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1

Teh, Jessica L. F., and Andrew E. Aplin. "Playing the Melanoma Endgame." Clinical Cancer Research 24, no. 19 (May 16, 2018): 4629–30. http://dx.doi.org/10.1158/1078-0432.ccr-18-0989.

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2

On, So-jin. "Structurizing the Factors of Baduk Strength in the Endgame." Journal of Go Studies 18, no. 1 (2024): 121–46. http://dx.doi.org/10.62578/290557.

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The purpose of this study is to analyze Baduk technique books, derive the factors of Baduk strength in the endgame, and structurize these factors. In order to achieve the purpose of the study, an analysis was conducted on the content presented in 12 Baduk technical books. We selected and conducted interviews with eight Baduk professional players from Korea, Japan and Taiwan. In order to demonstrate multiple factors, we presented situations that require the consideration of multiple factors. Through an analysis of game records, we examined how these factors are utilized in professional games. Additionally, by utilizing AI, we conducted an analysis to discern the differences between AI and professional players. The results of the study are as follows. First, through the analysis of content included in Baduk technical books, we derived 18 subfactors for consideration. Second, as a result of the expert interviews, although there are differences in the number of factors used by each expert, it was proved that all 18 subfactors were used. There were also differences in classifying types, and 18 subfactors could be classified into several endgame factors. As for the factors that experts consider the most important in the endgame, seven experts answered ‘positional judgment’ and one expert responded ‘size’, indicating that they regard positional judgment and size as important. Third, as a result of structuring the factors of Baduk strength in the endgame, it was found that the endgame ability consists of three common factors, ‘knowledge,’ ‘reading,’ ‘value judgment’, and five endgame factors, ‘size of endgame move’, ‘sente & gote’, ‘stability’, ‘surrounding position’, ‘positional judgment’ and 18 sub-considerations. Fourth, in the endgame, there are complex situations that require considering multiple endgame factors for successful resolution. In order to substantiate the evidence of the multifaceted situation of endgame factors, 26 examples of compound factors were provided. Fifth, as a result of analyzing the end stage of actual games, it was found that moves were related to the endgame factors and the subfactors, and the difference between the AI ​​Baduk program and the professional Baduk player is that the AI ​​seems to find better moves regarding the endgame factors 'size', 'sente & gote', 'stability', 'surrounding position', and 'positional judgment'. Implications were derived from the results obtained in this study. First, it was the first study to suggest that the factors at the end stage consist of three common factors, five endgame factors, and 18 subfactors, and showed that much more diverse factors play a role than the current technical factors at the endgame. Second, the endgame ability is a very important part for professional Baduk players. Only when you have the endgame ability, you can finish the game stably or turn the tables. The results obtained from this study will serve as the basis for developing an endgame training program for professional Baduk players in the future. Third, the method of AI ​​Baduk programs is still a field that requires a lot of research. The results of this study will be helpful in analyzing and supplementing the weaknesses and strengths of the endgame of AI Baduk programs.
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Pratidina, Saskia Putri, and M. E. Fuady. "Pesan Moral dalam Film untuk Membangun Personal Branding." Bandung Conference Series: Public Relations 3, no. 2 (August 2, 2023): 598–603. http://dx.doi.org/10.29313/bcspr.v3i2.8400.

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Abstract. Every moral message in the film has an effect on intrinsic elements such as the character of a character played, movie theme, background film story problem, which is usually packed according to the environment in human life or society.So that with that concept, people as an audience feel what the characters who played so that society can actualize in its real life.One example of a moral message in a film that the audience can understand and easily understand is a university film Marvel Avengers: Endgame. Research objectives to study and analyse representation a moral message in the film Marvel Avengers: Endgame to build personal branding. To study and analyse relations a moral message in the film Marvel Avengers: Endgame to build personal branding. To study and ideology menganalisia a moral message in the film Marvel Avengers: Endgame to build personal branding. Methods used in this research is a method the qualitative study with the perspective of a logician John Fiske. The data acquired obtained through, textual analysis, interview and study of literature available. The knot of this research is a representation of the moral message in marvel avengers: endgame to build personal branding as appearance, dress, environment (Environment), behavioral code (behavior), dialog code (speech), gesture and expression. Moral message link in marvel avengers: endgame to build personal branding in film addressed to camera code, lighting, conflicted code, music code, Who stand out at this level. First on camera code and lighting that visualizes moral messages build personal branding super hero. The ideology used by the director is the superhero individualism that's trying to build a team effort against thanos. Abstrak. Setiap pesan moral dalam film mempunyai pengaruh yang dihasilkan dari unsur intrinsik seperti karakter tokoh yang diperankan, tema film, latar alur masalah cerita film, yang biasanya dikemas sesuai dengan lingkungan dalam kehidupan manusia atau masyarakat. Sehingga dengan konsep demikian biasanya masyarakat sebagai khalayak penonton merasakan apa yang dirasakan oleh tokoh-tohok yang diperankan sehingga dengan demikian masyarakat bisa mengaktualisasikan dalam kehidupan nyatanya. Salah satunya contoh pesan moral dalam film yang dapat dipahami dan mudah dipahami penonton secara universial yaitu film Marvel Avengers: Endgame. Tujuan penelitian untuk mengkaji dan menganalisis representasi pesan moral dalam film Marvel Avengers: Endgame untuk membangun personal branding. Untuk mengkaji dan menganalisis relasi pesan moral dalam film Marvel Avengers: Endgame untuk membangun personal branding. Untuk mengkaji dan menganalisia ideologi pesan moral dalam film Marvel Avengers: Endgame untuk membangun personal branding. Metode yang digunakan dalam penelitian ini adalah metode penelitian kualitatif dengan perspektif semiotika John Fiske. Data yang di peroleh didapatkan melalui analisis tekstual, wawancara, dan studi kepustakaan. Simpulan dari penelitian ini adalah representasi pesan moral dalam film Marvel Avengers: Endgame untuk membangun personal branding seperti penampilan (appearance), kostum (dress), lingkungan (environment), kode kelakuan (behavior), kode dialog (speech), kode gesture (gerakan), dan kode expression (ekspresi). Relasi pesan moral dalam film Marvel Avengers: Endgame untuk membangun personal branding di film ditujukan kepada kode kamera, lighting, kode konflik, kode musik,. Yang lebih menonjol dalam level ini, pertama pada kode kamera dan lighting yang memvisualkan pesan moral membangun personal branding super hero. Ideologi yang digunakan oleh sutradara yaitu individualisme superhero yang mencoba membangun kerjasama tim dalam melawan Thanos.
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4

Shakti, Zasqia Damai Aulia. "Endgame, Its Opening and Closing Style: A Conversation Analytic Study." Lingua Susastra 5, no. 1 (June 21, 2024): 68–80. http://dx.doi.org/10.24036/ls.v5i1.278.

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Conversation Analysis (CA) is crucial in discourse studies, focusing on everyday interactions. This study examines the conversational styles in the Indonesian talk show Endgame, hosted by Gita Wirjawan. Previous research on Indonesian talk shows has primarily explored speech acts and pragmatic aspects, with little emphasis on openings and closings. This study addresses that gap by applying CA to analyze these segments in "Endgame" episodes. Using a descriptive qualitative method, the study analyzes data from the four most-watched Endgame episodes as of November 2023. The findings reveal that Endgame adopts a high considerateness style, characterized by slow-paced dialogue, pauses, and minimal interruptions, creating a relaxed and friendly atmosphere. The opening starts by greeting viewers, introducing guests, and highlighting their roles, set as a preview to the following discussion. Meanwhile, the closings provide insightful messages, maintaining a relaxed ambiance. By examining adjacency pairs and interactional patterns, this study enhances understanding of how Endgame shapes its conversational style and engages its audience, contributing to broader discussions on media communication and talk show sociolinguistics.
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5

Pratama, Puspa Indah Aditya, and Tri Wahyu Retno Ningsih. "TRAITS OF MASCULINITY AS DEPICTED IN AVENGERS: ENDGAME MOVIE." ISLLAC : Journal of Intensive Studies on Language, Literature, Art, and Culture 5, no. 2 (December 29, 2021): 251. http://dx.doi.org/10.17977/um006v5i22021p251-261.

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The concept of masculinity has broadened as a result of gender equality. Masculinity refers to a culture in which men's and women's social roles are clearly defined. This research objective was to find out traits of masculinity of male characters in Avengers: Endgame movie based on the theory proposed by David & Brannon, Beynon (2007). The research method used a descriptive qualitative method. The data of this research are dialogues and scenes in Avengers: Endgame movie. The results represent that there were seven traits of masculinity found in the male characters of Avengers: Endgame movie were be a big wheel, be a sturdy oak, give 'em hell, new man as nurturer, new man as narcissist, new lad, and metrosexual men. The researcher also found out the dominant traits of masculinity namely new man as nurturer. Keywords: gender, masculinity, traits of masculinity, movie.
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6

Koehler, Kevin, and Holger Albrecht. "Revolutions and the Military: Endgame Coups, Instability, and Prospects for Democracy." Armed Forces & Society 47, no. 1 (November 4, 2019): 148–76. http://dx.doi.org/10.1177/0095327x19881747.

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This article presents a systematic analysis of military coups following popular mass uprisings in nondemocratic regimes, conceptualized as endgame coups. Drawing on our original, medium- n data set of revolutionary situations, we find that such endgame coups form a distinct type of military intervention in politics. Compared to regular coups, episodes of popular mass contestation prompt conservative interventions in politics of the military’s leadership aimed at preserving the regime’s authoritarian infrastructure. A systematic test of factors characterizing postcoup political trajectories is based on Cox proportional hazard models and provides empirical evidence in contrast to the widely held notion of “democratic coups.” Our findings reveal that endgame coups are conservative rollback coups, executed by military leaderships, that result in continued political instability and illiberal politics.
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7

Weissman, Albert. "Opening, Middlegame, Endgame: Three Metaphors for Pharmaceutical Research." Drug Information Journal 27, no. 1 (January 1993): 203–12. http://dx.doi.org/10.1177/009286159302700136.

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8

Barnier, Brian, and Prachee Kale. "CYBERSECURITY: THE ENDGAME – PART TWO." EDPACS 64, no. 5 (November 2, 2021): 1–30. http://dx.doi.org/10.1080/07366981.2021.1944024.

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9

Barnier, Brian, and Prachee Kale. "CYBERSECURITY: THE ENDGAME – PART ONE." EDPACS 62, no. 3 (August 2, 2020): 1–18. http://dx.doi.org/10.1080/07366981.2020.1752466.

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10

Mayilvaganan, M. "Is it Endgame for LTTE?" Strategic Analysis 33, no. 1 (December 29, 2008): 25–39. http://dx.doi.org/10.1080/09700160802518536.

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11

Dadwal, Shebonti Ray. "Iraq: An endgame in sight?" Strategic Analysis 22, no. 11 (February 1999): 1787–92. http://dx.doi.org/10.1080/09700169908458920.

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12

Saputra, Ivander Wilson, and Diah Ayu Candraningrum. "Brand Relationship Pada Komunitas Marvel Indonesia (Studi Analisis Film Avengers: Endgame)." Prologia 3, no. 2 (December 21, 2019): 373. http://dx.doi.org/10.24912/pr.v3i2.6361.

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This study aims to determine the perceptions that emerge as well as how much is the level of interests fans based Avengers movie. The theory used in this research is the theory of mass communication, film, brand, and brand relationship. The approach used in this research is a qualitative approach with a phenomenological method. The subject of the study was the Indonesian Marvel Community with the object of the film Avengers: Endgame. Data collection is conduct by online research, interviews, and literature study. The speakers in this study were community founders, film experts, business experts and Avengers fans. Data analysis using interactive data models and triangulation of source data with the results obtained. Based on the results of the study found that there is a relationship between an Avengers brand: Endgame with the Marvel Indonesia Community and its fans. This relationship has reached the level of best friends and crucial friends in responding Avengers movie. This strengthened by the crowded of Avengers audience and the purchase pioneer of merchandise. Penelitian ini bertujuan untuk mengetahui persepsi yang muncul serta seberapa besar ketertarikan penggemar terhadap film Avengers: Endgame. Teori yang digunakan dalam penelitian ini adalah teori komunikasi massa, film, brand, dan brand relationship. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan kualitatif dengan metode fenomenologi. Subjek dari penelitian adalah Komunitas Marvel Indonesia dengan objek film Avengers: Endgame. Pengumpulan data dilakukan dengan cara riset online, wawancara, dan studi pustaka. Yang menjadi narasumber dalam penelitian ini adalah pendiri komunitas, pakar film, pakar bisnis dan penggemar Avengers. Analisis data menggunakan data model interaktif serta triangulasi data sumber dengan hasil yang telah didapat. Berdasarkan hasil penelitian ditemukan bahwa terciptanya hubungan antara sebuah brand Avengers: Endgame dengan Komunitas Marvel Indonesia serta penggemarnya. Hubungan ini telah mencapai tingkat best friends dan crucial friends dalam menyambut Avengers. Hal ini diperkuat dengan bioskop yang penuh serta penggemar yang sampai membeli atribut-atribut superhero kesayangannya.
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13

SCHADD, MAARTEN P. D., MARK H. M. WINANDS, JOS W. H. M. UITERWIJK, H. JAAP VAN DEN HERIK, and MAURICE H. J. BERGSMA. "BEST PLAY IN FANORONA LEADS TO DRAW." New Mathematics and Natural Computation 04, no. 03 (November 2008): 369–87. http://dx.doi.org/10.1142/s1793005708001124.

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Fanorona is the national board game of Madagascar. The game's complexity is approximately the same as that of checkers. In this article, we present a search-based approach for weakly solving this game. It is a well-chosen combination of Proof-Number search and endgame databases. Retrograde analysis is used to generate the endgame databases in which every position with 7 or fewer pieces on the board has been solved. Then, a Proof-Number search variant, PN2, exploits the databases to prove that the game-theoretical value of the initial position is a draw. Future research should develop techniques for strongly solving the game.
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14

Akmal, Sarfraz, Elizabeth E. Ginalis, Nitesh V. Patel, Robert Aiken, Alis J. Dicpinigaitis, and Simon J. Hanft. "Leptomeningeal disease in glioblastoma: endgame or opportunity?" Journal of Neuro-Oncology 155, no. 2 (October 8, 2021): 107–15. http://dx.doi.org/10.1007/s11060-021-03864-x.

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15

Arbi, Anggun Purnomo. "Character Education Values Used in the Avengers: Endgame Movie." JournEEL (Journal of English Education and Literature) 3, no. 1 (June 1, 2021): 11–22. http://dx.doi.org/10.51836/journeel.v3i1.185.

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Abstract This research was aimed to describe the character education values used in the Avengers: End Game Movie. Movie is described as the series of moving pictures combined with sound effects. Character education values .This study applied library research as it described the results of study. The data of this study were the phenomena and facts classified into the character education values. The source of data were the facts or phenomena shown in the movie scenes and the movie transcription of Avengers: Endgame. This study used two instruments called: the researcher himself and the documentation. The object of this study was a movie entitled “Avengers: Endgame”. In collecting the data of this research, the researcher used documentary technique including watching the movie, reading the movie’s screenplay and taking a note. The researcher used the theory of content analysis (Ary, 2010) to analyze the data. Based on the results of the study, the researcher found nine types of character education values covering responsible, love and affection, honesty, hardworking, tolerant, curious, patriotic, creative, and communicative.
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Hendlin, Yogi Hale, Elieen Le Han, and Pamela M. Ling. "Pharmaceuticalisation as the tobacco industry’s endgame." BMJ Global Health 9, no. 2 (February 2024): e013866. http://dx.doi.org/10.1136/bmjgh-2023-013866.

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ContextDeclining smoking prevalence and denormalisation of tobacco in developed countries reduced transnational tobacco company (TTC) profit during 1990s and 2000s. As these companies faced increasingly restrictive policies and lawsuits, they planned to shift their business to socially acceptable reduced-harm products. We describe the internal motivations and strategies to achieve this goal.MethodsWe analysed previously secret tobacco industry documents available through the Truth Tobacco Documents Library. These documents were triangulated with TTCs’ investor and other professional reports, websites and public statements.FindingsMimicking pharmaceutical business models, tobacco companies sought to refurbish their image and ensure long-term profitability by creating and selling pharmaceutical-like products as smoking declined. These products included snus, heated tobacco products, e-cigarettes, nicotine gums and inhalers. Tobacco companies created separate divisions to develop and roll out these products, and the majority developed medical research programmes to steer these products through regulatory agencies, seeking certification as reduced-harm or pharmaceutical products. These products were regarded as key to the survival of the tobacco industry in an unfriendly political and social climate.ConclusionsPharmaceuticalisation was pursued to perpetuate the profitability of tobacco and nicotine for tobacco companies, not as a sincere search to mitigate the harms of smoking in society. Promotion of new pharmaceuticalised products has split the tobacco control community, with some public health professionals and institutions advocating for the use of ‘clean’ reduced-harm nicotine and tobacco products, essentially carrying out tobacco industry objectives.
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Maharaj, Shiva, Nick Polson, and Alex Turk. "Chess AI: Competing Paradigms for Machine Intelligence." Entropy 24, no. 4 (April 14, 2022): 550. http://dx.doi.org/10.3390/e24040550.

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Endgame studies have long served as a tool for testing human creativity and intelligence. We find that they can serve as a tool for testing machine ability as well. Two of the leading chess engines, Stockfish and Leela Chess Zero (LCZero), employ significantly different methods during play. We use Plaskett’s Puzzle, a famous endgame study from the late 1970s, to compare the two engines. Our experiments show that Stockfish outperforms LCZero on the puzzle. We examine the algorithmic differences between the engines and use our observations as a basis for carefully interpreting the test results. Drawing inspiration from how humans solve chess problems, we ask whether machines can possess a form of imagination. On the theoretical side, we describe how Bellman’s equation may be applied to optimize the probability of winning. To conclude, we discuss the implications of our work on artificial intelligence (AI) and artificial general intelligence (AGI), suggesting possible avenues for future research.
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Berkowitz, Bruce. "The Great Game and the Endgame in Afghanistan." Orbis 51, no. 1 (December 2007): 165–74. http://dx.doi.org/10.1016/j.orbis.2006.10.010.

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Kong, Amanda Y., and Lisa Henriksen. "Retail endgame strategies: reduce tobacco availability and visibility and promote health equity." Tobacco Control 31, no. 2 (March 2022): 243–49. http://dx.doi.org/10.1136/tobaccocontrol-2021-056555.

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An increasing number of countries have set tobacco endgame goals that target dramatic reductions in smoking prevalence. To achieve those targets and promote health equity, policies are needed to reduce the retail supply and visibility of tobacco products. Focusing on retailer reduction strategies and tobacco display bans, this special communication reviews solution-oriented research about the retail environment. It highlights examples of policy implementation and identifies data needs and research gaps for designing and evaluating retail policies to promote population health equitably.
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Bell, J. Bowyer. "The Irish republican army enters an endgame: An overview." Studies in Conflict & Terrorism 18, no. 3 (January 1995): 153–74. http://dx.doi.org/10.1080/10576109508435977.

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Ulpah, Andriani, Umi Narimawati, and Nurdin Nurdin. "ANALISIS STRATEGI ENDGAME POLIO BERDASARKAN SURVEILANS ACUTE FLACCID PARALYSIS (AFP)." Ekono Insentif 15, no. 2 (October 31, 2021): 109–21. http://dx.doi.org/10.36787/jei.v15i2.699.

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Abstrak - Ilmu dan teknologi yang semakin berkembang memberikan manfaat yang baik bagi kehidupan termasuk dalam bidang kesehatan. Perkembangan dalam bidang kesehatan salah satunya dibuktikan dalam pemberantasan Virus Polio di dunia. Dimana WHO mengeluarkan suatu strategi dalam pemberantasan polio yang dinamakan dengan “Strategi Endgame Polio”. Di Indonesia sendiri penemuan kasus polio kembali ditemukan pada bulan April 2019 di Yahukimo, Papua. Untuk mempertahankan Sertifikat Bebas Polio, Indonesia harus membuktikan tidak lagi ditemukan kasus Polio selama tiga tahun. Untuk mencapai hal tersebut penguatan imunisasi polio harus dijaga yaitu 95% anak harus diimunisasi dan merata serta penguatan sistem Surveilans Acute Flaccid Paralysis (AFP). Surveilans AFP dilakukan untuk mendokumentasikan adanya penemuan peredaran kasus virus polio untuk tetap mendapatkan sertifikasi bebas polio. Indikator yang digunakan dalam melihat pencapaian mutu surveilans AFP adalah menggunakan indikator nonpolio rate dan indikator spesimen tinja yang cukup. Untuk mendeteksi kasus AFP dapat menggunakan Hospital based surveillance dan community based surveilance. Penelitian ini merupakan penelitian deskriptif kualitatif dengan menggunakan metode wawancara, observasi dan dokumentasi yang dilaksanakan di Puskesmas Ujung Berung Indah. Hasil penelitian yang didapatkan adalah pelaksanaan kegiatan Surveilans Acute Flaccid Paralysis (AFP) dilakukan pasif. Sedangkan pelaporan rutin dilaporkan setiap bulan. Sosialisasi atau pelatihan masih dirasa kurang. Dinas Kesehatan berperan dalam melakukan evaluasi dan monitoring kegiatan survielans. Pelaksanaan Surveilans Acute Flaccid Paralysis (AFP) berperan dalam Strategi Endgame Polio pada tujuan integarasi yaitu pada poin penguatan sensitifitas surveilans. Abstract - Science and technology that are increasingly developing provide good benefits for life, including in the health sector. One of the developments in the health sector is evidenced in the eradication of the Polio Virus in the world. Where the WHO issued a strategy in eradicating polio called the "Endgame Polio Strategy". In Indonesia, the discovery of polio cases was found again in April 2019 in Yahukimo, Papua. To maintain the Polio Free Certificate, Indonesia must prove that there are no more polio cases for three years. To achieve this, the strengthening of polio immunization must be maintained, namely 95% of children must be immunized and evenly distributed as well as strengthening the Acute Flaccid Paralysis (AFP) Surveillance system. AFP surveillance was carried out to document the discovery of the circulation of polio virus cases in order to remain certified free of polio. The indicators used to see the achievement of AFP surveillance quality are non-polio rate indicators and adequate stool specimen indicators. To detect AFP cases, hospital based surveillance and community based surveillance can be used. This research is a qualitative descriptive study using interviews, observation and documentation which was carried out at the Ujung Berung Indah Health Center. The result of the research is that the Acute Flaccid Paralysis (AFP) Surveillance activity is carried out passively. While routine reporting is reported every month. Socialization or training is still lacking. The Department of Health plays a role in evaluating and monitoring surveillance activities. The implementation of Surveillance Acute Flaccid Paralysis (AFP) plays a role in the Endgame Polio Strategy for the purpose of integration, namely at the point of strengthening surveillance sensitivity.
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Camelia, Camelia, and Neneng Sri Wahyuningsih. "AN ERROR ANALYSIS OF ENGLISH-INDONESIAN SUBTITLE TRANSLATION IN AVENGERS: ENDGAME." JURNAL BAHASA ASING LIA 4, no. 01 (June 28, 2023): 12–32. http://dx.doi.org/10.35962/jurnalbahasaasing-lia.v4i01.187.

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ABSTRACT This study aims to identify what kind of errors that the writer found in English-Indonesian subtitle of Avengers: Endgame movie. The method that was used in this study is a qualitative descriptive. The data are collected by watching the movie Avengers: Endgame with subtitles made by non-professional translators and professional translators at the same time to find errors that the non-professional made. The errors are analysed by using Mossop’s revision parameters. The result shows 21 errors. The most error found are related to errors in accuracy with 16 errors (76,2%). The second error is smoothness and completeness with 2 errors found (9,5%) . For errors in idiomatic there is only one error (4,8%). It can be concluded that the majority of mistakes involved poor word choices (diction) when translating the text into the target language, which led to improper translation and maybe misled readers that caused by lack of research that the translator do before translating the subtitle. The same mistakes in smoothness caused sentences to sound confusing and made the content difficult to read or even unreadable and mistakes in idiom that caused by failed to understand what is the real meaning of the idiom which make the audience get the wrong message. Keyword: subtitle, error analysis, Mossop’s revision parameters. ABSTRAK ABSTRAK Penelitian ini bertujuan untuk mengidentifikasi kesalahan apa yang ditemukan penulis dalam film Avengers: Endgame subtitle bahasa Inggris-Indonesia. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif. Data dikumpulkan dengan menonton film Avengers: Endgame dengan subtitle yang dibuat oleh penerjemah non-profesional dan penerjemah profesional secara bersamaan untuk menemukan kesalahan yang dibuat oleh non-profesional. Kesalahan dianalisis dengan menggunakan parameter revisi Mossop. Hasilnya menunjukkan 21 kesalahan. Error yang paling banyak ditemukan adalah error pada akurasi dengan 16 error (76,2%). Kesalahan kedua adalah kelancaran dan kelengkapan dengan 2 kesalahan ditemukan (9,5%). Untuk kesalahan idiomatik hanya ada satu kesalahan (4,8%). Dapat disimpulkan bahwa sebagian besar kesalahan melibatkan pilihan kata (diksi) yang buruk ketika menerjemahkan teks ke dalam bahasa target, yang menyebabkan terjemahan yang tidak tepat dan mungkin menyesatkan pembaca yang disebabkan oleh kurangnya penelitian yang dilakukan penerjemah sebelum menerjemahkan subtitle. Kesalahan yang sama dalam kelancaran menyebabkan kalimat terdengar membingungkan dan membuat konten sulit dibaca atau bahkan tidak dapat dibaca dan kesalahan dalam idiom disebabkan oleh kegagalan untuk memahami apa arti sebenarnya dari idiom sehingga membuat penonton mendapatkan pesan yang salah. Kata kunci: subtitle, analisis kesalahan, parameter revisi Mossop
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23

Grolleau, Gilles, Sana El Harbi, and Insaf Békir. "Playing with pirates: how companies can win the endgame." Journal of Business Strategy 37, no. 3 (May 16, 2016): 30–36. http://dx.doi.org/10.1108/jbs-11-2014-0142.

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Purpose The purpose of this paper is to expose two mechanisms by which pirated firms that market cultural goods can strategically use piracy to increase their profits. Design/methodology/approach The authors interpret several world examples through the lens of behavioral economics to identify mechanisms that can make pirates’ initiatives profitable for the intellectual property rights holders. They also address two principal objections to “beneficial piracy”. Findings First, intrinsically motivated pirates can be in a better position to shape consumers’ preferences in a sense favorable to the firm profit. Second, pirates can generate strategic information that can help original producers to increase their profits. Research limitations/implications Fighting piracy can be perfectly justified from a legal viewpoint while constituting simultaneously a bad decision for a business viewpoint. Moreover, some pirates follow ethical rules that can lead to a symbiotic relationship with pirated businesses. Nevertheless, the generalization of our analysis must be undertaken with caution given that our arguments have been developed out of observations of particular institutional settings. Practical implications Distinguishing “good pirates” from “bad ones” can lead managers to reconsider the systematic disapproval of copyright infringement in favor of more nuanced approaches. Social implications Piracy can be useful under some circumstances for the pirated firm and even for the whole society, by increasing access to cultural goods. Originality/value The authors identify two mechanisms that can make piracy profitable for pirated firms. These insights can help managers to avoid a “one-size-fits-all” policy regarding piracy and to seek how to create conditions for a mutual and shared success.
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Puljević, Cheneal, Kylie Morphett, Marita Hefler, Richard Edwards, Natalie Walker, David P. Thomas, Md Arifuzzaman Khan, et al. "Closing the gaps in tobacco endgame evidence: a scoping review." Tobacco Control 31, no. 2 (March 2022): 365–75. http://dx.doi.org/10.1136/tobaccocontrol-2021-056579.

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ObjectiveTobacco endgame policies aim to rapidly and permanently reduce smoking to minimal levels. We reviewed evidence syntheses for: (1) endgame policies, (2) evidence gaps, and (3) future research priorities.Data sourcesGuided by JBI scoping review methodology, we searched five databases (PubMed, CINAHL, Scopus, Embase and Web of Science) for evidence syntheses published in English since 1990 on 12 policies, and Google for publications from key national and international organisations. Reference lists of included publications were hand searched.Study selectionTwo reviewers independently screened titles and abstracts. Inclusion criteria were broad to capture policy impacts (including unintended), feasibility, public and stakeholder acceptability and other aspects of policy implementation.Data extractionWe report the results according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews checklist.Data synthesisEight policies have progressed to evidence synthesis stage (49 publications): mandatory very low nicotine content (VLNC) standard (n=26); product standards to substantially reduce consumer appeal or remove the most toxic products from the market (n=1); moving consumers to reduced risk products (n=8); tobacco-free generation (n=4); ending sales (n=2); sinking lid (n=2); tax increases (n=7); and restrictions on tobacco retailers (n=10). Based on published evidence syntheses, the evidence base was most developed for a VLNC standard, with a wide range of evidence synthesised.ConclusionsVLNC cigarettes have attracted the most attention, in terms of synthesised evidence. Additional focus on policies that reduce the availability of tobacco is warranted given these measures are being implemented in some jurisdictions.
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Puspita, Ratna Dea, and Bayu Adi Laksono. "The Assumption of Adult Education (Andragogy) in Gita Wirjawan's Podcast With Maudy Ayunda: Modern Kartini Dares To Challenge The Status Quo [Endgame 53e25]." Progress In Social Development 4, no. 1 (January 31, 2023): 34–41. http://dx.doi.org/10.30872/psd.v4i1.53.

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The purpose of this research is to find the assumptions of adult education (andragogy) in Gita Wirjawan's podcast with Maudy Ayunda. This research uses a qualitative approach with content analysis. The documentation material in this research is a podcast video with the title Maudy Ayunda: Kartini Modern Berani Tantang Status Quo [Endgame 53E25] with a duration of 1 hour 29 minutes 15 seconds and taken from the YouTube video sharing site. The total dialog related to adult assumptions is 30 points, including three assumptions, namely the assumption of knowledge needs, self-concept assumptions, and motivational assumptions. Meanwhile, three other assumptions such as experience, learning readiness and learning orientation did not appear. Of the 30 dialog points, the most common is the assumption of knowledge needs with 13 points, while there are 9 dialog points each containing self-concept assumptions and motivational assumptions. But the three assumptions are all continuous with each other. Tujuan dari penelitian ini adalah untuk menemukan asumsi pendidikan orang dewasa (andragogy) dalam podcast Gita Wirjawan bersama Maudy Ayunda. Penelitian ini menggunakan pendekatan kualitatif dengan analisis konten atau isi. Bahan dokumentasi dalam penelitian ini adalah video podcast dengan judul Maudy Ayunda : Kartini Modern Berani Tantang Status Quo[Endgame 53E25] dengan durasi 1 jam 29 menit 15 detik serta diambil dari situs video berbagi youtube. Total dialog yang berkaitan dengan asumsi orang dewasa terdapat 30 poin yang diantaranya memuat tiga asumsi yaitu asumsi kebutuhan pengetahuan, asumsi konsep diri, dan asumsi motivasi. Sedangkan tiga asumsi lain seperti pengalaman, kesiapan belajar serta orientasi belajar tidak mucul. Dari 30 poin dialog yang paling banyak muncul adalah asumsi kebutuhan pengetahuan sebanyak 13 poin, sedangkan poin dialog yang memuat asumsi konsep diri dan asumsi motivasi masing-masing terdapat 9 poin. Tetapi dari ketiga asumsi tersebut seluruhnya berkesinambungan antara satu sama lain.
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Ridaryanthi, Melly, and Ceaserlyn Jindan Sinuyul. "Representation of Female Superhero and Gender Roles in the Avengers: Endgame." KOMUNIKA: Jurnal Dakwah dan Komunikasi 15, no. 2 (October 1, 2021): 139–54. http://dx.doi.org/10.24090/komunika.v15i2.4580.

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This paper aims to present the study about the representation of female superhero characters and gender roles in Avenger: Endgame. This study is justified to be important as females usually have their stereotypical representation in mass media, including film. Thus, it is crucial to explore and analyze whether or not female superheroes are depicted similarly. There are three main characters analyzed in this movie, namely Gamora, Black Widow, and Nebula. This study applies the semiotics method with a qualitative approach whereby Roland Barthes Semiotics is employed as the theoretical foundation of the analysis and strategy in this study. The research has focused on the representation of gender roles and physical manifestations of the characters in the film. The study has shown that (i) each of the characters plays several roles based on the context of the story, (ii) the balance of power between male and female are not equally distributed, and lastly (iii) Gamora and Nebula being different species than Black Widow which is human, had their appearance interpreted to possess a human-like body, yet the pattern of body size among these three-female superheroes sends a message that this body shape is the “ideal and desirable” body type.
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27

Gustafsson, Karl Erik. "End-game Strategies in the Swedish National Tabloid Industry." Nordicom Review 29, no. 2 (November 1, 2008): 325–34. http://dx.doi.org/10.1515/nor-2017-0194.

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Abstract Based on decades of comparative research on the national tabloid industry in the Nordic countries, a forecast is made, based on the product life cycle (PLC) theory, that the Swedish national tabloid industry will decline. As PLC theory is a blunt forecasting instrument, every precaution is taken; still a forecast is made that the No.2 tabloid will lose the present endgame to the market leader and disappear in 5-10 years time. End-game strategies as well as exit barriers are discussed in detail. The conclusions are valid for the national tabloid industries in the other Nordic countries following the same pattern of development. In passing, the question is raised of whether Internet publishing will change the rules of the game.
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28

Supriyono, Olivia Faustine, and Esther Harijanti Kuntjara. "Gita Wirjawan’s Use of Politeness in Requesting and Using Addressing Terms in Two Endgame Podcasts." k@ta kita 11, no. 3 (December 2, 2023): 449–56. http://dx.doi.org/10.9744/katakita.11.3.449-456.

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This research examines politeness in two Endgame podcasts, focusing on Gita Wirjawan's request and the use of address terms with a minister and a non-government employee. The writer analyzes politeness expressed by Gita Wirjawan in two podcasts on his channel using First-Order Politeness by Watts (2003) and the Indonesian (Javanese) politeness principle by Suseno (2001) and Kuntjara (2009). A descriptive qualitative approach is employed in this study. The analysis shows that Gita often uses direct language for requests, utilizes the term 'you' to blur their distance. The findings show that Gita wanted to look neutral with someone who has the same rank and tended to appear to have a lower rank when he talks with someone with a higher rank. In conclusion, differences in rank influence how people communicate.
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29

Zhao, P., W. Chen, and W. Yu. "Guidance law for intercepting target with multiple no-fly zone constraints." Aeronautical Journal 121, no. 1244 (August 24, 2017): 1479–501. http://dx.doi.org/10.1017/aer.2017.87.

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ABSTRACTA composite guidance law is proposed for intercepting moving target while strictly satisfying the constraints on multiple No-Fly Zones (NFZs) distributed arbitrarily. The research has two major steps. In the first step, by considering only one NFZ, a guidance law is developed with three parts: Orientation Adjustment Scheme (OAS), Boundary-Constraint Handling Scheme (BCHS), and Proportional Navigation (PN). OAS determines the major flight direction by predicting the collision point of the missile and target. BCHS controls the missile to approach and then fly along the boundary of the NFZ smoothly so as to bypass the NFZ through a short path. PN is used to intercept the target in the endgame phase. In the second step, we use the multi-step decision process to set up a series of appropriate waypoints in order to avoid multiple NFZs. The superior performance of the proposed guidance law has been demonstrated by trajectory simulations.
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30

Nangimah, Musrifatun. "The cultural repertoire of recontextualized superhero in the Avengers sequels." EduLite: Journal of English Education, Literature and Culture 6, no. 2 (August 31, 2021): 353. http://dx.doi.org/10.30659/e.6.2.353-368.

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This research presents content analysis to the cultural repertoire of Marvel Cinematic Universe�s superhero motion pictures. It investigates the content, theme, and core ideas of Avengers sequels: The Avengers (2012), Avengers: Age of Ultron (2015), Avengers: Infinity War (2018), and Avengers: Endgame (2019). It explores how the Avengers sequels portrays recontextualization of superhero characters and whether as well as to what extent it provides US cultural monomyth. The finding shows that each character of the Avengers has flaws and vulnerabilities as common human beings that leave them from traditional superhero monomyth. Nevertheless, it still illustrates US cultural imperialism, pharmakon portrayal, hegemonic masculinity, and sovereignty. These motion pictures still serve US heroism and patriotism interest as well as binary interplay: order-chaos, law-violence and villain-superhero that occurs among superheroes, extra-terrestrial race, robots and Titans despite its recontextualized characters. Moreover, it depicts the traditional masculine ideal valorisation where men are more likely powerful, intelligent, and equipped by sophisticated technology whereas women are seen as supportive superheroes with implied beauty standards. The recommendation for future research is discussed.
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31

Croci, Ettore, Eric Nowak, and Olaf Ehrhardt. "The corporate governance endgame – minority squeeze-out regulation and post-deal litigation in Germany." Managerial Finance 43, no. 1 (January 9, 2017): 95–123. http://dx.doi.org/10.1108/mf-01-2016-0032.

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Purpose The purpose of this paper is to examine minority squeeze-outs and their regulation in Germany, a country where majority shareholders have extensively used this tool since its introduction in 2002. Using unique hand-collected data, the authors carry out the first detailed analysis of the German squeeze-out offers from the announcement to the outcome of post-deal litigation, examining also the determinants of the decision to squeeze-out minority investors. Design/methodology/approach Using unique data on court rulings and compensations, the authors analyze a sample of 324 squeeze-outs of publicly listed companies from 2002 to 2011 to carry out the first detailed analysis of the squeeze-out procedure and the post-deal litigation. The authors employ the event study methodology to assess the stock market reaction around the announcement of the squeeze-out. Findings Large firms with foreign large shareholders are the most likely to be delisted. Positive stock price performance increases the likelihood of a squeeze-out, but operating performance has the opposite effect. Stock prices react positively to squeeze-out announcements, in particular when the squeeze-out does not follow a previous takeover offer. Post-deal litigation is widespread: nearly all squeeze-outs are legally challenged by minority shareholders. Additional cash compensation is larger in appraisal procedures, but actions of avoidance are completed in less time. Overall, the evidence suggests that starting post-deal litigation by challenging the cash compensation offered in a squeeze-out delivers high returns for minority investors. Research limitations/implications The lack of data concerning the identity of minority shareholders in firms undergoing a squeeze-out does not allow a proper investigation of the incentives of the different types of investors. Practical implications The paper provides evidence about the incentives of the different players in a squeeze-out offer. The findings of the paper could be helpful in assessing the impact of the squeeze-out rule. The results also contribute to the understanding of minority investors’ incentives to start post-deal litigation. Originality/value This paper provides new evidence about post-deal litigation, in particular how investors use the procedures that the system provides them to protect themselves against controlling shareholders. The paper examines all the phases of the squeeze-out procedure and challenges.
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32

Charoenca, Naowarut, Nipapun Kungskulniti, Stephen Hamann, and Jeremiah Mock. "Uncovering Philip Morris International’s Fundamental Strategies for Product Placement in Thailand: Spotlighting Industry Penetration to Advance the Endgame." Asian Pacific Journal of Cancer Prevention 22, no. 12 (December 1, 2021): 3789–801. http://dx.doi.org/10.31557/apjcp.2021.22.12.3789.

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33

DeZoort, F. Todd, and Mark H. Taylor. "COMMENTARY––A Public Interest View of Auditor Independence: Moving Toward Auditor Reliability When Considering and Promoting Audit Quality." Accounting and the Public Interest 15, no. 1 (December 1, 2015): 53–63. http://dx.doi.org/10.2308/apin-10498.

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ABSTRACT A longstanding view inside and outside the auditing profession is that the public accounting profession rests on the foundation of independence (Previts and Merino 1998), with regulatory bodies requiring auditors to be independent both in appearance and in fact. For many decades, regulators and stakeholders alike have held the view that auditor independence is the auditor's endgame. We review recent research on the Reliability Framework, which recasts auditor independence with other professional constructs, including integrity, competence, and objectivity, as co-antecedents of auditor reliability and audit quality. On that basis, this commentary advocates that a public interest view of auditor independence must account for the auditor's real reason for existence based on what stakeholders want and need: reliable audit services that facilitate financial reporting quality and protect the public interest. Recent initiatives by the Center for Audit Quality and its member firms, as well as the profession's regulators, reveal movement consistent with this holistic view. These developments indicate that the public interest view of auditor reliability is shifting toward a revised view of independence, along with other professional constructs that co-create audit quality and reliable financial reporting.
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34

Abreu, Vinicius Santos de, and Tadeu Moreira de Classe. "EndGame for Corruption - A DPE-Based Framework to Support the Design of Serious Games for Fight Against Corruption." Journal on Interactive Systems 14, no. 1 (June 27, 2023): 215–30. http://dx.doi.org/10.5753/jis.2023.3165.

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Corruption, a pervasive issue that affects societies globally, is closely linked to inequality and the inadequate provision of public services. In this context, where the population is the primary victim, serious games are utilized to raise awareness, aiming to empower individuals and strengthen their role as vigilant citizens. Game designers strive to develop solutions that facilitate learning and reflection on corruption. This article proposes an adaptation of the Design Play and Experience Framework, referred to as the Endgame for Corruption Framework (EgC Framework). This adaptation incorporates the reflection process and is guided by the learning objectives mapped from Bloom’s Taxonomy. The EgC Framework is the basis for designing a game that immerses players in a corrupt context. We conducted a quasi-experimental study to evaluate the game’s effectiveness and gathered participants’ perceptions through a survey questionnaire. The collected data underwent both quantitative and qualitative analyses. The results demonstrated clear indications of player dissatisfaction and reflection on the situations presented in the game. These findings provide valuable evidence of the game’s impact in prompting players to engage critically with corruption. Overall, this research showcases the potential of serious games in addressing the issue of corruption. The EgC Framework, combined with thoughtful design choices and evaluation methods, contributes to the development of games that foster awareness and reflection among players.
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35

Grassly, Nicholas C. "The final stages of the global eradication of poliomyelitis." Philosophical Transactions of the Royal Society B: Biological Sciences 368, no. 1623 (August 5, 2013): 20120140. http://dx.doi.org/10.1098/rstb.2012.0140.

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The global incidence of poliomyelitis has dropped by more than 99 per cent since the governments of the world committed to eradication in 1988. One of the three serotypes of wild poliovirus has been eradicated and the remaining two serotypes are limited to just a small number of endemic regions. However, the Global Polio Eradication Initiative (GPEI) has faced a number of challenges in eradicating the last 1 per cent of wild-virus transmission. The polio endgame has also been complicated by the recognition that vaccination with the oral poliovirus vaccine (OPV) must eventually cease because of the risk of outbreaks of vaccine-derived polioviruses. I describe the major challenges to wild poliovirus eradication, focusing on the poor immunogenicity of OPV in lower-income countries, the inherent limitations to the sensitivity and specificity of surveillance, the international spread of poliovirus and resulting outbreaks, and the potential significance of waning intestinal immunity induced by OPV. I then focus on the challenges to eradicating all polioviruses, the problem of vaccine-derived polioviruses and the risk of wild-type or vaccine-derived poliovirus re-emergence after the cessation of oral vaccination. I document the role of research in the GPEI's response to these challenges and ultimately the feasibility of achieving a world without poliomyelitis.
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36

Durkin, Sarah J., Emily Brennan, and Melanie A. Wakefield. "Optimising tobacco control campaigns within a changing media landscape and among priority populations." Tobacco Control 31, no. 2 (March 2022): 284–90. http://dx.doi.org/10.1136/tobaccocontrol-2021-056558.

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Reviews published over the past decade confirm tobacco control campaigns can be effective for influencing adult and youth tobacco use behaviours, with strengthening evidence for high cost-effectiveness. Evidence is also accumulating for positive campaign effects on interpersonal discussions, social norms and policy support that can help motivate and sustain quitting and reduce uptake. Research needs over the next decade centre on the rapidly changing media environment and the equity of campaign effects among high smoking prevalence communities. The field needs specific evidence on: how to measure total campaign reach and frequency across the diverse range of media platforms and channels; the optimum mix of traditional, digital and social media to achieve behaviour change, especially among high smoking prevalence communities; the relative reach and impact of the wide variety of integrated, digital and social media message delivery methods; the relative effectiveness of messages that aim to build capacity to quit and optimum methods for combining motivational and capacity-building messages, especially for high prevalence groups who face additional barriers to staying quit; the ongoing effectiveness of traditional versus new versions of messages highlighting tobacco industry practices; the influence of e-cigarette use on tobacco control campaign effects; and the effectiveness of different types of campaigns aiming to prevent e-cigarette uptake and motivate e-cigarette cessation. Research is also needed to investigate the potential for campaigns to influence the public’s understanding and support for endgame tobacco control policies and for campaign elements that may influence the social and environmental contexts surrounding smokers that support and maintain behaviour change.
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37

Ryaguzova, Elena V. "Nikolai V. Krogius: A life-long chess game." Izvestiya of Saratov University. Educational Acmeology. Developmental Psychology 11, no. 4 (December 15, 2022): 384–90. http://dx.doi.org/10.18500/2304-9790-2022-11-4-384-390.

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The article is devoted to the life and work of Nikolai Vladimirovich Krogius who was an international grandmaster (1964), European champion as part of the team (1965); two-time champion of the RSFSR (1952, 1964); Doctor of Psychological Sciences (1980), Head of the Department of Psychology of SSU (1978–1980), head of the Department of Chess of SCOLIPE (State Central Order of Lenin Institute of Physical Education) (1981–1983), Head of the Chess Department of the USSR State Sports Committee (1981–1989), Vice-President of FIDE (1986–1990). The objective of the article is to reflect on the life and creative work of Nikolai Vladimirovich viewing it as a successful chess game. The article presents several stages: the debut, including his childhood and studies in Saratov, his passion for chess and the first chess victories, studies at the Faculty of Philosophy of LSU; middlegame devoted to teaching in Saratov, serious sports and coaching work, doctoral dissertation defense, responsible management activities in the USSR State Sports Committee and FIDE; endgame including retirement, participation and prizes in the World Chess Championships among veterans, moving to New York, publishing books, articles and memoirs. The article pays special attention to the scientific activity of N. V. Krogius and the issues that are in the focus of his research interest. It shows theoretical and practical significance of his scientific works for the development of social and sports psychology, as well as the psychology of chess, which was founded in Russia by N. V. Krogius.
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38

S. Lad., Sumit, and Amol C. Adamuthe. "Improved Deep Learning Model for Static PE Files Malware Detection and Classification." International Journal of Computer Network and Information Security 14, no. 2 (April 8, 2022): 14–26. http://dx.doi.org/10.5815/ijcnis.2022.02.02.

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Static analysis and detection of malware is a crucial phase for handling security threats. Most researchers stated that the problem with the static analysis is an imbalance in the dataset, causing invalid result metrics. It requires more time for extracting features from the raw binaries, and methods like neural networks require more time for the training. Considering these problems, we proposed a model capable of building a feature set from the dataset and classifying static PE files efficiently. The research work was conducted to emphasize the importance of feature extraction rather than focusing on model building. The well-extracted features help to provide better results when fed to neural networks with minimal numbers of layers. Using minimum layers will enhance the performance of the model and take fewer resources and time for the processing and evaluation. In this research work, EMBER datasets published by Endgame Inc. containing PE file information are used. Feature extraction, data standardization, and data cleaning techniques are performed to handle the imbalance and impurities from the dataset. Later the extracted features were scaled into a standard form to avoid the problems related to range variations. A total of 2381 features are extracted and pre-processed from both the 2017 and 2018 datasets, respectively. The pre-processed data is then given to a deep learning model for training. The deep learning model created using dense and dropout layers to minimize the resource strain on the model and deliver more accurate results in less amount of time. The results obtained during experimentation for EMBER v2017 and v2018 datasets are 97.53% and 94.09%, respectively. The model is trained for ten epochs with a learning rate of 0.01, and it took 4 minutes/epoch, which is one minute lesser than the Decision Tree model. In terms of precision metrics, our model achieved 98.85%, which is 1.85% more as compared to the existing models.
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39

Praveena, Dr M., and Dr V. Jaiganesh. "Improved Grasshopper Optimization Algorithm based Feature Selection with Evolutionary Outlay-Aware Deep Belief Network Classifier (IGOA-EOA-DBNC) for High Dimensional Datasets." Revista Gestão Inovação e Tecnologias 11, no. 2 (June 5, 2021): 817–35. http://dx.doi.org/10.47059/revistageintec.v11i2.1716.

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Background: High dimensional datasets contain the curse of dimensionality, and hence data mining becomes a more difficult task. Feature selection in the knowledge data and discovery process provides a solution for this curse of dimensionality issue and helps the classification task reduce the time complexity and improve the accuracy. Objectives: This paper aims to recognize a bio-inspired algorithm that best suits feature selection and utilizes optimized feature selection techniques. This algorithm is used to design machine learning classifiers that are suitable for multiple datasets and for both high dimensional datasets, moreover to carry out performance analysis with regards to the accuracy of a classification and the processing time for classification. Methods: This study employs an improved form of grasshopper optimization algorithm to perform feature selection task. Evolutionary outlay aware deep belief network is used to perform the classification task. Findings: In this research, 20 UCI benchmark data sets are taken with full 60 features and 30000 instances. The datasets are Mammography, Monks-1, Bupa, Credit, Parkinson's, Monk-2, Sonar, Ecoli, Prognostic, Ionosphere, Monk-3, Yeast, Car, Blood, Pima, Spect, Vert, Prognostic, Contraceptive, and Tic-Tac-Toe endgame. Table 1 describes the dataset details, number of instances, datasets and features. The overall performance is performed using MATLAB 6.0 tool, which runs on Microsoft Windows 8, and the configuration is Core 13 processor with 1 TB hard disk and 8GB RAM. Performance standards, like classification accuracy and the processing time for classification, is achieved. Novelty: Interestingly, the Improved Grasshopper Optimization Algorithm uses error rate and classification accuracy of the Evolutionary Outlay Aware –Deep Belief Network Classifier as fitness function values. This combined work of classification and feature selection is briefly represented as IGOA-EOA-DBNC. Twenty datasets are selected for testing the performance regarding elapsed time and accuracy, which gives better results.
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Alscher, Alexander, and Christian Wissing. "ADOPTION OF DIGITAL VACCINATION SERVICES FROM A LITERALLY PROFESSIONAL VIEW: A COMMENTARY ON “IT IS THE CLICK FLOW, NOT THE VALUE” FROM A HEALTH CARE WORKERS AND AGILITY PERSPECTIVE." EPH-International Journal of Business & Management Science 9, no. 3 (August 29, 2023): 14–16. http://dx.doi.org/10.53555/eijbms.v9i3.142.

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The interplay of innovation and health care workers (HCWs) focusing on vaccination were key in mastering the COVID-19 pandemic, which led to serious health, social and economic problems worldwide (Holzmann-Littig et al., 2022). Apart from optimizing traditional approaches to contain the pandemic outbreak, such as hygiene rules, testing regime, contact tracing, quarantine (Saw et al., 2021), new mRNA-vaccines and innovative digital technologies such as vaccination platforms were introduced (Kis et al., 2021). In this context, the study “Adoption of Digital Vaccination Services: It Is the Click Flow, Not the Value—An Empirical Analysis of the Vaccination Management of the COVID-19 Pandemic in Germany” (Alscher et al., 2023) focused on the digital management of vaccination processes. Existing adoption theories and acceptance models from consumer market research were adapted to the public health sector and formed into a digital platform framework for policy makers and pandemic managers to manage public health services, such as vaccination offerings. Based on a survey in Germany’s federal state with the highest vaccination rate, results showed that (1) the usability barrier is the most important barrier which harms adoption, whereas the most emphasized value barrier does not play a dominant role in contrast to consumer market research. By analyzing the three digital platform configuration areas Communication, Data Management, Personalization, (2) Personalization stood out as the most important factor for managing the usability barrier by optimizing the best click flow on the digital health platform to address the needs, preferences, and situation of the citizens as users. “Yet, the endgame of the pandemic is not vaccines; it is vaccination” (Dai & Song, 2021, p. 455) and thus, the fast implementation of the vaccination by health care workers (HCWs) are critical premises and antecedents for a successful vaccination adoption (Scroggins et al., 2023). In this direction, we want to highlight the role of professional HCWs in the adoption of digital vaccination services: First, their own adoption of the vaccination as a role model and their position as first priority vaccination group, and second, their contribution in adapting their service to the new pandemic situation from an agility point of view.
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Fang, Lingzhi, and Huangnan Shen. "Changes in technology and civilization—A conceptual study of the Metaverse." Metaverse 2, no. 2 (December 28, 2021): 18. http://dx.doi.org/10.54517/m.v2i2.1785.

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<p class="15" align="justify">Advances in media technology continue to drive changes in the shape of human society, and human civilization has stepped into the eve of the Metaverse. Based on this practical background, this paper analyzes the Metaverse concept from three aspects: the proposed background, construction and characteristics of the Metaverse, and analyzes and summarizes the impact of the Metaverse on the current situation of the industry and the future of the industry. This paper argues that the proposal of <span style="font-family: 'Times New Roman';">M</span>etaverse is the inevitable development of society and technology, and the endgame of Internet development. The <span style="font-family: 'Times New Roman';">M</span>etaverse is a product of the constant innovation of the medium and has evolved from the possible worlds in literature to video games. This paper summarizes the basis of <span style="font-family: 'Times New Roman';">M</span>etaverse construction from the perspective of humanities and technologies, and proposes that the <span style="font-family: 'Times New Roman';">M</span>etaverse will develop a virtual civilization in terms of humanities, and be supported by both software and hardware technologies in terms of technologies. On the basis of this foundation, it is extracted that the <span style="font-family: 'Times New Roman';">M</span>etaverse has two characteristics: civilization and intersectionality. This paper summarizes the influence of <span style="font-family: 'Times New Roman';">M</span>etaverse on industry, mainly including the influence of <span style="font-family: 'Times New Roman';">M</span>etaverse on the current layout of industry and the influence on the future development of industry. The concept and impact of <span style="font-family: 'Times New Roman';">M</span>etaverse and its commercial application in industrial development proposed in this paper lay the corresponding theoretical foundation for the subsequent research on <span style="font-family: 'Times New Roman';">M</span>etaverse.</p>
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42

Fang, Lingzhi, and Huangnan Shen. "Changes in technology and civilization—A conceptual study of the Metaverse." Metaverse 2, no. 2 (December 28, 2021): 18. http://dx.doi.org/10.54517/met.v2i2.1785.

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Анотація:
<p class="15" align="justify">Advances in media technology continue to drive changes in the shape of human society, and human civilization has stepped into the eve of the Metaverse. Based on this practical background, this paper analyzes the Metaverse concept from three aspects: the proposed background, construction and characteristics of the Metaverse, and analyzes and summarizes the impact of the Metaverse on the current situation of the industry and the future of the industry. This paper argues that the proposal of <span style="font-family: 'Times New Roman';">M</span>etaverse is the inevitable development of society and technology, and the endgame of Internet development. The <span style="font-family: 'Times New Roman';">M</span>etaverse is a product of the constant innovation of the medium and has evolved from the possible worlds in literature to video games. This paper summarizes the basis of <span style="font-family: 'Times New Roman';">M</span>etaverse construction from the perspective of humanities and technologies, and proposes that the <span style="font-family: 'Times New Roman';">M</span>etaverse will develop a virtual civilization in terms of humanities, and be supported by both software and hardware technologies in terms of technologies. On the basis of this foundation, it is extracted that the <span style="font-family: 'Times New Roman';">M</span>etaverse has two characteristics: civilization and intersectionality. This paper summarizes the influence of <span style="font-family: 'Times New Roman';">M</span>etaverse on industry, mainly including the influence of <span style="font-family: 'Times New Roman';">M</span>etaverse on the current layout of industry and the influence on the future development of industry. The concept and impact of <span style="font-family: 'Times New Roman';">M</span>etaverse and its commercial application in industrial development proposed in this paper lay the corresponding theoretical foundation for the subsequent research on <span style="font-family: 'Times New Roman';">M</span>etaverse.</p>
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KARLSEN, JAN REINERT, JAN HELGE SOLBAKK, and SØREN HOLM. "Ethical Endgames: Broad Consent for Narrow Interests; Open Consent for Closed Minds." Cambridge Quarterly of Healthcare Ethics 20, no. 4 (August 16, 2011): 572–83. http://dx.doi.org/10.1017/s0963180111000314.

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The ongoing legal and bioethics debates on consent requirements for collecting, storing, and utilizing human biological material for purposes of basic and applied research—that is, genomic research biobanking—have already managed to pass through three ostensibly dissimilar stages
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44

Roschenko, Olena, and Ke Chen. "«Othello» G. Verdi – A. Boito as a game of chess." Aspects of Historical Musicology 29, no. 29 (December 29, 2022): 68–90. http://dx.doi.org/10.34064/khnum2-29.04.

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Анотація:
In the opera Otello by G. Verdi – A. Boito, which contains many actual and virtual readings, the original musicological interpretation reveals the signs of a chess game. The metaphor of the chess game is based on a two-level analysis: the study of opera characters on the basis of establishing their functional correspondence to the chess game pieces and the identification of metaphorically represented chess situations in opera drama. The proposed analysis of Othello has made it possible to carry out an original musicological interpretation of the opera as a game of chess, which allows us to understand it not only in terms of spontaneous feeling, but also artistic intellectualism as a principle of musical drama. As a result, the penultimate opera by G. Verdi is interpreted as a phantasmagoric game of chess, appearing as one of the possible ways of forming/disclosing the artistic meaning of the work. Statement of the problem. G. Verdi’s opera Otello by A. Boito is one of those masterpieces in the history of world art, the number of artistic readings of which tends to infinity, due to the infinity of the artistic and philosophical meanings always inherent in the work. After all, each generation, each opera theatre that has the characteristics of a director’s theatre, during the twentieth and early twenty-first centuries, has offered an original interpretation of the work, in which it interacts in a unique way with the «canon of interpretation» that ensures the continuity of meaningful connections with the original. Each reading of the original text does not exclude the emergence of an interpretive set in its understanding. In addition to the realised creative interpretations, i. e. the interpretations that have taken place, numerous potential interpretations of Verdi’s Otello surround this work as a kind of «cloud» full of virtual interpretations of the immortal masterpiece. Recent research and publications Among such virtual readings of Virdia’s Otello, scientific (musicological) versions can also claim a prominent place, which, under certain conditions, can become the basis for an original director’s reading of the opera. In the history of opera, there are many masterpieces based on the principles of playful thinking and the properties of the tragic carnival. This phenomenon should be explained by the fact that the game concept is conditioned by the genre nature of the opera, where the game appears as an expression of its general operatic atmosphere, extending to its characters as the embodiment of the meaningful features of the homo ludus hypostasis. Meaningful multilayeredness as a genre feature of romantic opera fully allows us to liken the musical drama by G. Verdi – A. Boito to a virtuoso game of chess, in which the «moves» are predefined, and the «stake» is the life and death of the opera characters. Objectives, methods and novetly of the research. The methodology of the study involves the following types of analysis: – typological, used to divide the characters according to their functions observed in Shakespeare’s tragedy and opera by G. Verdi; – structural-functional, the essence of which is, firstly, the reasoned comparison of opera characters to chess pieces in terms of the commonality of their inherent functions; secondly, the identification of signs of chess situations in the scenes of musical drama; – terminological, the specificity of which is based in this study on the need to use a chess glossary to define game combinations in opera and the functions of opera characters; – comparative, carried out with the aim of motivating changes in the systems of characters in Shakespeare’s tragedy and opera by G. Verdi – A. Boito. The scientific novelty of the study lies in the fact that for the first time in musicology, the opera Othello by J. Verdi and A. Boito was metaphorically interpreted as a chess game, which is noted in the establishment of a system of correspondences between opera characters and chess pieces, opera scenes and chess combinations. Resalts and Conclusions. In the opera Otello by G. Verdi and A. Boito, which contains many actual and virtual readings, the original musicological interpretation reveals signs of a game organised like chess. The chess game metaphor is based on a two-level analysis. Firstly, the study of nine opera characters of Othello, organised into a hierarchical system based on their functional correspondence to the role of Shakespeare’s theatre and chess game figures («pawn» – Rodrigo; «Rook» is presented by the «royal trinity» of Montano, Lodovico, and Herald; «Knight» (Emilia); «Bishop» (Cassio); «King» (Othello); «Queen» (Desdemona). Secondly, in the drama of the opera Othello, such metaphorically represented chess situations as «eternal chess», double attack, garde, blockade, etiquette, zugwang, checkmate, and endgame are identified. The analysis of «Othello» by G. Verdi – A. Boito allowed for an original musicological interpretation of the opera as a game of chess. The game concept of the opera allows us to understand it not only in terms of spontaneous feeling, but also artistic intellectualism as a principle of late romantic musical drama. Thus, Verdi’s penultimate opera is interpreted as a phantasmagoric game of chess, appearing as one of the possible ways of forming/disclosing the artistic meaning of the work.
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45

Kang, Heewon, Eunsil Cheon, Hyun Kyung Kim, Jung Mi Park, Jieun Hwang, Jinyoung Kim, Sungkyu Lee, et al. "Vision for tobacco endgame in Korea: suggestions for countries with endgame aspirations." Tobacco Control, May 5, 2023, tc—2022–057691. http://dx.doi.org/10.1136/tc-2022-057691.

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Tobacco endgame is a focal point of discussion at both national and international levels. We aimed to describe efforts related to achieving the tobacco endgame in the Republic of Korea, an exemplar of a country with endgame aspirations, and compare them with the efforts of other nations. We reviewed the tobacco endgame efforts of three nations considered tobacco control leaders: New Zealand (NZ), Australia and Finland. The efforts/attempts of each country were described using an endgame strategy category. The tobacco control leaders had explicit goals to achieve a smoking prevalence of <5% before a target date and had legislation and research centres for tobacco control and/or endgame. NZ is implementing a mixture of conventional and innovative endgame interventions; the others use incremental conventional approaches. In Korea, there has been an attempt to ban the sale and manufacture of combustible cigarettes. The attempt led to the filing of a petition, and a survey of adults showed 70% supported the legislation banning tobacco. The Korean government mentioned a tobacco endgame in a 2019 plan, yet a target and an end date were absent. The 2019 plan in Korea included incremental FCTC strategies. Practices in the leading countries show that legislation and research are key to ending the tobacco epidemic. The MPOWER measures must be strengthened, endgame objectives must be set and bold strategies must be adopted. Key endgame policies include those with evidence of effectiveness, such as retailer reductions.
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Puljević, Cheneal, Leah Feulner, Maria Hobbs, Daniel Erku, Billie Bonevski, Catherine Segan, Amanda Baker, Marita Hefler, Ara Cho, and Coral Gartner. "Tobacco endgame and priority populations: a scoping review." Tobacco Control, January 31, 2023, tc—2022–057715. http://dx.doi.org/10.1136/tc-2022-057715.

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AimTo summarise the research literature on the impacts or perceptions of policies to end tobacco use at a population level (ie, tobacco endgame policies) among people from eight priority population groups (experiencing mental illness, substance use disorders, HIV, homelessness, unemployment or low incomes, who identify as lesbian, gay, bisexual, transgender, queer or intersex (LGBTQI+) or who have experienced incarceration).MethodsGuided by JBI Scoping Review Methodology, we searched six databases for original research examining the impacts or perceptions of 12 tobacco endgame policies among eight priority populations published since 2000. We report the results according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews checklist.ResultsOf the 18 included studies, one described perceptions of five endgame policies among people on low incomes in Aotearoa (New Zealand), and 17 focused on the effectiveness or impacts of a very low nicotine content (VLNC) cigarette standard among people experiencing mental illness (n=14), substance use disorders (n=8), low incomes (n=6), unemployment (n=1) or who identify as LGBTQI+ (n=1) in the USA. These studies provide evidence that VLNC cigarettes can reduce tobacco smoking, cigarette cravings, nicotine withdrawal and nicotine dependence among these populations.ConclusionsMost of the tobacco endgame literature related to these priority populations focuses on VLNC cigarettes. Identified research gaps include the effectiveness of endgame policies for reducing smoking, impacts (both expected and unexpected) and policy perceptions among these priority populations.
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Ollila, Hanna, Otto Ruokolainen, Tiina Laatikainen, and Helena Koprivnikar. "Tobacco endgame goals and measures in Europe: current status and future directions." Tobacco Control, June 17, 2024, tc—2024–058606. http://dx.doi.org/10.1136/tc-2024-058606.

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The European Union (EU) aims for a tobacco use prevalence of less than 5% by 2040 with its Tobacco-Free Generation goal, aligning with the tobacco endgame approach. In the Joint Action on Tobacco Control 2 (JATC-2) -project, we examined adopted and planned endgame goals and measures as well as preparedness to counter tobacco industry interference in the process. We surveyed key informants in 24 out of 50 countries in the WHO European Region (19 of the 27 EU Member States, MS). Altogether, eight countries (7 EU MS) had official governmental endgame goals, and an additional six EU MS had similar proposals from government, civil society or research entities. Movement towards tobacco endgame was most evident in retail-oriented and consumer-oriented policies. These include restricting the sales of tobacco and related products and raising the age limit above 18 years. Product standards were used especially to regulate flavours but no measures to substantially reduce addictiveness were reported. Market-oriented measures that tap into industry profits were predominantly missing, and countries often lacked concrete tools to prevent industry interference. Respondents’ concerns around tobacco endgame were related to high smoking prevalence in some population groups, non-combustible and new nicotine products, cross-border marketing, political will, challenges with the existing regulations and industry interference. Results indicate both momentum and challenges in adopting and disseminating measures that facilitate achieving tobacco endgame goals. The EU goal can be used to advocate for national endgame goals and measures, and for the strengthened implementation of the WHO Framework Convention on Tobacco Control.
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Nuruzzaman, Mohammed. "President Trump’s ‘Maximum Pressure’ Campaign and Iran’s Endgame." Strategic Analysis, November 23, 2020, 1–13. http://dx.doi.org/10.1080/09700161.2020.1841099.

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49

Pribbenow, Merle L. "North Vietnam's Final Offensive: Strategic Endgame Nonpareil." US Army War College Quarterly: Parameters 29, no. 4 (November 18, 1999). http://dx.doi.org/10.55540/0031-1723.1950.

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50

Kemp, Luke, Chi Xu, Joanna Depledge, Kristie L. Ebi, Goodwin Gibbins, Timothy A. Kohler, Johan Rockström, et al. "Climate Endgame: Exploring catastrophic climate change scenarios." Proceedings of the National Academy of Sciences 119, no. 34 (August 2022). http://dx.doi.org/10.1073/pnas.2108146119.

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Prudent risk management requires consideration of bad-to-worst-case scenarios. Yet, for climate change, such potential futures are poorly understood. Could anthropogenic climate change result in worldwide societal collapse or even eventual human extinction? At present, this is a dangerously underexplored topic. Yet there are ample reasons to suspect that climate change could result in a global catastrophe. Analyzing the mechanisms for these extreme consequences could help galvanize action, improve resilience, and inform policy, including emergency responses. We outline current knowledge about the likelihood of extreme climate change, discuss why understanding bad-to-worst cases is vital, articulate reasons for concern about catastrophic outcomes, define key terms, and put forward a research agenda. The proposed agenda covers four main questions: 1) What is the potential for climate change to drive mass extinction events? 2) What are the mechanisms that could result in human mass mortality and morbidity? 3) What are human societies' vulnerabilities to climate-triggered risk cascades, such as from conflict, political instability, and systemic financial risk? 4) How can these multiple strands of evidence—together with other global dangers—be usefully synthesized into an “integrated catastrophe assessment”? It is time for the scientific community to grapple with the challenge of better understanding catastrophic climate change.
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