Turbo Expo 2013: Turbine Technical Conference and Exposition. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/gt2013-94571.

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Comprehensive assessment of the medium size rich-dome engines was conducted leading to the following emissions correlations: (1) LTO NOx = 1.129 × OPR 1.0899 with R 2 = 0.9248 Takeoff NOxEI given by (2) NOxEI = 0.0729 × OPR 1.7197 with R 2 = 0.9603 COEI idle = 396.42 NOxEI Takeoff 0.814 These correlations may be compared with the following for the CFM56 Tech Insertion: Takeoff NOxEI CFM_TI = 0.0744 × OPR 1.7151 Idle COEI CFM_TI = 396.42 Takeoff NOxEI 0.814 Idle HCEI CFM_TI = 0.1609 × Idle COEI - 3.1959 TALON II takeoff NOxEI data are reproduced well by: NOxEI TALON II = 0.0167 × OPR 2.1403 TALON II gives 10% lower NOx at 26 OPR and its NOx is comparable with the CFM_TI at 34 OPR. The CFM DAC technology is competitive with LEC’s for the low rated thrust engines. However, interaction between the two domes leads to early quenching with resultant higher idle COEI plateau. On the other hand, the 40 OPR lean DAC gave 25% higher NOx than LEC. Moreover, lean DAC (Gen-1) impacted fuel burn adversely making its likelihood to continue as product discouraging. The second generation lean dome technology initially kicked off under NASA sponsorship with significantly larger funding support from the CFMI and GE Aviation (GEA) led to successful introduction of TAPS into products (GEnx-1B and Gen-2B) with potential applications in other future GEA engines.
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Valachovic, Timothy G. "Numerical Predictions of Idle Power Emissions From Gas Turbine Combustors." In ASME 1993 International Gas Turbine and Aeroengine Congress and Exposition. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/93-gt-175.

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Numerical analyses of two existing gas turbine combustors gave predictions of idle power emissions. The calculated exit emissions of unburned hydrocarbons (UHC) and carbon monoxide (CO) are compared to engine test data. For the first combustor, the effects of varying fuel flow on the UHC and CO emissions were investigated while liner cooling flow changes were examined in the second combustor. A fully elliptic three-dimensional computational fluid dynamics code based on pressure correction techniques was employed to model the flow field inside the combustor. Fuel injection was handled using a Lagrangian liquid droplet spray model coupled to the gas phase equations. The combustion model consists of a two-step global reaction mechanism with reaction rates computed using a modified eddy-breakup technique. The numerical algorithm employs non-orthogonal curvilinear coordinates and the standard k-e turbulence model. The results for the first combustor agree well with the test measurements. The baseline result for the second combustor shows good agreement with test data. Predicted effects of cooling flow changes agree with trends from past experience of idle power emissions.
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Mukherjee, Valmiki, Saraju P. Mohanty, Elias Kougianos, Rahul Allawadhi, and Ramakrishna Velagapudi. "Gate leakage current analysis in READ/WRITE/ IDLE states of a SRAM cell." In 2006 IEEE Region 5 Conference. IEEE, 2006. http://dx.doi.org/10.1109/tpsd.2006.5507432.

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Shahab, Muhammad Basit, and Soo Young Shin. "A User Gaze Detection Based Approach to Squeeze Idle Video Traffic in Communication Networks." In 2018 7th International Conference on Computer and Communication Engineering (ICCCE). IEEE, 2018. http://dx.doi.org/10.1109/iccce.2018.8539248.

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