Academic literature on the topic 'Player selection'

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Journal articles on the topic "Player selection"

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Hatem, Belhouchet, and Khatrouch Ikram. "A Methodology for Selection Starting Line-Up of Football Players in Qatar World Cup 2022." European Journal of Sport Sciences 2, no. 2 (April 14, 2023): 46–51. http://dx.doi.org/10.24018/ejsport.2023.2.2.56.

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The process of player selection in multi-player sports is a complex multi-criteria problem. In Football, the role of a coach is selecting players as the starting line-up that is formed subjectively without regard to various criteria. The decision of the coach can impact team performance. This paper proposes a new model for selection starting line-up integrating criteria in FIFA World Cup 2022.The aim is to use MOORA method in football player selection process. We test the efficiency of the model using France National football team and we demonstrate how the methodology can facilitate decision making by selecting players.
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Ohtsuki, Hisashi. "Evolutionary dynamics of n -player games played by relatives." Philosophical Transactions of the Royal Society B: Biological Sciences 369, no. 1642 (May 19, 2014): 20130359. http://dx.doi.org/10.1098/rstb.2013.0359.

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One of the core concepts in social evolution theory is kin selection. Kin selection provides a perspective to understand how natural selection operates when genetically similar individuals are likely to interact. A family-structured population is an excellent example of this, where relatives are engaged in social interactions. Consequences of such social interactions are often described in game-theoretical frameworks, but there is a growing consensus that a naive inclusive fitness accounting with dyadic relatedness coefficients are of limited use when non-additive fitness effects are essential in those situations. Here, I provide a general framework to analyse multiplayer interactions among relatives. Two important results follow from my analysis. First, it is generally necessary to know the n -tuple genetic association of family members when n individuals are engaged in social interactions. However, as a second result, I found that, for a special class of games, we need only measures of lower-order genetic association to fully describe its evolutionary dynamics. I introduce the concept of degree of the game and show how this degree is related to the degree of genetic association.
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Carrillo, Juan D., and Thomas R. Palfrey. "The Compromise Game: Two-Sided Adverse Selection in the Laboratory." American Economic Journal: Microeconomics 1, no. 1 (January 1, 2009): 151–81. http://dx.doi.org/10.1257/mic.1.1.151.

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We analyze a game of two-sided private information where players have privately known “strengths” and can decide to fight or compromise. If either chooses to fight, the stronger player receives a high payoff and the weaker player receives a low payoff. If both choose to compromise, each player receives an intermediate payoff. The only equilibrium is for players to always fight. In our experiment, we observe frequent compromise, more fighting the lower the compromise payoff and less fighting by first than second movers. We explore several theories of cognitive limitations in an attempt to understand these anomalous findings. (JEL C91, D82)
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Silva, João Vítor Rocha da, and Paulo Canas Rodrigues. "All-NBA Teams’ Selection Based on Unsupervised Learning." Stats 5, no. 1 (February 9, 2022): 154–71. http://dx.doi.org/10.3390/stats5010011.

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All-NBA Teams’ selections have great implications for the players’ and teams’ futures. Since contract extensions are highly related to awards, which can be seen as indexes that measure a players’ production in a year, team selection is of mutual interest for athletes and franchises. In this paper, we are interested in studying the current selection format. In particular, this study aims to: (i) identify the factors that are taken into consideration by voters when choosing the three All-NBA Teams; and (ii) suggest a new selection format to evaluate players’ performances. Average game-related statistics of all active NBA players in regular seasons from 2013-14 to 2018-19, were analyzed using LASSO (Logistic) Regression and Principal Component Analysis (PCA). It was possible: (i) to determine an All-NBA player profile; (ii) to determine that this profile can cause a misrepresentation of players’ modern and versatile gameplay styles; and (iii) to suggest a new way to evaluate and select players, through PCA. As the results of this paper a model is presented that may help not only the NBA to better evaluate players, but any basketball league; it also may be a source to researchers that aim to investigate player performance, development, and their impact over many seasons.
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Pratama, Fabio Fahri, and Youllia Indrawaty Nurhasanah. "PENGGUNAAN METODE PROFILE MATCHING DAN NAÏVE BAYES UNTUK MENENTUKAN STARTING ELEVEN PADA SEPAK BOLA." Jurnal Tekno Insentif 14, no. 2 (August 26, 2020): 59–68. http://dx.doi.org/10.36787/jti.v14i2.268.

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Abstrak - Pemilihan pemain starting eleven atau kesebelasan dan formasi tim dengan komposisi pemain yang tepat dalam olahraga sepak bola merupakan hal yang penting untuk meningkatkan performa permainan sebuah tim. Pelatih terkadang memilih pemain starting eleven tidak secara objektif, dikarenakan dibutuhkan keahlian dan kejelian dalam menilai kemampuan seseorang. Guna memudahkan pemilihan pemain dalam starting eleven maka dibangun sistem untuk membantu pelatih memilih posisi I deal bagi pemain dan memilih pemain secara objektif agar meningkatkan kualitas pemilihan pemain, baik dari penempatan posisi ideal pemain maupun pemilihan pemain sebagai starting. Sistem ini akan menerima input berupa nilai atribut kemampuan dan kondisi pemain yang akan diproses untuk menghasilkan output berupa rekomendasi pemain untuk dijadikan starting eleven. Dalam proses menentukan pemain, nilai atribut kemampuan pemain dilakukan proses Profile Matching (PM) untuk menentukan posisi ideal bagi pemain, dari tiap kelompok posisi dilakukan proses identifikasi menggunakan Naïve Bayes (NB) untuk menentukan pemain yang cocok untuk dijadikan starting eleven. Pengujian rekomendasi posisi dilakukan dengan membandingkan posisi asli pemain dengan posisi hasil rekomendasi dengan hasil akurasi sebesar 65%, sedangkan pengujian pemilihan starting eleven dilakukan menggunakan game Football Manager dengan melakukan pertandingan dengan pemilihan pemain secara default dan pemilihan pemain hasil rekomendasi masing-masing sebanyak sepuluh kali melawan tim dengan komposisi pemain yang sama, hasil dari pertandingan tersebut dihitung selisih (%) dari rata-rata rating pemain. Hasil yang diberikan setelah digunakan perekomendasian pemilihan pemain kenaikan rata-rata rating tim hanya naik sebesar 0.98%. Abstract - The selection of starting eleven players and team formations with the correct composition of players in soccer is important to improve the performance of a team. Coaches sometimes choose not starting players objectively, because it takes expertise and foresight in assessing one's abilities. In order to facilitate the selection of players in the starting eleven, a system was built to help the coach choose the ideal position for the players and choose players objectively to improve the quality of player selection, both from placing the player's ideal position and selecting players as starting. This system will receive input in the form of the ability and condition attribute values ​​of the player which will be processed to produce output in the form of a player's recommendation to become the starting eleven. In the process of determining the players, the value of the attributes of the player's ability is carried out the Profile Matching (PM) process to determine the ideal position for the players, from each group of positions the identification process is done using Naïve Bayes (NB) to determine the suitable players to be the starting eleven. Position recommendation testing is done by comparing the original position of the player with the position of the recommended results with an accuracy of 65%, while testing the selection of the starting eleven is carried out using the game Football Manager by playing matches by selecting players by default and selecting the results of the recommendation players ten times each against the team with the same player composition, the result of the match is calculated as a difference (%) from the average player rating. The results given after using the player selection recommendation increase the team's average rating to only increase by 0.98%.
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Lindholm, Oliver, Erik Niklasson, John Lind, Daniele A. Cardinale, and Tommy R. Lundberg. "A pilot study on bio-banding in male youth ice hockey: Players’ perceptions and coaches’ selection preferences." PLOS ONE 19, no. 8 (August 12, 2024): e0308676. http://dx.doi.org/10.1371/journal.pone.0308676.

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Classifying athletes based on estimates of biological maturation (i.e., bio-banding) as a supplement to traditional age grouping has been shown to be a potential tool for enriching player development in team sports; however, bio-banding has not yet been evaluated in ice hockey. The primary aim was to investigate player experiences and coaches’ selection preferences in bio-banding versus age-banding in a group of 12-13-year-old (early growth spurt) male elite players (n = 69). We also examined the relationship between somatic maturity, expressed as a % predicted adult height (%PAH), and fitness performance. Bio-banding was assessed using a questionnaire and 29 coaches selected their top players in each game based on age or bio-bands. %PAH correlated with grip strength (r = .57, p>0.001) and jumping power (r = .63, p<0.001), but not with vertical jump height, sprint time or endurance. Players who played against more mature players in bio-bands than in age groups experienced higher demands, while players who played against less mature players were able to utilize their skills to a greater extent. Coaches generally favored later-than-average maturing players who performed better on performance tests and chronologically older players in bio-banding. We conclude that bio-banding in youth ice hockey has some promising effects and warrants further evaluation.
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Wardana, Ari Kusuma, and Andri Arif Kustiawan. "Optimization of U-23 futsal player selection through a simple additive weighting approach." Fizjoterapia Polska 24, no. 4 (October 31, 2024): 407–11. http://dx.doi.org/10.56984/8zg01a8d6e8.

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Futsal playing skills are the main support in successfully achieving the goals of the game. There are several underlying techniques that every player needs to master, including passing, dribbling, controlling, chipping and shooting. This study aims to optimize the selection process for the best futsal players using the Simple Additive Weighting (SAW) method. The SAW method was chosen because of its ability to combine various selection criteria into one composite score, which makes decision-making easier. This research involves analyzing the needs of a futsal group to determine the relevant criteria and weights in selecting a group of players, such as passing, control, dribbling, chipping, and shooting. These indicators provide a more comprehensive picture of the capabilities and potential of the player group. Potential futsal group data are collected and processed using the SAW method with a weighted sum of the performance ratings for each alternative from all attributes. The SAW method requires a matrix normalization process on a scale that can be compared with all existing alternative ratings to produce objective and transparent ratings for the player groups. Based on the results of calculations using the SAW method, the assessment results for the prospective group of futsal players were obtained based on the specified criteria and weights. The highest score was achieved by Banyumas 1 with a score of 0.85. The research results show that the application of the SAW method in the selection process for futsal players increases the efficiency and accuracy of selecting new players. By using this approach, Porprov can more easily identify the best candidates to meet their needs.
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Yu, Kristen K., Matthew Guzdial, and Nathan R. Sturtevant. "Evaluating the Effects of AI Directors for Quest Selection." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 20, no. 1 (November 15, 2024): 245–52. http://dx.doi.org/10.1609/aiide.v20i1.31885.

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Modern commercial games are designed for mass appeal, not for individual players, but there is a unique opportunity in video games to better fit the individual through adapting elements in games. In this paper, we focus on AI Directors, systems which can dynamically modify a game, that attempt to personalize the player experience to a player's preference. AI Directors have in the past provided inconclusive results, so their effect on player experience is currently unknown. In this paper, we take three AI Directors and directly compare them in a human subject study to test their effectiveness on quest selection. Our results show that a non-random AI Director provides a better player experience than a random AI Director.
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Towlson, Christopher, Ed Cope, John L. Perry, David Court, and Nick Levett. "Practitioners’ multi-disciplinary perspectives of soccer talent according to phase of development and playing position." International Journal of Sports Science & Coaching 14, no. 4 (May 2019): 528–40. http://dx.doi.org/10.1177/1747954119845061.

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The study aimed to establish the perceived importance that academy soccer practitioners placed on technical/tactical, physical, psycho-social player attributes during player selection and explore whether perceptions change according to Elite Player Performance Plan phase. Seventy academy practitioners working within Elite Player Performance Plan programs (Category 1: n = 29; Category 2: n = 13 and Category 3: n = 28) completed an online survey. Psychological factors were rated significantly ( p ≤ 0.01) higher than sociological, technical/tactical, and physical factors, with recruitment staff specifically valuing psychological factors significantly ( p ≤ 0.01) more than medical staff. Youth Development phase practitioners valued sociological factors significantly ( p < 0.05) more than in the Foundation phase, which was also true for physical factors. Practitioners indicated significant positional differences for most physical and technical/tactical attributes. There was no playing position effect for relative age effect or maturity. Between playing position variance of outfield players for most technical and physical attributes increased according to advancing Elite Player Performance Plan phase. Attitudes to holistic talent identification criteria likely change according to practitioner role. Therefore, this study provides evidence to suggest that Elite Player Performance Plan practitioners place less perceived importance on enhanced maturity status and relative age of players but does indicate an enhancing and significant positional preference for physical and technical/tactical attributes. Suggesting that practitioners are less likely to (de)select players based on transient, maturity-related attributes and instead place greater emphasis on specialist physical/technical position-specific attributes as players navigate the Elite Player Performance Plan pathway towards professional status.
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Megha Chakole. "Optimal Strategy Formulation for Tic-Tac-Toe Using Minimax Algorithm for Interactive Gaming." Communications on Applied Nonlinear Analysis 31, no. 2s (June 1, 2024): 485–95. http://dx.doi.org/10.52783/cana.v31.662.

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Introduction: This research presents a Python implementation of the classic game Tic Tac Toe utilizing the Tkinter library for the graphical user interface (GUI). The code offers a comprehensive framework for creating an interactive gaming experience, featuring both single-player and multiplayer modes. Key functionalities include mode selection, game board initialization, player moves, win and draw condition checks, and game restart options. The graphical interface provides a visually appealing environment for players to engage with the game, facilitating intuitive interaction through buttons and labels. Notably, the single-player mode incorporates a basic AI component powered by the minimax algorithm, offering players the opportunity to challenge themselves against a computer opponent. Objectives: The main objectives include developing a comprehensive framework for Tic-Tac-Toe, encompassing essential functionalities such as mode selection, initializing the game board, managing player moves, conducting win/draw condition checks, and offering game restart options. Methods: The implementation employs Tkinter to create a user-friendly GUI featuring interactive buttons and visual elements. Game logic is meticulously implemented to regulate player turns, validate moves, and assess win/draw conditions. Additionally, the single-player mode integrates a basic AI component driven by the minimax algorithm for a challenging gaming experience. Results: The resulting implementation boasts a visually appealing interface, complete with dedicated mode selection buttons, interactive game board buttons, thorough win/draw condition checks across rows, columns, and diagonals, and a convenient restart button. The single-player mode successfully emulates human-like gameplay through the AI component. Conclusions: This implementation's simplicity and clarity render it an invaluable resource for beginners delving into GUI development and game programming with Python. Furthermore, the integration of AI functionality caters to advanced users keen on exploring algorithmic game strategies. Ultimately, this paper offers a valuable foundation for learning and comprehending the fundamentals of game development using Python and Tkinter.
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Dissertations / Theses on the topic "Player selection"

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Velentza, Elisavet. "A retrospective analysis of talent selection and progression within England's Rugby Football Union Elite Player Performance Pathway." Thesis, University of Chester, 2017. http://hdl.handle.net/10034/620558.

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The England Rugby Football Union (RFU) Elite Player Performance Pathway (EPPP) is a player development system, structured into five playing squads (Under 18 [U18], Under 20 [U20], National academy [NA, age: 18-23 years], Saxons [Saxon, age: 18+ years] and Senior National Squad [SNS, age: 18+ years]), which attempts to develop players to play within the SNS. Despite its importance however, there is yet to be any scientific appraisal of its efficacy in successfully producing SNS players. Appraising the performances of 396 players enrolled on to the EPPP between 2008 and 2014, the purpose of this programme of research was therefore to investigate the nature of player transition and determine the key features associated with match performance between respective squads of the EPPP. To achieve this, the progression rates to subsequent squads, and the anthropometrical and position-specific technical performance data was quantified in conjunction with individual player progression within the EPPP system. Of the 396 players assessed within the thesis, 121 reached the SNS. Involvement in the EPPP was defined by high rates of de-selection during progression to subsequent squads and this was most apparent within the U18, U20 and NA squads. Analyses revealed the proportion of selected players for higher squads was 48.70%, 37%, 57.10% and 61% for U18-U20, U20-NA, NA-Saxon and Saxon-SNS squads, respectively. Within the SNS (n = 121), only 5.80% experienced a linear development (U18-U20-NA-Saxons-SNS) whereas all other players displayed variability with respect to squad pathway trajectories (NA-SNS 0.82%, Saxon-SNS: 50.4%, U20-Saxon-SNS 4.95%, NA-Saxon-SNS 12.39%, U18-U20-NA SNS:2.57%, U18-U20-Saxon-SNS 3.30%, U20-NA-Saxon-SNS 2.47%, side entries [selection from outside the EPPP system] 17.35%) within the EPPP. Thus, progression within the talent development (TDE) system was typified by variable patterns of sequential selection and de-selection processes throughout U18 to senior squads. The prerequisite level of technical performance indicators (TPI), related to generic and position-specific performance characteristics, and anthropometrical features (body mass and stature) specific to six predefined positional groups (front row [FR], second row [SR], Back row [BR], scrumhalf [SH], inside backs [IB], outside backs [OB]), were examined. The SNS revealed similar TPIs to the Saxon squad in all positional groups, only SNS FR were heavier (p ≤ 0.01; r = 0.18) and taller (p ≤ 0.001; r = 0.25) than Saxons FR. Likewise, the results demonstrate that anthropometrical characteristics consistently differentiated respective squads though, on occasion, there were aspects of TPIs that discriminated youth (U18) adult (U20, NA) and senior (Saxons, SNS) age international squads for the six positional groups within the EPPP. Used in isolation therefore, TPIs might offer benchmarks across the respective squads, however the extent of the observed differences between younger (U18 and U20) and older (NA, Saxons & SNS) squads suggests they could be used in conjunction with coach intuition to improve the objectivity of player selection to future squads. Where the performances of progressed and non-progressed players were considered results revealed that taller and heavier players, competing within a higher number of matches, for an increased period of time, were the most important variables influencing progression or deselection from the programme. Where the match TPIs were considered, there were stochastic differences between groups though it appeared as though selected players typically outperformed the non-selected group albeit by small margins and there were fewer differences between progressed and non-progressed in older age squads. Finally, in players selected to progress and those deselected, there was notable within-group variation in the technical demands. Such variation was typified by overlapping IQRs when groups were compared meaning selected players could perform more, or less, effectively than deselected players in any given match. Clearly, such an issue suggests that the technical performance during competition cannot be used to determine talent in such instances. Collectively, the results provide insight to the key requirements of the EPPP, which could be used to develop future coaching, scouting methods, player TDE systems by providing normative levels of attainment for aspiring players, both enrolled or not, within the elite player developmental system.
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Buckley, David. "Skill capture in first-person shooters." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/skill-capture-in-firstperson-shooters(a5a4858b-2b48-44f1-a59b-f7e1928ea7df).html.

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The current models of skill in video games make one of two impositions on players: either to provide an estimate of their own skill, or complete several games before they can be properly assessed. However, in order to experience the most enjoyment and greatest sense of immersion, players need to play against the right difficulty. In order to assign the appropriate difficulty, the player's skill must first be captured accurately and quickly, before the player gets frustrated or bored. Rather than relying on game results that need to be averaged over several games, this thesis proposes predicting a player's skill from their behaviour within the first game. In order to do this, we explore methods for measuring skill in both a multiplayer and single-player game and methods for extracting appropriate information from the player's behaviour. The resulting predictions can then be used to automatically assign an appropriate difficulty to the player. In a multiplayer environment, we first demonstrate that a player's final rank canbe predicted within the first 30 seconds of a game with a correlation of over 0.8.This process is transferred to a single-player first-person shooter, where our modelis shown to assign difficulties comparable to a player's own assessment of theirskill within the first 30 seconds of a campaign. We argue that these methods forcapturing skill in a first-person shooter are transferable to other genres, and havethe potential to improve difficulty selection systems.
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Richter, Roman. "Inovativní přehrávač hudby pro chytré telefony a PC." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445556.

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The goal of this thesis is to create a music player for smartphones as well as PCs that works with local music files in the user's device and which can learn which songs does the user like based on their actions during listening to music. The music player can, among other things, remember which songs were skipped by the user, when was volume turned up, or how many times was a certain song played. Each song has a score that is calculated based on these actions. With a higher score, there is also a higher chance of playing the song in the future. The results of my thesis are two full-featured versions of music player, which are capable of communication with each other to ensure synchronization of song scores. The main benefit of this thesis is an improvement of user experience during listening to music, which is achieved by the application's algorithm for song selection and minimalistic user interface.
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Ben, Jeddou Roukaya. "Football Selection Optimization through the Integration of Management Theories, AI and Multi-criteria Decision Making." Electronic Thesis or Diss., Bourgogne Franche-Comté, 2024. http://www.theses.fr/2024UBFCG009.

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Le travail de recherche décrit dans cette thèse s'inscrit dans le contexte de la gestion d'un club de football professionnel, où l'établissement d'un équilibre humain et financier est essentiel pour assurer la pérennité des organisations sportives. Dans le management du football, les méthodes traditionnelles de sélection des joueurs ont historiquement guidé le processus de prise de décision au niveau des clubs. Ce processus de décision stratégique, souvent subjectif et incertain, peut avoir un impact significatif sur les performances financières, économiques et sportives de l’équipe.Alors que le football évolue vers un sport plus axé sur les données, il est de plus en plus reconnu que les méthodes traditionnelles doivent être complétées par des méthodes scientifiques basées sur l'intelligence artificielle et le recours aux méthodes de prise de décision multi-critères pour optimiser la sélection des joueurs et améliorer les performances tant sportives que financières. Il devient essentiel de rechercher un équilibre optimal entre le rendement sportif et la performance financière afin d'optimiser les résultats d'une entité spécifique: le club de football.À cet égard, l'objectif principal de cette thèse est de proposer un modèle qui combine les techniques de machine learning et les méthodes d’analyse multicritères pour améliorer l'efficacité et l'objectivité du processus de sélection des joueurs de football, tout en tenant compte des considérations financières et managériales. Notre première contribution est de prioriser les critères techniques, physiques, tactiques et comportementaux des joueurs en utilisant les algorithmes Random Forest, Entropy et CRITIC. La seconde contribution est de classer les joueurs selon leurs performances en se basant sur la méthode TOPSIS.Afin de valider ces contributions, nous avons créé un système d'aide à la décision permettant au décideur sportif de suggérer des joueurs en fonction de leurs performances. Notre modèle ne vise pas à remplacer les entraîneurs, mais plutôt à intégrer des évaluations subjectives et objectives pour permettre une compréhension approfondie des facteurs de performance sportive et managériale, améliorant ainsi la précision de la sélection des joueurs. Alors que le football s'oriente vers des approches plus axées sur les données, la combinaison de l'IA et du MCDM peut optimiser davantage les processus de sélection des joueurs, en tirant parti des avantages de l'analyse de données objective et de l'expertise subjective.Les résultats obtenus démontrent l'efficacité de notre approche dans l'amélioration des performances des équipes de football, particulièrement lorsqu'elle est soutenue et assistée par l'intelligence émotionnelle, à savoir la capacité du manager à détecter l'état substantiel du joueur
The research outlined in this thesis falls within the context of professional football club management, where establishing a balance between human and financial aspects is essential for long-term viability of sports organizations. In football management, the traditional methods of player selection have historically guided decision-making processes within clubs. This strategic decision-making process, which is often subjective and uncertain, can have a significant impact on the club's financial, economic and sporting situation.As football is increasingly becoming a data-driven sport, there is a growing recognition that traditional approaches need to be complemented by scientific methods based on artificial intelligenceomenclature{AI}{Artificial Intelligence} and multi-criteria decision makingomenclature{MCDM}{Multi-Criteria Decision Making} approaches to optimize player selection and improve both sporting and financial performance. It is becoming increasingly important to find an optimal balance between sporting success and financial performance to optimize the results of a specific entity: the football club.In this respect, the main purpose of this thesis is to propose a model that combines machine learning techniques with multi-criteria analysis methods to improve the efficiency and objectivity of the football player selection process, while taking into account financial and managerial considerations. Our first contribution is to prioritize the physical, technical, tactical, and behavioral criteria of players using Random Forest, Entropy, and CRITIComenclature{CRITIC}{CRiteria Importance Through Intercriteria Correlation}algorithms. The second contribution is to rank players based on their performance using the TOPSIS method.To validate these contributions, we designed a decision support system that assists the sports decision maker by proposing players in order of performance. Our model does not aim to replace coaches but rather to integrate subjective and objective evaluations to provide a thorough understanding of the factors influencing sporting and managerial performance, thereby improving the accuracy of player selection. As football moves towards more data-oriented approaches, the combination of AI and MCDM can further optimize player selection processes by leveraging the benefits of objective data analysis and subjective expertise.The results obtained show the effectiveness of our approach in improving the performance of football teams, especially when supported and promoted by emotional intelligence, which refers to the manager's ability to recognize the substantial state of the players
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Brettenny, Warren James. "Integer optimisation for the selection of a fantasy league cricket team." Thesis, Nelson Mandela Metropolitan University, 2010. http://hdl.handle.net/10948/1230.

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Sports fans often scrutinise the team selection strategies employed by their favourite team's coach or selection panel. Many of these fans believe that they can perform the selection process far better than those tasked with the responsibility. Fantasy leagues, provide a platform for fans to test their hand at this selection procedure. Twenty20 cricket is a new and exciting form of cricket and has become very popular in recent years. This research focuses on bringing these concepts together by proposing a binary integer program to determine a team selection strategy for fantasy league cricket. This is done in a Twenty20 setting. The approach used in this study focuses on evaluating the effectiveness of previously developed performance measures in a fantasy league setting. Adjustments to these measures are made and new measures are proposed. These measures are then used to select a fantasy league team using a prospective approach. This is done to provide fantasy league participants with a mathematical procedure for fantasy league team selection.
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Croft, Chris. "Factors influencing Big 12 Conference college basketball male student-athletes' selection of a university." To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2008. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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Lourens, Mark. "Integer optimization for the selection of a twenty20 cricket team." Thesis, Nelson Mandela Metropolitan University, 2008. http://hdl.handle.net/10948/1000.

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During the last few years, much effort has been devoted to measuring the ability of sport teams, as well as that of the individual players. Much research has been on the game of cricket, and the comparison, or ranking, of players according to their abilities. This study continues preceding research using an optimization approach, namely, a binary integer programme, to select an SA domestic Pro20 cricket team.
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Lilja, Henric. "SELECTION AND PSYCHOSOCAL PREDICTORS OF WELLBEING: A STUDY AMONG FOTBALL ACADEMY PLAYERS." Thesis, Högskolan i Halmstad, Centrum för forskning om välfärd, hälsa och idrott (CVHI), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-16605.

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The objectives were to study: (1) if psychosocial factors (such as social support from coaches and peers), within a football context, could predict psychological well-being among soccer academy players (2) the relationship between selection and well-being among football academy players and (3) compare the age categories 11-14 and 15-19 in perceived wellbeing, experiences of selection and social support from coaches and peers.  In total, 443 players from four academy settings participated in the study. The player’s ages differences were between 11-19 years. The instrument used was the Swedish health survey developed by the Swedish Health Institute with a number of football specific items added. Result suggests a regression model including two variables (social support from coaches and peers) explaining 16, 6 % of the psychological well-being. Further, a negative relationship was found between selection and perceived well-being. Another finding was that the youth players (11-15 years) experienced higher levels of social support and psychological well-being, but experienced selection more negatively compared to junior players (15-19 years). Recommendations are given to coaches to be aware of developing a supportive coaching style. Another recommendation to increase well-being is to develop support mechanisms to help the youth players in academy settings to cope with the pressure of selection. The results are discussed in relation to theoretical frameworks and previous research.  Keywords: Football academies, psychological well-being, social support and selection
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DUCA, MARCO. "EFFECTS OF RESISTANCE TRAINING ON SELECTION AND PERFORMANCE IN RUGBY UNION PLAYERS." Doctoral thesis, Università degli Studi di Milano, 2021. http://hdl.handle.net/2434/818776.

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Introduzione: Durante una partita, le richieste di gioco per un giocatore di rugby dipendo dalla posizione in cui gioca. Gli avanti sono coinvolti più spesso in fasi statiche (mischie, raggruppamenti a terra e in piedi), mentre i tre quarti devono svolgere più frequentemente azioni dinamiche (sprintare, saltare, cambiare direzione). Sono queste richiese di gioco a determinare le caratteristiche antropometriche e fisiche richieste ad un giocatore per avere successo. Gli avanti sono più pesanti e forti, mentre i tre quarti sono più snelli e veloci. In generale, nonostante la letteratura riporti che giocatori più pesanti e pesanti siano favoriti ad essere selezionati per le competizioni internazionali, le informazioni sono limite per quanto riguarda giocatori italiani. Corporatura, forza, potenza e velocità possono essere efficacemente migliorate con un allenamento con sovraccarichi. Al momento però non vi sono informazioni definitive rispetto a quale sia la metodologia più efficace da impiegare quando si allenano degli atleti. Per esempio, l’efficacia dell’allenamento fino al cedimento muscolare (FAIL), che sembrava essere indispensabile per migliorare ipertrofia e forza muscolare, più recentemente è stata contestata poiché l’allenamento senza cedimento muscolare (NO-FAIL) è stato mostrato garantire superiori miglioramenti nei valori di forza e potenza degli atleti. Scopo: Lo scopo di questa tesi è duplice. Dapprima individuare quali caratteristiche siano perditrici della selezione per competizioni internazionali in giocatori italiani della categoria U20. In secondo luogo, quale tra FAIL e NO-FAIL, possa maggiormente migliorare le caratteristiche antropometriche e fisiche dei giocatori. Metodi: Per il primo scopo, è stata svolta un’analisi retrospettiva sulle caratteristiche fisiche e antropometriche, raccolte testando le variabili di 72 giocatori U20. È stata svolta un’analisi della varianza (ANOVA) a due vie, ponendo come fattori tra soggetti la posizione e la selezione per competizioni internazionali. La selezione è stata inoltre posta come variabile dipendente della regressione logistica. Per il secondo scopo, 16 giocatori di rugby amatoriali sono stati assegnati ad uno di due gruppi sperimentali (FAIL o NO-FAIL) e hanno svolto un programma di allenamento 11 contro sovraccarichi della durata di sette settimane. Le variabili antropometriche e fisiche sono state testate prima e dopo il programma sperimentale. Risultati: ANOVA non ha rilevato nessun effetto significativo per l’interazione. La massa corporea e la forza massimale degli arti inferiori sono risultate perditrici della selezione nei giocatori U20. Analizzando gli effect size, è stato possibile vedere che i giocatori del gruppo NO-FAIL sono migliorati maggiormente nella forza massimale degli arti inferiori, nell’altezza e potenza del salto verticale, nello sprint e nel cambio di direzione. Conclusioni: corporatura e forza massimale dei giocatori sono fondamentali per la selezione a livello internazionale nel rugby. L’allenamento con sovraccarichi FAIL comporta dei miglioramenti inferiori in queste variabili e quindi dovrebbe essere evitato. I preparatori atletici dovrebbero preferire l’uso di metodologie che consentano una maggior regolazione dell’intensità di allenamento, così da sfruttare i superiori miglioramenti di forza, potenza e velocità.
Introduction: Rugby union players must cope with diverse match demands depending on the playing position. Forwards (FWS) are more often engaged in static exertions (scrums, rucks, mauls) while backs (BKS) exhibition more dynamic actions (sprints, jumps, change of direction). These match demands dictate the anthropometrical and physical characteristics required to players to be successful. FWS are heavier and stronger, while BKS are leaner and faster. Despite the literature shows an overall advantage for stronger and heavier players to selection for international competition, limited data is present for Italian players. Body size, strength, power, and speed can be effectively improved by resistance training (RT). Yet, the debate is still open on the most effective RT modality for athletes. For instance, the efficacy of training to momentary muscular failure (FAIL), which seemed paramount towards increase muscle hypertrophy and strength, have recently been debated as RT not to failure (NO-FAIL) showed superior improvement in athletes’ strength and power. Aim: The aim of this thesis is two folds. First, which characteristics are predictor of selection for international competitions in Italian U20 players. Secondly, to assess the superior efficacy of either FAIL or NO-FAIL RT programs on improving players’ anthropometric and physical characteristics. Methods: For the first aim, anthropometric and physical characteristics, collected testing the variables of 72 U20 players, were retrospectively analyzed. Two-way analysis of variance, with selection for international tournaments and playing position as between subjects’ factors, was completed. Selection was also chosen as the dependent variable of multiple logistic regressions. For the second aim, 16 amateur rugby players were assigned to one of two groups (FAIL or NO-FAIL) and completed a seven weeks long RT program. Players’ anthropometric and physical variables were tested before and after the intervention. Results: ANOVA did not detect any significant interaction effects. The players’ body mass and lower body maximal strength resulted predictors of selection for U20 players. Analysis of the 13 effect sizes qualified that NO-FAIL RT allowed for superior improvements in lower body maximal strength and power, vertical jump height and power, linear sprint and change of direction. Conclusions: players’ body size and maximal strength are crucial for international selection in rugby. RT to FAIL elicits inferior improvements in these variables, and it should therefore be avoided. Strength and conditioning coaches should favor methods that allow for a better training intensity management in rugby players and exploit superior improvements in strength, power and speed.
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Forslund, Ola. "Scattering and propagation of electromagnetic waves in planar and curved periodic structures - applications to plane wave filters, plane wave absorbers and impedance surfaces." Doctoral thesis, KTH, Alfvén Laboratory, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3825.

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The subject of this thesis is scattering of electromagneticwaves from planar and curved periodic structures. The problemspresented are solved in the frequency domain.

Scattering from planar structures with two-dimensionalperiodic dependence of constitutive parameters is treated. Theconstitutive parameters are assumed to vary continuously orstepwise in a cross section of a periodically repeating cell.The variation along a longitudinal coordinate z is arbitrary. Ageneral skew lattice is assumed. In the numerical examples, lowloss and high loss dielectric materials are considered. Theproblem is solved by expanding the .elds and constitutiveparameters in quasi-periodic and periodic functionsrespectively, which are inserted into Maxwell’s equations.Through various inner products de.ned with respect to the cell,and elimination of the longitudinal vector components, a linearsystem of ordinary di.erential equations for the transversecomponents of the .elds is obtained. After introducing apropagator, which maps the .elds from one transverse plane toanother, the system is solved by backward integration.Conventional thin metallic FSS screens of patch or aperturetype are included by obtaining generalised transmission andre.ection matrices for these surfaces. The transmission andre.ection matrices are obtained by solving spectral domainintegral equations. Comparisons of the obtained results aremade with experimental results (in one particular case), andwith results obtained using a computer code based on afundamentally di.erent time domain approach.

Scattering from thin singly curved structures consisting ofdielectric materials periodic in one dimension is alsoconsidered. Both the thickness and the period are assumed to besmall. The .elds are expanded in an asymptotic power series inthe thickness of the structure, and a scaled wave equation issolved. A propagator mapping the tangential .elds from one sideto the other of the structure is derived. An impedance boundarycondition for the structure coated on a perfect electricconductor is obtained.

Keywords:electromagnetic scattering, periodicstructure, frequency selective structure, frequency selectivesurface, grating, coupled wave analysis, electromagneticbandgap, photonic bandgap, asymptotic boundary condition,impedance boundary condition, spectral domain method,homogenisation

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Books on the topic "Player selection"

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Fudenberg, Drew. Reputation and equilibrium selection in games with a patient player. Cambridge, Mass: Dept. of Economics, Massachusetts Institute of Technology, 1987.

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Herzberg, Frank. Assessing an assessment center with regard to construct validity, interrater reliability, and inter-role-player reliability. Dublin: University College Dublin, 1997.

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Rensbergen, Henk van. Abandoned places: The photographer's selection. Tielt: Uitg. Lannoo N.V., 2014.

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Dk Publishing. Plants for Places. London: DK Pub., 2011.

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Society, American Horticultural, ed. AHS plants for places. New York: DK Pub., 2002.

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Jenkins, Paul Rigel. Natural selection. London: Nick Hern Books, 2008.

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Whaley, George. Dad & Dave on our selection: The screenplay. St. Lucia, Qld., Australia: University of Queensland Press, 1995.

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Donald, Bradman. The Bradman albums: Selections from Sir Donald Bradman's official collection. London: Macdonald, 1988.

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Odegbami, Segun. Me, football and more: A selection of the media writings of "Mathematical" Segun Odegbami. [Nigeria?]: KD Books, 2013.

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Wilson, Robert. Robert Wilson: Portrait, still life, landscape : a selection. Rotterdam: The Museum, 1993.

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Book chapters on the topic "Player selection"

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Gil-Aluja, Jaime, and Anna M. Gil-Lafuente. "Affinity in the Selection of a Player." In Optimal Strategies in Sports Economics and Management, 1–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13205-6_1.

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Mariano, Pedro, Luís Correia, and Carlos Grilo. "Selection of Cooperative Partners in n-Player Games." In Advances in Artificial Life. Darwin Meets von Neumann, 482–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21283-3_60.

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Hoffman, Jay R. "Player Selection and Physical Attributes for Football Playing Success." In The Science of American Football, 57–76. New York, NY : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9781003027881-4.

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Mo, Jinyu, and Hong Xie. "A Multi-player MAB Approach for Distributed Selection Problems." In Advances in Knowledge Discovery and Data Mining, 243–54. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-33377-4_19.

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Divakarla, Usha, K. Chandrasekaran, K. Hemanth Kumar Reddy, and Manjula Gururaj. "Comprehensive Prediction Model for Player Selection in FIFA Manager Mode." In International Conference on Innovative Computing and Communications, 821–30. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-2535-1_67.

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Mishra, Poonam, Isha Talati, and Azharuddin Shaikh. "Supply Chain Network Optimization Through Player Selection Using Multi-objective Genetic Algorithm." In Asset Analytics, 281–315. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-9698-4_16.

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Sharma, Rizul, Upinder Kaur, and Rahul Singh. "Prediction on most-valuable player selection in NBA using machine learning algorithm." In Advances in Networks, Intelligence and Computing, 424–30. London: CRC Press, 2024. http://dx.doi.org/10.1201/9781003430421-41.

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Kong, Xiangshen, Mu Fan, and Hui Zhang. "Factors Affecting NBA Player Draft Selection: An Analysis Based on a Generalized Linear Mixed Model." In Proceedings of the 14th International Symposium on Computer Science in Sport (IACSS 2023), 131–46. Singapore: Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-97-2898-5_14.

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Khandelwal, Mayank, Jayant Prakash, and Tribikram Pradhan. "An Analysis of Best Player Selection Key Performance Indicator: The Case of Indian Premier League (IPL)." In Advances in Intelligent Systems and Computing, 173–90. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-23036-8_16.

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Kumar Mishra, Amit, Nisheeth Joshi, and Iti Mathur. "Using Analytic Hierarchal Processing in 26/11 Mumbai Terrorist Attack for Key Player Selection and Ranking." In Social Networking and Computational Intelligence, 401–26. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-2071-6_33.

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Conference papers on the topic "Player selection"

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Raajesh, Sanjay, Noel Martin, Jyothsna Jiji, Aakash Nair, and Haritha H. "Cricket Team Selection and Player Analysis using Data Analytics." In 2024 IEEE Recent Advances in Intelligent Computational Systems (RAICS), 1–6. IEEE, 2024. http://dx.doi.org/10.1109/raics61201.2024.10689923.

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Dutt, Rudra, Tarun Aditya Kusupati, Akshat Srivastava, and Debirupa Hore. "IPL Player Selection using Fuzzy Logic." In 2022 IEEE Industrial Electronics and Applications Conference (IEACon). IEEE, 2022. http://dx.doi.org/10.1109/ieacon55029.2022.9951755.

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Yannakakis, Georgios N., and John Hallam. "Game and Player Feature Selection for Entertainment Capture." In 2007 IEEE Symposium on Computational Intelligence and Games. IEEE, 2007. http://dx.doi.org/10.1109/cig.2007.368105.

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Rajesh, P., Bharadwaj, Mansoor Alam, and Mansour Tahernezhadi. "A Data Science Approach to Football Team Player Selection." In 2020 IEEE International Conference on Electro Information Technology (EIT). IEEE, 2020. http://dx.doi.org/10.1109/eit48999.2020.9208331.

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Touazi, Azzedine, Fatiha Mokdad, and Djamel Bouchaffra. "Feature Selection Scheme Based on Zero-Sum Two-Player Game." In 2014 22nd International Conference on Pattern Recognition (ICPR). IEEE, 2014. http://dx.doi.org/10.1109/icpr.2014.240.

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Ruifei Xie, Bin Han, Lihua Li, Juan Zhang, and Lei Zhu. "Professional tennis player ranking strategy based Monte Carlo feature selection." In 2011 IEEE International Conference on Bioinformatics and Biomedicine Workshops (BIBMW). IEEE, 2011. http://dx.doi.org/10.1109/bibmw.2011.6112370.

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Mohammad, Walid, and Sadia Sharmin. "Player selection in cricket based on similarity of playing conditions." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3309700.3338441.

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Chionas, Giorgos, Bogdan S. Chlebus, Dariusz R. Kowalski, and Piotr Krysta. "Adversarial Contention Resolution Games." In Thirty-Second International Joint Conference on Artificial Intelligence {IJCAI-23}. California: International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/ijcai.2023/289.

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We study contention resolution (CR) on a shared channel modelled as a game with selfish players. There are n agents and the adversary chooses some k smaller than n of them as players. Each participating player in a CR game has a packet to transmit. A transmission is successful if it is performed as the only one at a round. Each player aims to minimize its packet latency. We introduce the notion of adversarial equilibrium (AE), which incorporates adversarial selection of players. We develop efficient deterministic communication algorithms that are also AE. We characterize the price of anarchy in the CR games with respect to AE.
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Nagarajan, Ramya, and Lin Li. "Optimizing NBA Player Selection Strategies Based on Salary and Statistics Analysis." In 2017 IEEE 15th Intl Conf on Dependable, Autonomic and Secure Computing, 15th Intl Conf on Pervasive Intelligence and Computing, 3rd Intl Conf on Big Data Intelligence and Computing and Cyber Science and Technology Congress(DASC/PiCom/DataCom/CyberSciTech). IEEE, 2017. http://dx.doi.org/10.1109/dasc-picom-datacom-cyberscitec.2017.175.

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Chen, Yuefei, Junyan Dai, and Changjiang Zhang. "A Neural Network Model of the NBA Most Valued Player Selection Prediction." In the 2019 the International Conference. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3357777.3357786.

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Reports on the topic "Player selection"

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VEDESHKINA, NATALIA A., and VALENTINA A. MAXIMENKO. COMPUTER GAME "THE WAY TO A SECURE INTERNET". SIB-Expertise, November 2023. http://dx.doi.org/10.12731/er0743.18112023.

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The computer game "The Way to a secure Internet" was created by teachers of the MDOU "D/ s № 73" of Magnitogorsk on the cross-platform environment for the development of Unity computer programs. The game is aimed at older preschool children. It is aimed at the formation of life skills of students in the information society in order to ensure the information security of children. The main educational material is the selection of rules for safe behavior when using the Internet information network by students, taking into account the peculiarities of children's perception of information. The plot of the game situation and the algorithm of sequential actions of the user in order to move from one level to another suggest the following stages of the educational course and, accordingly, game tasks for the player: get and assimilate information about the dangers on the Internet, listen (read) the rule about safe behavior on the Internet, get acquainted with the game situation, choose the right solution, applying the rule about safe behavior on the Internet. The introductory information contains options for dangerous situations in which a child may find himself in the real world with incorrect communication on the Internet. The information included in the training information introduces preschoolers to the rules of safe behavior on the Internet. The control of the assimilation of educational material is presented at the game level of solving a problem situation. When choosing an answer, the game reality is realized in one of two directions: the correct answer - the training material is learned – the player moves to the next level; the wrong answer – the training material is not learned – the player returns to the level of familiarity with the rule. The system of criteria for evaluating user behavior during the implementation of an interactive game is expressed in the accumulation of bonuses (presented in the form of stars that appear on the playing field in the process of solving game problems).
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Wuxi, Bi, and Chen Zhenhua. PR469-173604-R01 Guidelines on the Selection and Application of Cathodic Protection Coupons. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), April 2021. http://dx.doi.org/10.55274/r0012092.

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A Cathodic Protection (CP) coupon is a useful tool to evaluate the CP level of a buried structure; however, some issues have remained unresolved to date, such as CP coupon edge effects, coating effects, coupon orientations, base plate lateral width effects, etc. The aim of this project was to study eight specific CP coupon related issues using numerical modeling, lab testing and large-scale field-testing methods to develop a practical guideline for CP coupon selection and field application. Through this research, the roles played by soil resistivity and the main CP coupon design parameters affecting CP coupon performance have been established. Moreover, new CP coupon phenomena were also identified which may deepen our understanding of CP coupons.
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Santiago, Ana, and Mariana Alfonso. Selection into Teaching: Evidence from Enseña Perú. Inter-American Development Bank, October 2010. http://dx.doi.org/10.18235/0008836.

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Having a good teacher is the most important school-related factor for student achievement, to the point of closing the gap between low and high-income students. However, the empirical literature is almost silent regarding teacher selection. This paper estimates a teacher selection model using recruitment data from Enseña Perú, a program that recruits top university graduates from all majors and places them in vulnerable schools. Our results suggest that candidates with volunteering experience and who finished their college degree in the top third of their class are significantly more likely to be selected into the program. Teacher recruitment policy that identifies these qualities, which might be related to leadership, high motivation, social commitment and deep content knowledge, could considerably improve the quality of the teaching force.
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A. B. Robinson, G. S. Chang, Jr D. D. Keiser, D. M. Wachs, and D. L. Porter. Irradiation Performance of U-Mo Alloy Based ?Monolithic? Plate-Type Fuel ? Design Selection. Office of Scientific and Technical Information (OSTI), August 2009. http://dx.doi.org/10.2172/968567.

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Sutipatanasomboon, Arpaporn. Petri Dishes with Agar: How to Make Agar Plates. ConductScience, June 2022. http://dx.doi.org/10.55157/cs20220627.

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Petri dishes and agar form the foundation of the culture plate technique pioneered by Robert Koch, facilitating the cultivation and study of microorganisms. Agar, derived from red seaweed, solidifies into a transparent medium for microbial growth. Agar plates are classified as nonselective, allowing general growth, and selective, inhibiting specific microbes. Petri dishes, with a dish and lid, provide containers for agar, supporting microbial growth. This technique has revolutionized microbiological research, enabling advances in fields like bacteriology, mycology, infectious diseases, and biotechnology.
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Noor, Juliet, and Mohamed Noor. Finding Selection in All the Right Places: A College Genetics Laboratory Inquiry-Based Learning Exercise. Genetics Society of America Peer-Reviewed Education Portal (GSA PREP), February 2013. http://dx.doi.org/10.1534/gsaprep.2013.001.

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Leaver, Clare, Owen Ozier, Pieter Serneels, and Andrew Zeitlin. Recruitment, Effort, and Retention Effects of Performance Contracts for Civil Servants: Experimental Evidence from Rwandan Primary Schools. Research on Improving Systems of Education (RISE), September 2020. http://dx.doi.org/10.35489/bsg-rise-wp_2020/048.

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This paper reports on a two-tiered experiment designed to separately identify the selection and effort margins of pay-for-performance (P4P). At the recruitment stage, teacher labor markets were randomly assigned to a pay-for-percentile or fixed-wage contract. Once recruits were placed, an unexpected, incentive-compatible, school-level re-randomization was performed, so that some teachers who applied for a fixed-wage contract ended up being paid by P4P, and vice versa. By the second year of the study, the within-year effort effect of P4P was 0.16 standard deviations of pupil learning, with the total effect rising to 0.20 standard deviations after allowing for selection.
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Daniel. L52353 Materials Selection, Welding and Weld Monitoring - Optimized Welding Solutions for X100 Line Pipe. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), April 2012. http://dx.doi.org/10.55274/r0010650.

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Two rounds of pipe welding were completed to understand the influence of the welding parameters on the weld metal and HAZ properties and microstructure. Thermal data was also obtained from these welds. This information was used to refine the thermal microstructural model with predictive capabilities. Essential welding variables were validated on flat plate experiments and recommendations for welding process control established. Ultimately, these recommendations were evaluated by pipeline welding contractors to assess its viability for field application.
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Wang and Zhou. L52334 Curved Wide Plate Test Results and Transferability of Test Specimens. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), December 2011. http://dx.doi.org/10.55274/r0010008.

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The work described in this report focuses on the development of data processing routines for curved-wide-plate (CWP) tests, the presentation of test results in a consistent and unified format, generation of fracture resistance curves from, and the examination of transferability between CWP and SENT (single-edge-notched tension) test specimens. The results of this work can be used for: Drafting and implementing consistent test procedures for CWP tests, Formulating test data for consistent presentation and comparison, Understanding the differences and limitations of test specimens of different scales, Making the best selection of test specimens for a given set of objectives, and Making correct interpretation of test data and their relevance to girth weld performance.
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Grabau, Ashley. Exploring event planner preferences in venue selection and the role of virtual events in the post Covid-19 era. Ames (Iowa): Iowa State University, December 2023. http://dx.doi.org/10.31274/cc-20240624-699.

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