Academic literature on the topic 'Synthesis of game structure in rugby'

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Journal articles on the topic "Synthesis of game structure in rugby"

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Dabscheck, Braham. "Rugby League and the Union Game." Journal of Industrial Relations 35, no. 2 (June 1993): 242–73. http://dx.doi.org/10.1177/002218569303500203.

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The Association of Rugby League Professionals came to prominence when it achieved a legal victory which thwarted an attempt by the New South Wales Rugby League to introduce an internal draft, a labour market arrangement which reduced the employment and economic freedom of rugby league players. This article provides a history of the association from its origins in the late 1970s through to the draft case and more recent developments. The article presents information on player associations overseas and in Australia, and examines the origins, structure and organization, and various activities of the association. In so doing it provides information on the various labour market rules which have been used in rugby league, and examines the legal, economic and industrial relations dimensions of not only rugby league, but also other professional sporting competitions in Australia and overseas.1
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Basson, Jacques, Karel van Deventer, and Wilbur Kraak. "A profile of mini rugby coaches in the Western Cape Province, South Africa." International Journal of Sports Science & Coaching 13, no. 1 (November 24, 2017): 104–12. http://dx.doi.org/10.1177/1747954117741256.

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A coach and a coaching process that offers a supportive learning environment and appropriate levels of challenge, and that engenders a passion for the sport can produce positive and productive sporting outcomes. The aim of this study was to determine a profile of mini rugby coaches in the Western Cape Province, South Africa. Mini rugby coaches (N = 91) completed a 15-item questionnaire to obtain descriptive information about the coaches, as well as their perceptions about their ability and confidence to coach mini rugby. The results indicate that a significant number of coaches did not have any experience in playing rugby (32%) or coaching mini rugby (19%), and the majority of coaches (51%) did not have any form of rugby coaching education. The results also show that a significant number of the coaches did not feel efficacious in coaching mini rugby (23%) and did not believe that they were optimally developing the skills of the mini rugby players (29%). The findings from the current study highlight an unfavourable situation where untrained and inexperienced individuals coach mini rugby, which has important practical implications for rugby administrators, developers of coaching education courses, players, as well as the game itself. One recommendation to remedy this situation would be that all coaches must be educated to coach rugby. A coaching education course designed specifically for mini rugby will aid in preparing individuals to successfully coach mini rugby. The content and structure of coaching education courses also need to be reviewed to ensure it is pertinent to the coaches’ needs.
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Klimina, N. V. "An interdisciplinary approach to learning programming through the creation of electronic music in the sonic pi audio programming environment." Informatics in school, no. 2 (April 27, 2020): 5–18. http://dx.doi.org/10.32517/2221-1993-2020-19-2-5-18.

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With the development of computer technologies, there is a rapid development of applied music based on computer technology: music for computer games, for advertising, for voicing household and other equipment, music in movies and animations, TV music, and academic music. This indicates the relevance of such an area of use of information technologies as program (algorithmic) sound synthesis, and the need for schoolchildren to familiarize themselves with this promising IT area. The fact that music and mathematics are interconnected has been known since ancient times. Now we can observe the close connection of music and informatics. And not just the processing of music in synthesis programs, but the programmatic creation of music using code. The article shows the relationship of musical art with the art of programming, considers the concept of the Sonic Pi audio programming environment, demonstrates the main features of this environment, language tools for programming algorithms, data structures and musical compositions in Ruby.
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O'Brien, Danny, and Trevor Slack. "An Analysis of Change in an Organizational Field: The Professionalization of English Rugby Union." Journal of Sport Management 17, no. 4 (October 2003): 417–48. http://dx.doi.org/10.1123/jsm.17.4.417.

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Since 1995, the organizational field that constitutes English rugby union has undergone considerable transformation. Utilizing ideas about changes in actors, changes in exchange processes and interorganizational linkages, changes in the legitimized forms of capital in the field, and changes in regulatory structures, this paper explores the nature of this transformation in English rugby union. Data from 43 interviews with key individuals in the English game form the main data source for the study. The results show that changes in the communities of actors composing the field hastened change in other areas. Powerful new actors with strong ties to business environments brought with them professionally oriented values and a new institutional logic. Having made significant financial investments in the field, these actors collectively took measures to protect their economic interests. These measures took the form of political activity and coalition building, which, ultimately, reconfigured the field's regulatory structure. The new emphasis on economic capital prompted significant shifts in key actors' exchange relationships, in that clubs' strategies and structures were reoriented in order to gain access to this important network resource.
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Pino-Ortega, José, Daniel Rojas-Valverde, Carlos D. Gómez-Carmona, and Markel Rico-González. "Training Design, Performance Analysis, and Talent Identification—A Systematic Review about the Most Relevant Variables through the Principal Component Analysis in Soccer, Basketball, and Rugby." International Journal of Environmental Research and Public Health 18, no. 5 (March 5, 2021): 2642. http://dx.doi.org/10.3390/ijerph18052642.

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Since the accelerating development of technology applied to team sports and its subsequent high amount of information available, the need for data mining leads to the use of data reduction techniques such as Principal Component Analysis (PCA). This systematic review aims to identify determinant variables in soccer, basketball and rugby using exploratory factor analysis for, training design, performance analysis and talent identification. Three electronic databases (PubMed, Web of Science, SPORTDiscus) were systematically searched and 34 studies were finally included in the qualitative synthesis. Through PCA, data sets were reduced by 75.07%, and 3.9 ± 2.53 factors were retained that explained 80 ± 0.14% of the total variance. All team sports should be analyzed or trained based on the high level of aerobic capacity combined with adequate levels of power and strength to perform repeated high-intensity actions in a very short time, which differ between team sports. Accelerations and decelerations are mainly significant in soccer, jumps and landings are crucial in basketball, and impacts are primarily identified in rugby. Besides, from these team sports, primary information about different technical/tactical variables was extracted such as (a) soccer: occupied space, ball controls, passes, and shots; (b) basketball: throws, rebounds, and turnovers; or (c) rugby: possession game pace and team formation. Regarding talent identification, both anthropometrics and some physical capacity measures are relevant in soccer and basketball. Although overall, since these variables have been identified in different investigations, further studies should perform PCA on data sets that involve variables from different dimensions (technical, tactical, conditional).
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Płoszaj, Katarzyna, Wiesław Firek, and Paulina Ciszewska-Hołda. "Assessment of Referees in Terms of Building a Positive Climate and Responsiveness to the Health, Emotional, and Social Needs of Rugby Players in Competitive Children Sport." International Journal of Environmental Research and Public Health 18, no. 19 (September 25, 2021): 10086. http://dx.doi.org/10.3390/ijerph181910086.

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One of the key elements of effective sports programs that contribute to a child’s sense of joy and satisfaction in participating in sports is contact with an adult who builds a caring climate deliberately and intentionally. Referees play a special role in providing positive experiences for young athletes. The main aim of this study was to assess the quality of referee–player interactions in terms of building a positive climate during the game and the referee’s responsiveness to the health, emotional, social, and cognitive needs of young rugby players aged 6–12 years. The research was conducted among 23 referees refereeing children’s rugby matches in Poland. The structure observation method and The Referee–Players’ Interaction Assessment Scoring System tool were used in the study. Each referee was observed twice. The referee’s verbal and non-verbal communication was recorded using a GoPro Hero 8 camera and an Ejeas Fbim wireless intercom system. A Wilcoxon signed-rank test was used to examine differences between referees’ ratings on two dimensions. The Mann-Whitney U test was employed to test the significance of differences in the mean scores of referees between groups divided by experience. The referees, in both dimensions (building positive climate and responsiveness to the players’ needs), scored on a 7-point scale, were rated at an average level of 3.22 (SD = 1.65) and 4.39 (SD = 1.67), respectively, with the responsiveness dimension rating being statistically significantly higher than the positive climate rating. The results showed that referee experience was not a determinant of the rating of the quality of referee–players’ interactions in both dimensions. From these studies, it was concluded that there is a need to complement the existing training programs for referees with the contents from the field of pedagogy and developmental psychology. This will help them build a positive climate during the game and show how to respond to children’s health, cognitive, emotional, and social needs. Furthermore, developing a referee’s pedagogical skills can improve their relationship with players, which can ultimately translate into a greater sense of job satisfaction. The formulated practical implications can also be transposed to other team sports.
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Lisowski, Józef. "Sensitivity of the Game Control of Ship in Collision Situations." Polish Maritime Research 22, no. 4 (December 1, 2015): 27–33. http://dx.doi.org/10.1515/pomr-2015-0067.

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AbstractThe paper introduces the application of the theory of deterministic sensitivity control systems for sensitivity analysis taking place in game control systems of moving objects, such as ships. The sensitivity of parametric model of game ship control process and game control in collision situations - sensitivity to changes in its parameters have been presented. First-order and k-th order sensitivity functions of parametric model of the process and game control are described. The structure of the game ship control system in collision situations and the mathematical model of game control process in the form of state equations are given. Characteristics of sensitivity functions of the model and game ship control process on the base of computer simulation in Matlab/Simulink software have been presented. At the end are given proposals regarding the use of sensitivity analysis to practical synthesis of computer-aided system navigator in potential collision situations.
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Lisowski, Józef. "The Sensitivity of State Differential Game Vessel Traffic Model." Polish Maritime Research 23, no. 2 (April 1, 2016): 14–18. http://dx.doi.org/10.1515/pomr-2016-0015.

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Abstract The paper presents the application of the theory of deterministic sensitivity control systems for sensitivity analysis implemented to game control systems of moving objects, such as ships, airplanes and cars. The sensitivity of parametric model of game ship control process in collision situations have been presented. First-order and k-th order sensitivity functions of parametric model of process control are described. The structure of the game ship control system in collision situations and the mathematical model of game control process in the form of state equations, are given. Characteristics of sensitivity functions of the game ship control process model on the basis of computer simulation in Matlab/Simulink software have been presented. In the end, have been given proposals regarding the use of sensitivity analysis to practical synthesis of computer-aided system navigator in potential collision situations.
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Tan, Tse Guan, Jason Teo, Kim On Chin, and Patricia Anthony. "Pareto Ensembles for Evolutionary Synthesis of Neurocontrollers in a 2D Maze-Based Video Game." Applied Mechanics and Materials 284-287 (January 2013): 3173–77. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3173.

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In this paper, we present a study of evolving artificial neural network controllers for autonomously playing maze-based video game. A system using multi-objective evolutionary algorithm is developed, which is called as Pareto Archived Evolution Strategy Neural Network (PAESNet), with the attempt to find a set of Pareto optimal solutions by simultaneously optimizing two conflicting objectives. The experiments are designed to address two research aims investigating: (1) evolving weights (including biases) of the connections between the neurons and structure of the network through multi-objective evolutionary algorithm in order to reduce its runtime operation and complexity, (2) improving the generalization ability of the networks by using neural network ensemble model. A comparative analysis between the single network model as the baseline system and the model built based on the neural ensemble are presented. The evidence from this study suggests that Pareto multi-objective paradigm and neural network ensembles can be effective for creating and controlling the behaviors of video game characters.
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Mammone, Laura, and Nancy Maynes. "A Meta-Synthesis On The Application Of Gamification In The Higher Education Co-Curricular Environment." Teaching and Learning 12, no. 1 (April 6, 2019): 72–94. http://dx.doi.org/10.26522/tl.v12i1.443.

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This study sought to examine the existing research on gamification to see whether or not there was the potential for application in the higher education co-curricular environment. This study also aimed to explore the current best practices of gamification in order to define a consistent structure to create a gamified initiative. This meta-synthesis concluded that, due to the lack of consistent gamification structures and the large range of game mechanics and dynamics being utilized in various studies, it is difficult to determine whether gamification has been successful or not in the current educational climates where it has been tested. Through the creation of a recommended structure of gamification to be applied in a volunteer co-curricular environment, future testing can be applied to validate approaches.
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Conference papers on the topic "Synthesis of game structure in rugby"

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Rao, J. R. Jagannatha, and Bala Chidambaram. "Parametric Deformations and Model Optimality in Concurrent Design." In ASME 1993 Design Technical Conferences. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/detc1993-0422.

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Abstract Concurrent modeling, as an emerging theme in engineering design research, also offers interesting new challenges in applied optimization. However, it is not always clear how best to construct mathematical models that represent such concurrent decision-making. In this paper, a class of engineering design problems, comprising analysis and synthesis tasks, is shown to be a two-player Stackelberg game with synthesis as the leader and analysis as the follower. Situations arising from a reversal of roles of the two tasks are studied and a Pareto model of a Design versus Analysis game is also investigated. Stackelberg games are then viewed in the larger context of concurrent design with design and manufacturing as two players. The potential benefits of such an approach are illustrated in the concurrent design of a stiffened plate structure.
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Rocha, Gabriel Lopes, João Teixeira Araújo, and Flávio Luiz Schiavoni. "Ha Dou Ken Music: Mapping a joysticks as a musical controller." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10425.

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The structure of a digital musical instrument (DMI) can be splitted up in three parts: interface, mapping and synthesizer. For DMI’s, in which sound synthesis is done via software, the interaction interface serves to capture the performer’s gestures, which can be mapped under various techniques to different sounds. In this work, we bring videogame controls as an interface for musical interaction. Due to its great presence in popular culture and its ease of access, even people who are not in the habit of playing electronic games possibly interacted with this kind of interface once in a lifetime. Thus, gestures like pressing a sequence of buttons, pressing them simultaneously or sliding your fingers through the control can be mapped for musical creation. This work aims the elaboration of a strategy in which several gestures captured by the interface can influence one or several parameters of the sound synthesis, making a mapping denominated many to many. Buttons combinations used to perform game actions that are common in fighting games, like Street Fighter, were mapped to the synthesizer to create a music. Experiments show that this mapping is capable of influencing the musical expression of a DMI making it closer to an acoustic instrument.
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Snook, Kelly, Tarik Barri, Joachim Goßmann, Jason Potts, Margaret Schedel, and Hartmut Warm. "Kepler Concordia: Designing an Immersive Modular Musical and Scientific Instrument Using Novel Blockchain and Sonification Technologies in XR." In The 24th International Conference on Auditory Display. Arlington, Virginia: The International Community for Auditory Display, 2018. http://dx.doi.org/10.21785/icad2018.034.

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This paper describes the first steps in the creation of a new scientific and musical instrument to be released in 2019 for the 400th anniversary of Johannes Kepler's Harmonies of the World, which laid out his three laws of planetary motion and launched the field of modern astronomy. Concordia is a musical instrument that is modularly extensible, with its first software and hardware modules and underlying framework under construction now. The instrument is being designed in an immersive extended-reality (XR) environment with scientifically accurate visualizations and datatransparent sonifications of planetary movements rooted in the musical and mathematical concepts of Johannes Kepler [1], extrapolated into visualizations by Hartmut Warm [2], and sonified. Principles of game design, data sonification/visualization optimization, and digital and analog music synthesis are used in the 3D presentation of information, the user interfaces (UX), and the controls of the instrument, with an optional DIY hardware “cockpit” interface. The instrument hardware and software are both designed to be modular and open source; Concordia can be played virtually without the DIY cockpit on a mobile platform, or users can build or customize their own interfaces, such as traditional keyboards, button grids, or gestural controllers with haptic feedback to interact with the system. It is designed to enable and reward practice and virtuosity through learning levels borrowed from game design, gradually building listening skills for decoding sonified information. The frameworks for uploading, verifying, and accessing the data; programming and verifying hardware and software module builds; tracking of instrument usage; and managing the instrument's economic ecosystem are being built using a combination of distributed computational technologies and peer-to-peer networks, including blockchain and the Interplanetary Filesystem (IPFS). Participants in Concordia fall into three general categories, listed here in decreasing degrees of agency: 1) Contributors; 2) Players; and 3) Observers. This paper lays out the broad structure of Concordia, describes progress on the first software module, and explores the creative, social, economic, and educational potential of Concordia as a new type of creative ecosystem.
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