Literatura académica sobre el tema "Big-Match games"

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Artículos de revistas sobre el tema "Big-Match games"

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Lyu, Xin. "Quantifying Momentum in Tennis: A Case Study of the 2023 Wimbledon Gentlemen’s Final". Highlights in Science, Engineering and Technology 107 (15 de agosto de 2024): 166–72. http://dx.doi.org/10.54097/79n8c895.

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In sports competitions, especially in famous sports like tennis, momentum has a very significant impact on the outcome of the competition. In the era of big data, research can predict the momentum changes in the game based on historical data, thereby providing players and coaches with reasonable strategies. This analysis can increase the player's winning rate. Explore the presence and changes of momentum in the game through a case study of the 2023 Wimbledon men's singles final. The research selected key moments in the game, including serve games, break games, and errors, to capture momentum through a series of quantifiable indicators, and applied random forest, support vector machine, and multi-layer perception models. Their accuracy rates are 0.6691, 0.6643, and 0.6479 respectively. The research aimed to predict scoring results and evaluate player performance. The research provides coaches and players with a new tool to quantify momentum in tennis matches, helping to better understand match flow, develop tactics, and improve match performance.
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Kardiyanto, Deddy Whinata, Hari Setijono y Edy Mintarto. "The Analysis of Indonesian’s Paralympic Athletes Achievements in International Multi-event". Research, Society and Development 9, n.º 1 (1 de enero de 2020): e101911677. http://dx.doi.org/10.33448/rsd-v9i1.1677.

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The role of Paralympic athletes in sports has considered being important. The consideration is based on the desire to struggle as like normal people in the field of sports. Thus, this research is conducted in purpose to comprehend the whole phenomenon of Paralympic athletes in achieving accomplishment. Descriptive qualitative is applied in purpose to reveal the condition, facts, phenomenon, variable occurred. The main purpose is to understand the phenomenon more and focusing in the whole description rather by detailing on the related variables. The technique used in this research is documentation aims to find out the information dealing with the research’s object. The Indonesian’s Paralympic athletes are able to compete in the International multi-event as like ASEAN Para Games (in the level of Southeast Asia level). However, the medal achievement is not much as expected yet. However, in in Asia level that is Asian Para Games which considered as new match, unfortunately, Indonesia has not yet succeeds to match with the big countries in Asia such as China. In Asean Para Games, athletic and swimming becomes the gold medal achievement determinant. Afterwards, the best achievement achieved by Indonesia in Paralympic Games is limited merely on bronze medals. All in all, Indonesia is able to compete in the International multi-event yet the achievement need to be more increasing.
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SINGH, VIKAS VIKRAM, N. HEMACHANDRA y K. S. MALLIKARJUNA RAO. "BLACKWELL OPTIMALITY IN STOCHASTIC GAMES". International Game Theory Review 15, n.º 04 (18 de noviembre de 2013): 1340025. http://dx.doi.org/10.1142/s0219198913400252.

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Blackwell optimality in a finite state-action discounted Markov decision process (MDP) gives an optimal strategy which is optimal for every discount factor close enough to one. In this article we explore this property, which we call as Blackwell–Nash equilibrium, in two player finite state-action discounted stochastic games. A strategy pair is said to be a Blackwell–Nash equilibrium if it is a Nash equilibrium for every discount factor close enough to one. A stationary Blackwell–Nash equilibrium in a stochastic game may not always exist as can be seen from "Big Match" example where a stationary Nash equilibrium does not exist in undiscounted case. For a Single Controller Additive Reward (SC-AR) stochastic game, we show that there exists a stationary deterministic Blackwell–Nash equilibrium which is also a Nash equilibrium for undiscounted case. For general stochastic games, we give some conditions which together are sufficient for any stationary Nash equilibrium of a discounted stochastic game to be a Blackwell–Nash equilibrium and it is also a Nash equilibrium of an undiscounted stochastic game. We illustrate our results on general stochastic games through a variant of the pollution tax model.
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Cofano, Giacomo, Francesca D’Elia, Andrea Piccinno y Italo Sannicandro. "Analysis of the External and Internal Load in 5vs5 Large Sided Games: Differences Between Different Sized Fields". Teorìâ ta Metodika Fìzičnogo Vihovannâ 21, n.º 4 (25 de diciembre de 2021): 337–42. http://dx.doi.org/10.17309/tmfv.2021.4.08.

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The study purpose. The purpose of the study is to analyze and understand the internal and external load in Large Sided Games (LSG) exercises carried out on fields of different sizes, defined as Small – Large Sided Games (SLSG) and Big – Large Sided Games (BLSG), according to the different square meters assigned to each player. Materials and methods. 22 professional soccer players (average age: 23.59 ± 4.87 years, weight: 77.8 ± 7.6 kg, height: 183.5 ± 7.5 cm, age training: 13.1 ± 1.7). The LSG exercises were carried out on a 60 x 54 m field (270 m2/player), defined as "small" (SLSG) and on a 65 x 60 m field (325 m2/player) defined as "big" (BLSG). During the two LSG exercises, the internal load and the external load were analyzed. LSG exercises were performed with 4 sets of 5 minutes each, with 2 minutes of passive recovery between each set. Results. The results of the internal load analysis show how the LSG carried out on a SLSG field provides higher and more significant HR values (p < 0.0005) than those emerged during the exercise carried out on a BLSG field. The RPE value is also higher during the SLSG, although statistically no significant difference appears. The analysis of the external load in relation with the observed parameters shows higher values in the BLSG, except for the number of accelerations. Conclusions. In terms of external and internal load, the results of this study showed how the difference of 55 m2/player can radically change the configuration of the two exercises. These differences allow to use both dimensions within a micro-cycle, but in sessions with different goals. The most appropriate sessions for LSGs are the first post-match session in which the rest day is not gone and the fourth session 3 days before the match.
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Adarsh A. Nair, Aniketh V. Hotagi, Abdul Mateen, Ankit Kumar y Kiran M. "Predictive Analysis and Comparison of Various Models on Esports Competitions". Journal of Advanced Zoology 44, S6 (30 de noviembre de 2023): 1050–55. http://dx.doi.org/10.17762/jaz.v44is6.2357.

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eSports has emerged as a popular genre for players and viewers, promoting a global industry in entertainment. The study of eSports has grown to resolve the need for data driven feedback, which focuses on assessment, strategy, and prediction of cyber-athletes. The focus of this project is to create and compare various models to predict the likely winner for professional games based on the data recorded from various eSports tournament matches. Pro-games have the top industry and audience attention but are restricted in number. The project is dominant on Deep Learning and Machine Learning, where the predictions are made using the model that we will build. This project can play a big part in gauging which model is most suitable for predicting the results of a match.
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Creak, Simon. "National Restoration, Regional Prestige: The Southeast Asian Games in Myanmar, 2013". Journal of Asian Studies 73, n.º 4 (noviembre de 2014): 853–77. http://dx.doi.org/10.1017/s0021911814001624.

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“Myanmar is telling Asia ‘we are coming back!’ This is the time. Watch out! We are coming back. After the SEA Games, we will host ASEAN [Association of Southeast Asian Nations]. Big things are happening in our country.” “Kyaw,” an amiable rig coordinator in his early thirties, was relaxing on the ground drinking beer with his wife, passing the time prior to Myanmar's opening men's football match of the 2013 Southeast Asian or SEA Games. Fifteen days later—after a glorious opening ceremony, a slew of gold medals, and a celebratory closing ceremony—his assessment seemed prescient. The government newspaper,The New Light of Myanmar, boasted: “With the honor of hosting the Games that returned to the country after a 44-year long wait, Myanmar successfully hosted the biggest regional sporting event.” Thailand'sNationconcurred: “The country failed to overhaul Thailand as overall winners, but its symbolic triumph as host was far more important.” “Myanmar has basked in its host status and a rare moment in the international limelight after years in isolation under military rule,” declared Agence France-Presse in a widely syndicated article. “Some local and international observers thought Myanmar could not host the SEA Games. They were wrong,” boasted triumphant presidential spokesman U Ye Htut.
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Sabri, Zineb, Aniss Moumen y Youssef Fakhri. "Serious Games at the service of student’s integration into the work sector: Case of computer science engineering students". SHS Web of Conferences 119 (2021): 05005. http://dx.doi.org/10.1051/shsconf/202111905005.

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Students develop a big commitment personally and invest financially to pursue their education and get the degree that opens many gateways for them, but what if the degrees don’t match the skills required by most employers? As time has changed, employability is based on knowledge and several abilities such as soft skills, communication, leadership, creative and critical thinking. It is hard for universities to keep track of all these changes and, at the same time, the technological advancements, the hard facts and the skills of most of the disciplines. Our research aims to study the needs requested the most by employers. To achieve that, we started with a survey with some laureates and multiple interviews with different recruiters to identify their requirements. We can define the training students need to have before integrating the job market, ease their insertion, and make their integration successful.
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Ünver, Rafet. "A Quantıtatıve Study on the Score and Technıcal Analysıs of the 2021 Olympıc Games and 2021 World Champıonshıps Olympıc Weıghts-Men's Freestle Wrestlıng". Pakistan Journal of Medical and Health Sciences 16, n.º 5 (29 de mayo de 2022): 464–69. http://dx.doi.org/10.53350/pjmhs22165464.

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In amateur sports branches, one of the most important and big sports organizations for both athletes, coaches, and also for the countries is the Olympic Games and the other is the World Championships. The Olympic Games, which could not be held in 2020 but postponed to 2021 due to the Covid-19 Pandemic in the world, and the 2021 World Wrestling Championship, which is included in the 2021 activity program of the United World Wrestling (UWW), were held in the same year with very short intervals. However, 72% of the wrestlers who participated in the Olympic Games either could not participate in the World Championship or were replaced with another athlete from the same country. In this study, some competition components and score analyses of the Men's Free Wrestling Competitions held in these two major sports organizations on the basis of Olympic weights were made and their similarities and differences were revealed. While 96 athletes participated in the Olympic Games Men's Freestyle Wrestling competitions in six Olympic weight categories and performed 114 competitions, in the World Championship Men's Freestyle Wrestling, 144 athletes performed 162 competitions in the aforementioned six Olympic weight categories. Average points per competition were 9.18 points at the Olympic Games and 9.62 points at the World Championships. In both championships, the highest number of wins was by points, and their rates were 69% in the Olympic Games, and 61% in the World Championships. In both championships, the finishing times of the competitions were recorded as the highest value in completing the normal time, and their rates were determined as 72% in the Olympic Games and 61% in the World Championships. The average times per competition were determined as 5 minutes 23 seconds in the Olympic Games and 4 minutes and 49 seconds in the World Championships. The frequency of technical points earned was determined as the highest frequency of 2 points in both championships and the average frequency of 2 points per match was 3.32 in the Olympic Games, while it was 3.39 in the World Championships. With these results, no statistically significant difference was observed in terms of the competition components analysed in the Olympic Games and World Championships (p>0.05). Keywords: Analysis, 2021 World Championships, Wrestling.
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Das, S. y M. Damle. "Impact, capabilities, and credibility of video assistant referee in football/soccer". CARDIOMETRY, n.º 25 (14 de febrero de 2023): 307–14. http://dx.doi.org/10.18137/cardiometry.2022.25.307314.

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The penetration of technology & media advances into football has improved referees’ choices on contestable objectives. This paper analyzes the reception of Video Assistant Referees (VAR) and Goal Line Technology (GLT), and how the understanding of the correspondence between arbitrators influences the result of the games. In this study, we take a few examples of use cases where VAR has given major yet confusing decisions that drastically affected the match’s outcome. This investigation is planned for investigating the informative frame of reference for off-field and on-field referees. Decision-making is a critical aspect of soccer. As small as a third division match to as big as a world cup final, one wrong decision on the part of the on-field referee can change the match’s outcome. Therefore, this exploration attempts to build up whether the dissemination of computerized media innovation into football administering has to ban human mistakes and goofs imagined in simple pitch and officials, subsequently setting the glue for negligible blunders in the present-day period advanced and digital officiating.
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Fernando, Bayas Machado Ramón, Chicaiza Sinchi Dina Lucia, Ponce Bravo Hernán Leopoldo y Bayas Machado Juan Carlos. "Actividades Lúdicas “Aprendo Jugando” Para Desarrollar La Motricidad Gruesa En Los Niños Y Niñas Del Primer Año De Educación Básica". European Scientific Journal, ESJ 13, n.º 26 (30 de septiembre de 2017): 180. http://dx.doi.org/10.19044/esj.2017.v13n26p180.

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The purpose of this current research is to make and implement a didactic guide based on playful activities called “Aprendo Jugando”. This is in a bid to develop the gross motor skills on the first year basic education of boys and girls at Santa Mariana Educational Unit in Riobamba. The guide was organized through a schedule, and it contains games to influence the big muscles movements. The games are intended to reinforce the basic motor skills to evaluate the coordination of the body movements such as jump, match, and jumping on one foot. The sample incorporated 20 children chosen at random. The results were obtained through a direct observation and they were registered with an observation card that was applied before and after the development of the guide. An indicator table was used. Here, the indicators were statistically analyzed, especially the ones that allowed evaluating the hypothesis significance with the use of the students test. At the end of the research, it was concluded that the application of the didactic guide develops the gross motor skills. These evidences play an essential role in the child´s life. As a result, it is recommended to use the guide in a permanent and continuous way because if a child develops the gross motor skills in an appropriate way, he would have confidence on himself. Above all, it will be easier for him to assimilate the basic fine motor skills.
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Tesis sobre el tema "Big-Match games"

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Ragel, Thomas. "Approchabilité et paiement constant dans les jeux stochastiques". Electronic Thesis or Diss., Université Paris sciences et lettres, 2024. http://www.theses.fr/2024UPSLD017.

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Cette thèse explore deux sujets distincts de la théorie des jeux.Premièrement, elle examine la propriété du paiement constant dans le contexte des jeux stochastiques finis à somme nulle, un sujet précédemment étudié dans le cadre des jeux absorbants et des jeux stochastiques à paiement escompté. Cette thèse se concentre sur le cas de l'horizon fini et valide une conjecture énoncée par Sorin, Venel et Vigeral : elle démontre que lorsque la durée du jeu est suffisamment longue, il existe une paire de stratégies approximativement optimales telles que le paiement moyen attendu à tout instant du jeu est proche de la valeur.Deuxièmement, cette thèse examine l'approchabilité des ensembles convexes dans les jeux absorbants avec des paiements vectoriels. Plus précisément, nous montrons qu'une condition nécessaire et une autre condition suffisante pour l'approchabilité faible d'un ensemble convexe, établies par Flesch, Laraki et Perchet, restent valides dans le cas général. Pour ce faire, nous étendons les résultats sur l'approchabilité de Blackwell à une configuration dans laquelle les poids de l'étape dépendent des actions passées ainsi que de l'action actuelle du joueur 1 (le joueur s'approchant). De plus, nous prouvons que la stratégie utilisée pour approcher l'ensemble convexe peut être définie en blocs de longueur fixe, ce qui lui confère une mémoire bornée et peut être mise en œuvre par un automate fini
This thesis explores two distinct topics within game theory.Firstly, it investigates the constant payoff property in the context of zero-sum finite stochastic games, a topic previously explored in the context of absorbing games and discounted stochastic games. This thesis focuses on the finite-horizon case and validates a conjecture stated by Sorin, Venel and Vigeral: it proves that when the duration of the game is large enough, there exists a pair of approximately optimal strategies such that the expected average payoff at any instant of the game is close to the value.Secondly, this thesis examines the approachability of convex sets in absorbing games with vector payoffs. Specifically, we show that a necessary condition and a different sufficient condition for weak approachability of a convex set, established by Flesch, Laraki, and Perchet, remain valid in the general case. To do so, we extend results on Blackwell approachability to a setup in which stage weights depend on past actions as well as the current action of Player 1 (the approaching player). Additionally, we prove that the strategy used to approach the convex set can be defined in blocks of fixed length, and so it has bounded memory and can be implemented by a finite automata
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Libros sobre el tema "Big-Match games"

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Stimson, Joan. Worried Arthur - The Big Match. Ladybird Books, 1997.

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My Big Christmas Activity Book: For Kids Ages 4-8 Word Search, Dot-To-Dot,Color by Numbers, Shadow Match Games, Coloring Pages. Independently Published, 2020.

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My Big Halloween Activity Book for Kids: Spooky Halloween Coloring Activity Book for Toddlers and Kids All Ages, Funny Activity Books Color Pages, Mazes, Word Search, Dot to Dot, Find the Match, Puzzles, Games. . Independently Published, 2021.

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kiddo, eddu. Big Number Tracing Activity Book for Preschoolers and Toddlers Ages 2-4: Math Practice Coloring Workbook for Pre-K with Prewriting Skills Practice and Easy Math Games Like Color by Number, Connect the Dots, Match the Same and Many More for Homeschoolers. Independently Published, 2021.

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Press, Studio Art. Christmas Activity Book for Kids Ages 4-8: A Fun, and Big Workbook for Kids' Learning Filled with Christmas Coloring Pages, Dot-To-Dot, Color by Number, How to Draw, Tracing, Spot the Differences, Match Games, Mazes, Sudoku, and MORE for Boys or Girls! Independently Published, 2022.

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Capítulos de libros sobre el tema "Big-Match games"

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Thuijsman, Frank. "The Big Match and the Paris Match". En Stochastic Games and Applications, 195–204. Dordrecht: Springer Netherlands, 2003. http://dx.doi.org/10.1007/978-94-010-0189-2_12.

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Fristedt, Bert, Stephan Lapic y William D. Sudderth. "The Big Match on the Integers". En New Trends in Dynamic Games and Applications, 95–107. Boston, MA: Birkhäuser Boston, 1995. http://dx.doi.org/10.1007/978-1-4612-4274-1_5.

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Hansen, Kristoffer Arnsfelt, Rasmus Ibsen-Jensen y Michal Koucký. "The Big Match in Small Space". En Algorithmic Game Theory, 64–76. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-53354-3_6.

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Blackwell, David y T. S. Ferguson. "THE BIG MATCH". En Classics in Game Theory, 289–95. Princeton University Press, 2020. http://dx.doi.org/10.2307/j.ctv173f1fh.21.

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Felicia, Patrick y Ian Pitt. "Profiling Users in Educational Games". En Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces, 131–56. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-360-9.ch009.

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For a long time, users’ emotions and behaviours have been considered to obstruct rather than to help the cognitive process. Educational systems have based their learning strategies almost solely at a cognitive level and the internal state of the learner has often been ignored. Even if it is now recognized that learners’ personalities and learning styles influence greatly their cognitive process (e.g. Multiple intelligences), very few systems have managed to profile users and adapt the educational content accordingly. Part of the reason for this is the difficulty to measure learning styles reliably and to establish a valid model that accounts for most of the major factors contributing to learning. Furthermore, since the introduction of formal education, it can be argued that learning has lost its playful and emotional aspect, whereby information was transmitted through story telling and play. On the other hand, video games have become a very popular medium among our digital natives. They provide a rich sensory and emotional environment in which they can experience a state of flow and are willing to stay for extended period of time. Despite of initial preconceptions on the negative effect of video games on young adults, it is now admitted that video games implicitly include many instructional design strategies (collaboration, exploration, Socratic dialogues, zone of proximal development, etc.) that could be harnessed to make formal education an experience that is more interactive and rewarding. One of the key features of video games is the ability to provide a content that matches players’ emotional needs (e.g. recognition, social bounding, self-esteem, etc.) and that provides a wide range of interaction. The authors believe that this potential can be harnessed to create an educational content that matches users’ learning styles and motivations. They propose the PLEASE model (Personality Learning styles, Emotions, Autonomy, Systematic Approach and Evaluation). This model addresses some of educational games design issues (e.g. choice of instructional strategy, type of feedback required, etc.); it categorizes and profiles users’ learning styles in the light of educational and personality theories and defines a set of practical strategies for educational games designers in order to match students’ learning styles and provide a user-centred content that is both motivating and educational. The authors explain how the Big-5 can be a more reliable alternative to measure learning styles, how emotions and personalities can be accounted in the cognitive process (e.g. information retrieval, memory retention, etc.) and also describe experiments they carried out in Cork to assess the effect of user-centred approaches in educational game design. Results are analysed and contrasted with current practices to show that unless personalities are accounted for in educational games, the educational outcomes could be different or even opposite to the one expected.
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Blackwell, David y T. Ferguson. "16. The Big Match. Ann. Math. Stat. 39 (1968) 159-163." En Classics in Game Theory, 289–95. Princeton University Press, 1997. http://dx.doi.org/10.1515/9781400829156-021.

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Partis-Jennings, Hannah. "Introduction". En The Military-Peace Complex, 1–27. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474453325.003.1000.

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Take, for instance, one European embassy (which will remain unnamed). One night, its staff were awoken by gunfire. Frantically, they scrambled for the underground safe room. One clenched a gun, another cried in the corner. Their radios were silent. They assumed the security team was busy fighting outside. It turned out Afghanistan had won a big cricket match and half the city was engaged in a little celebratory gunfire. The embassy security team was indeed busy – watching the game....
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Kukulska-Hulme, Agnes. "Language Correspondences". En Language and Communication. Oxford University Press, 1999. http://dx.doi.org/10.1093/oso/9780195108385.003.0010.

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• Is a crossword puzzle clue a definition of a word? • Can you enter to exit? • Are unrecoverable errors recoverable? • How can a word like “caution” mean “guarantee”? • What is it that happens unless you do something else? . . . This chapter is about the ways in which elements of language are at times able to correspond to each other in usage and in meaning. It explains equivalence, the baseline for distinctions between words, and clarifies widespread misconceptions about synonyms. It shows that words have values that are sometimes obvious and sometimes concealed. These concepts are relevant to all word choices in language, and they must be considered with due attention with translation of a user interface or documentation into another language. Ambiguity and culture are the two big issues that will inevitably come to the fore at such a time. It will also become clear that there are gaps to be filled in languages, and that interference and confusion are bound to get in the way. Multiple language environments create their own special demands with respect to all of these concepts. In a typical crossword puzzle, we are asked to think of words that correspond to descriptions or suggestions of their meaning. Because a crossword is a kind of game, the clues may well be phrased so as to make the word discovery difficult. By contrast, in dictionaries, descriptions of meaning are meant to correspond much more directly to designated words. A direct link is made between a particular language element—a word or phrase—and the language used to express its meaning, which stands in or substitutes for that element in a variety of ways. Definition is one way, within one language; translation is another way, between languages. Equivalence, in the sense of a perfect match on the level of meaning, may be achieved through definition, which draws on a rich range of language resources, but equivalence is much more problematic in translation. In translation into a target language, a word with exactly the same meaning may not exist.
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"Case Applications". En DNA Fingerprinting, editado por Lorne t. Kirby. Oxford University Press, 1993. http://dx.doi.org/10.1093/oso/9780716770015.003.0014.

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A number of forensic and family relationship cases, as well as medical, animal science, wildlife poaching investigation, and plant science applications are presented in this chapter. As suggested by the titles and headlines from various journal and newspaper articles, the process of identification using recombinant DNA technology has proven to be very practical. Semen from a rape case, a hair follicle from a homicide, blood stains at a break-in, chorionic villi from a prenatal diagnosis, blood cells from a transplant patient, tumorous tissue, a big game animal gut pile, a freezer steak, rare condor blood, a whale skin biopsy, plant tissue, and ancient human and other animal remains are some of the sources of DNA used for typing. Perhaps the most apparent indicator of application potential can be deduced from the number of recent patent applications covering recombinant DNA processes and products. In addition, many new government and commercial ventures have been established to accommodate the anticipated service load. The analysis of DNA is providing hard evidence for the resolution of serious criminal acts and other difficult identification problems in homicide, rape, accident, missing persons, break-ins, and hit-and-run cases (Anderson 1989; Barinaga 1989; Conner 1988; Dodd 1985; Fowler 1988; Fox 1989; Fukushima 1988; Gill 1987; Giusti 1986; Hicks 1989; Higuchi 1988; Hewlett 1989; Jeffreys 1988; King 1989; Kobayashi 1988; Lander 1989a; Lewin 1989; McElfresh 1989; Marx 1988; Merz 1988; Newmark 1987, 1987a; Norman 1989; Ross 1989; Taylor 1989; Yokoi 1989). The determination of whether a series of crimes is serial or copycat, that is, committed by one or more than one perpetrator, is critical to the investigation of many cases. If DNA profiles match for specimens from different crime sites, this suggests that the same individual was involved and investigators can then concentrate their efforts on the hunt for one person. The forensic scientist first prepares a DNA identity profile of the crime (evidence), suspect, and victim specimens.
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Agrawal, Ravi. "Conclusion: The Everything Device". En India Connected. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190858650.003.0015.

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The world changed on January 9, 2007. It was the Macworld trade show in San Francisco, an annual showcase for Apple products, and founder Steve Jobs was about to introduce a new gadget. “Every once in a while, a revolutionary product comes along that changes everything,” announced Jobs. The Macworld audience had a Pavlovian expectation for something game-changing that day. In 1984 Apple introduced the Macintosh, which went on to transform computing and make the mouse a mainstream accessory. Then in 2001, the iPod arrived. “It didn’t just change the way we all listened to music. It changed the entire music industry,” Jobs reminded his audience. (This was no exaggeration. When Apple began offering individual songs for ninety-nine cents on its iTunes store, the era of record companies selling entire albums was shattered.) “Today, we’re introducing three revolutionary products. The first one is a wide-screen iPod with touch controls.” Jobs paused for dramatic effect. On cue, the audience broke into hearty applause. “The second,” continued Jobs, “is a revolutionary mobile phone.” This time, before he could pause, cheers rang out—with a louder, prolonged burst of clapping. Apple had never manufactured a phone before. “And the third,” he went on, as a big screen behind him mirrored his words, “is a breakthrough internet communications device.” A whoop, followed by a polite round of clapping; by now the audience was a bit confused at the deluge of new products. Jobs let his words hang in the air, teasing the crowd as it waited in anticipation. “So, three things,” he recapped, as the screen behind him showed three Apple icons representing an iPod, a phone, and the internet. “A wide-screen iPod with touch controls, a revolutionary mobile phone, and a breakthrough internet communications device.” Silence. “An iPod, a phone, and an internet communicator,” Jobs repeated, as the screen displayed each of those icons in the center, flipping to reveal the next one. The animations behind Jobs had been carefully choreographed to match his words.
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Actas de conferencias sobre el tema "Big-Match games"

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Luimula, Mika, Timo Haavisto, Duy Vu Dinh Pham, Panagiotis Markopoulos, Jami Aho, Evangelos Markopoulos y Juha Saarinen. "The use of metaverse in maritime sector – a combination of social communication, hands on experiencing and digital twins". En 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001513.

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COVID-19 has caused challenges in traveling, sales activities, and teleconferencing is at the moment the main communication tool in industry. Various technologies have been introduced during the last a couple of years to increase the immersion of remote presence. Technologies, that can be called as a virtual reality social platform (VRSP) such as Glue, MootUp, Breakroom, LearnBrite, Virtway Events, Engage, AltspaceVR, and VirBELA are robust solutions for a small group of people to participate in the same event. In July 2021, both Microsoft CEO and Facebook CEO published their visions for remote presence, teleconferencing, and much more. Microsoft plans to build an enterprise metaverse (combining technologies such as AltspaceVR, Mesh, Teams, and HoloLens). Facebook in turn intends to transit their business from social media platform to metaverse provider. In February 2021, much before the metaverse enhancement of the big tech giants, Turku University of Applied Sciences started the development of its own metaverse technology. According to Nevelsteen (2018) metaverse is a virtual universe shared amongst its users allowing them to interact with each other within the boundaries of the platform. For TUAS the metaverse concept is a combination of social communication, hands on experiencing and digital twin integration. None of the mentioned VRSP technologies include all these three features neither Microsoft or Facebook have this type of vision. Moreover existing VRSP technologies typically have challenges such as update management, number of simultaneous users, usability, user experience, license policies, customization but also limited user interaction and user data gathering. In this paper, we will introduce our own metaverse technology. Research conducted at TUAS tested existing VRSPs, compared Unity and Unreal game engines in metaverse development and based on industry trend analysis revealed that Epic Games intends to focus on metaverse software development tools. On the other hand the use of Unreal limits user groups for VR and PC users. This research approach presented in this paper provides metaverse experiences to be used with various ways from VR/AR/XR to PCs and mobile phones. This way, users who have limited resources available are able to participate in metaverse applications where the user experience will vary based the available device. This paper introduces the TUAS metaverse technology, the first experiences of developing it and how the first prototype version of this technology has been used in various maritime sector projects. To demonstrate the technology a harbor area has been selected as a test environment. In the first test, AltspaceVR technology was used to develop the environment itself with features needed in virtual exhibition called Match XR. This will be followed by an experiment where the harbor environment with same functionalities will be moved to the TUAS metaverse technology. Finally, the paper reports how multiplayer concepts such as MarISOT command bridge training scenarios can be developed utilizing the TUAS metaverse technology.
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