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Статті в журналах з теми "Game zone"

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Irsyada, Roas. "Development of Media Strike Zone for Pitching Learning Process on Softball." Journal of Physical Education Health and Sport 6, no. 1 (August 11, 2019): 23–26. http://dx.doi.org/10.15294/jpehs.v6i1.20108.

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Анотація:
Softball games are one form of small ball games learned at school. In the softball game there is strike zone, which is an imaginary field between the elbow and the knee of a batter, and is above the home base. Students find it difficult to find the strike zone so that when throwing pitchers always “ball”. when the game takes place students have difficulty determining between “strike” and “ball”. The need for learning media that can provide a real form of strike zone for students. This research is a development research that uses the stages of development of Borg and Gall. Based on product testing, the target media strike zone is very suitable with the softball game and can effectively provide information about the real shape of the strike zone in the softball game, as well as helping students to set targets and throw accuracy.
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Laporta, Lorenzo, Beatriz Valongo, José Afonso, and Isabel Mesquita. "Game-Centred Study Using Eigenvector Centrality in High-Level Women’s Volleyball: Play Efficacy is Independent of Game Patterns… Or is it?" Montenegrin Journal of Sports Science and Medicine 10, no. 1 (March 1, 2021): 19–24. http://dx.doi.org/10.26773/mjssm.210303.

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Анотація:
In sports, it is often assumed that distinct game patterns may influence the outcome of the play differently. However, a few articles about men’s volleyball have suggested that play efficacy may rely more on the quality of individual attack actions, and not on game patterns. Therefore, the goal of this paper was to scrutinize if and how game patterns influence play efficacy in high-level women’s volleyball. Eigenvector Centrality was assessed to integrate direct and indirect relationships between games actions. Thirteen matches from the women’s World Grand Prix’2015 were analysed (46 sets; 2,016 plays). Actions were categorized according to game complex (K0 to KV) and three levels of the efficacy of each play: error, continuity, and point. The results showed that play efficacy was independent of game patterns (the central pattern was non-ideal setting conditions in all complexes and preference for using slow attacks in the extremities of the net). There were, however, some regularities for each game complex. For example, while in KI to KIII, Zone 4 was the most used attack zone, in KIV and KV there was a complete inversion to Zone 2. Moreover, results revealed that women’s volleyball games are more predictable in relation to the play space (attack zones) while increasing the risk through enhanced game speed (attack tempo), in comparison with what studies in men’s volleyball have shown. Future studies should consider situational variables (e.g., match status, home vs away matches), and individual players’ actions should be considered in order to understand their relationships with team patterns better.
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You, Li, Maximilian Knobloch, Teresa Lopez, Vanessa Peschen, Sidney Radcliffe, Praveen Koshy Sam, Frank Thuijsman, Kateřina Staňková, and Joel Brown. "Including Blood Vasculature into a Game-Theoretic Model of Cancer Dynamics." Games 10, no. 1 (March 11, 2019): 13. http://dx.doi.org/10.3390/g10010013.

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Анотація:
For cancer, we develop a 2-D agent-based continuous-space game-theoretical model that considers cancer cells’ proximity to a blood vessel. Based on castrate resistant metastatic prostate cancer (mCRPC), the model considers the density and frequency (eco-evolutionary) dynamics of three cancer cell types: those that require exogenous testosterone ( T + ), those producing testosterone ( T P ), and those independent of testosterone ( T - ). We model proximity to a blood vessel by imagining four zones around the vessel. Zone 0 is the blood vessel. As rings, zones 1–3 are successively farther from the blood vessel and have successively lower carrying capacities. Zone 4 represents the space too far from the blood vessel and too poor in nutrients for cancer cell proliferation. Within the other three zones that are closer to the blood vessel, the cells’ proliferation probabilities are determined by zone-specific payoff matrices. We analyzed how zone width, dispersal, interactions across zone boundaries, and blood vessel dynamics influence the eco-evolutionary dynamics of cell types within zones and across the entire cancer cell population. At equilibrium, zone 3’s composition deviates from its evolutionary stable strategy (ESS) towards that of zone 2. Zone 2 sees deviations from its ESS because of dispersal from zones 1 and 3; however, its composition begins to resemble zone 1’s more so than zone 3’s. Frequency-dependent interactions between cells across zone boundaries have little effect on zone 2’s and zone 3’s composition but have decisive effects on zone 1. The composition of zone 1 diverges dramatically from both its own ESS, but also that of zone 2. That is because T + cells (highest frequency in zone 1) benefit from interacting with T P cells (highest frequency in zone 2). Zone 1 T + cells interacting with cells in zone 2 experience a higher likelihood of encountering a T P cell than when restricted to their own zone. As expected, increasing the width of zones decreases these impacts of cross-boundary dispersal and interactions. Increasing zone widths increases the persistence likelihood of the cancer subpopulation in the face of blood vessel dynamics, where the vessel may die or become occluded resulting in the “birth” of another blood vessel elsewhere in the space. With small zone widths, the cancer cell subpopulations cannot persist. With large zone widths, blood vessel dynamics create cancer cell subpopulations that resemble the ESS of zone 3 as the larger area of zone 3 and its contribution to cells within the necrotic zone 4 mean that zones 3 and 4 provide the likeliest colonizers for the new blood vessel. In conclusion, our model provides an alternative modeling approach for considering density-dependent, frequency-dependent, and dispersal dynamics into cancer models with spatial gradients around blood vessels. Additionally, our model can consider the occurrence of circulating tumor cells (cells that disperse into the blood vessel from zone 1) and the presence of live cancer cells within the necrotic regions of a tumor.
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Xiong, Shuo, and Hiroyuki Iida. "Attractiveness of real time strategy games." Computer Science and Information Systems 12, no. 4 (2015): 1217–34. http://dx.doi.org/10.2298/csis141101054x.

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Анотація:
Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refinement values are calculated and compared with other type of games. It is found that StarCraft II has a zone value of game refinement.
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Wilhelmsson, Ulf, Tarja Susi, and Niklas Torstensson. "Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game." Media and Communication 9, no. 1 (January 6, 2021): 17–27. http://dx.doi.org/10.17645/mac.v9i1.3203.

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Анотація:
While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model found in Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a <em>zone of experience</em> where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.
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Pradhan, S., K. Gregory, D. Alton, R. Chachad, and E. E. Flynn-Evans. "0174 Examining Circadian Disadvantages in the National Basketball Association’s Playoffs." Sleep 43, Supplement_1 (April 2020): A69. http://dx.doi.org/10.1093/sleep/zsaa056.172.

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Анотація:
Abstract Introduction Prior research on travel in the National Basketball Association’s (NBA) regular season has shown that teams journeying west relative to their home base face circadian disadvantages for evening games, while those traveling east have advantages. The current study extends previous research by examining these effects within the NBA playoffs. We hypothesized that teams would have a greater circadian advantage during eastward compared to westward travel. Methods In 2013, the NBA implemented a 7-game series playoff structure, in which teams play an alternating home/away 2-2-1-1-1 format. Data for all 499 postseason games played during the 2013–14 to 2018–2019 seasons were collected from Basketball-Reference and FiveThirtyEight. We investigated the impact of direction of travel based on home base city (same time zone, westward, eastward) and time zones traveled on game outcomes, Elo rating differences (i.e., a team quality metric based on wins and losses), win probability, and team scoring. Results Teams had lower win probabilities following 3-hour westward than same time zone and all eastward travel, while 3-hour eastward travel related to higher probabilities of winning compared to same time and all westward travel (p &lt; .001, d &gt; .95). Teams travelling westward with 2-hour time changes lost significantly more games than those experiencing 1-hour westward (p = .04, OR = 2.45), 1-hour eastward (p = .05, OR = 2.34), and 3-hour eastward changes (p = .02, OR = 4.68). Scoring was significantly higher following eastward travel compared to both westward (p = .001, d = 0.60) and same time zone travel (p = .003, d = 0.44). There were no differences in team quality based on direction of travel or number of time zones traveled, and game outcomes based on overall direction of travel (p &gt; .05). Conclusion Direction and magnitude of travel were related to win probability, team scoring, and game outcomes, whereby teams travelling eastward and within the same time zone gained an advantage over those travelling westward. Adjustment to travel and time changes appear to influence in-game performances and outcomes in the NBA playoffs. Support None
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Nutting, Andrew W., and Joseph Price. "Time Zones, Game Start Times, and Team Performance." Journal of Sports Economics 18, no. 5 (June 2, 2015): 471–78. http://dx.doi.org/10.1177/1527002515588136.

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Анотація:
Research has found that, controlling for team quality, National Basketball Association visiting teams win more often when playing to the east of their home time zones and less often when playing to the west. We reaffirm this finding for 1991-2002. We find that only these seasons’ day games, and not their far more frequent night games, featured a significant relationship between time zone and visiting team win probability. We hypothesize that some of these day-game effects were biological in origin. The 2002-2013 seasons featured no significant relationship between time zones and visiting team win probability for either day or night games.
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Gómez, Miguel-Ángel, Miguel Prieto, Javier Pérez, and Jaime Sampaio. "Ball Possession Effectiveness in Men’s Elite Floorball According to Quality of Opposition and Game Period." Journal of Human Kinetics 38 (September 1, 2013): 227–37. http://dx.doi.org/10.2478/hukin-2013-0062.

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Анотація:
Abstract The aim of the present study was to identify the importance of floorball tactical variables to predict ball possession effectiveness, when controlling quality of opposition and game periods. The sample was composed by 1500 ball possessions, corresponding to 14 games randomly selected from the International Championships played during 2008 and 2010 (World Championship, Four nations tournament and classificatory phases for World Championship) by teams from different competition levels (HIGH, INTERMEDIATE and LOW). The effects of the predictor variables on successful ball possessions according to the three game contexts (HIGH vs. HIGH; HIGH vs. LOW; LOW vs. LOW games) were analyzed using Binomial Logistic Regressions. The results showed no interaction with the game period. In HIGH vs. HIGH games, quality of opposition showed an association with ball possession effectiveness with ending zone, offensive system, possession duration, height of shooting and defensive pressures previous to the shot. In HIGH vs. LOW games the important factors were the starting zone, possession duration, defensive pressure previous to the last pass and to the shot, technique of shooting and the number players involved in each ball possession. Finally, in LOW vs. LOW games, the results emphasized the importance of starting and ending zones, the number of passes used and the technique of shooting. In conclusion, elite floorball performance is mainly affected by quality of opposition showing different game patterns in each context that should be considered by coaches when preparing practices and competitions.
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SHINAR, JOSEF, VALERY Y. GLIZER, and VLADIMIR TURETSKY. "COMPLETE SOLUTION OF A PURSUIT–EVASION DIFFERENTIAL GAME WITH HYBRID EVADER DYNAMICS." International Game Theory Review 14, no. 03 (September 2012): 1250014. http://dx.doi.org/10.1142/s0219198912500144.

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Анотація:
A pursuit–evasion differential game of prescribed duration with bounded controls is considered. The evader has two possible dynamics, while the pursuer dynamics is fixed. The evader can change its dynamics once during the game and its initial lateral acceleration is nonzero. The pursuer knows the possible dynamics of the evader, but not the actual one. Due to the different information sets of the players the game is not zero-sum. The robust capture zone of the pursuer and the robust escape zone of the evader are constructed and analyzed. Since the game is not zero-sum the robust capture/escape zones do not complement each other. Illustrative examples are presented.
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Tan, Kiam Lam, Chen Kim Lim, and Abdullah Zawawi bin Haji Talib. "Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia." International Journal of E-Entrepreneurship and Innovation 2, no. 4 (October 2011): 74–86. http://dx.doi.org/10.4018/jeei.2011100106.

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Анотація:
Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage zone of George Town, Penang in Malaysia. M-Heritage Hunt was evaluated and examined by letting the respondents to play the game in its proposed setting.
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Дисертації з теми "Game zone"

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Mukherjee, Souvik. "The zone of "becoming" : game, text and technicity in videogame narratives." Thesis, Nottingham Trent University, 2008. http://irep.ntu.ac.uk/id/eprint/152/.

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Анотація:
Videogames have emerged as arguably the most prominent form of entertainment in recent years. Their versatility has made them key contributory factors in social, literary, cultural and philosophical discourse; however, critics also tend to see videogames as posing a threat to established cultural parameters. This thesis argues that videogames are firmly grounded in older media and they are important for the development of the notions of textuality, technicity and identity that literary and cultural theories have been debating in recent years. As its point of departure, the thesis takes the contested role of videogames as storytelling media. Challenging the opposition between games and narratives that is posited in earlier research, the framework of the Derridean concept of supplementarity has been adopted to illustrate how the ludic and the narrative inform each other's core, and yet retain their media-specific identities. It is also vital to consider how the technicity and narrative of games inform their perception as texts. Videogames provide a direct illustration of this but they develop on similar principles in earlier media instead of doing something entirely 'new'. The multitelic structure of videogames tends to be looked upon as symptomatic of novelty; in reality, however, they illustrate more clearly the inherent nature of telos in all narrative media. Videogames point out how narrative endings exist as the actualisation of possible events and identities. These events exist in a zone of potentialities. Between the perception of an occurrence in the game and the player's response to it, there exists an 'affective' interval, where a number of potential events coexist: from among these, one event is actualised. The player's identity, both in-game and in interaction with the game, also evolves accordingly. Seen as an ongoing process, this corresponds well to the Deleuzoguattarian idea of 'becoming'. The space of possibility in which game instances exist is, therefore, a 'zone of becoming'. The intense involvement that players experience is seen as resulting from the continual shifting of identities arising out of the actualisation of possible events. This engagement is not a fixed relationship between the player and the game: instead, it is a 'becoming'. The framework of 'becoming' is vital to the understanding of videogames as narrative media. 'Becoming', however, has already been applied by Deleuze and Guattari to characterise older narrative media such as novels and cinema. Videogames, therefore, not only show that games can be read and books played, but more importantly they also highlight the fact that this has always been the case.
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Mukherjee, Souvik. "Gameplay in the "Zone of Becoming" : locating action in the computer game." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2463/.

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Анотація:
Extending Alexander Galloway’s analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky’s film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its location within the machinic and ludic schema.
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Kasaraneni, Yatish. "Improving Dilemma Zone Protection Control Issues at Signalized Intersection Using a Web-Game." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/35104.

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Анотація:
Web games provide a platform for creative instructional activities that can capture the studentsâ attention towards the course. These games can be used to emulate the realistic situations which can be used as effective lab experiments that could give the students a hands-on experience using real world scenarios. This thesis presents an innovative web-based game developed for the demonstration of the driver-behavior at signalized intersections that can be used as a supplementary tool for the Transportation Engineering course. The game format is carefully designed to supplement the understanding of the class learning material through a fun environment. It was designed to be widely accessible through the internet and have an attractive user interface and was improved from the feedback obtained from the pilot study. The game is programmed on the .NET Framework using the Microsoft Visual C# as a core programming language, ASP to develop the web interface, and Microsoft Access as the databases for the program. The thesis also provides a methodological framework for collecting data about student engagement in a course and in particular presents the data collection procedure used in Transportation Engineering Course (CEE 4609). The collected data was analyzed to find the student engagement in the course after the introduction of the game. The thesis gives the conclusions drawn from the research with insights into possible drawbacks and scope for future improvements.
Master of Science
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Denami, Maria Antonietta. "Un Serious Game pour le développement des compétences professionnelles des opérateurs en zone aseptique : définition d'un modèle holistique de conception et études d'usage." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAG025/document.

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Анотація:
Les Serious Games (SGs) sont des dispositifs de formation de plus en plus utilisés dans les différents secteurs de l’éducation initiale et continue. Dans le cadre de cette thèse, notre objectif est de concevoir, d’abord, et développer, ensuite, un SG pour la formation et l’évaluation des personnels travaillant en environnement aseptique. Nous présenterons dans ce travail de recherche les approches théoriques qui sont à l’origine de la démarche de conception. Nous en viendrons à la définition d’un modèle unitaire et holistique (PEGADE) qui décrit le processus collaboratif et optimal de conception des SGs et qui s’articule autour d’une nouvelle figure professionnelle, le Pedagogical Game Designer (PGD). Une étude de l’efficacité sera réalisée pour comprendre dans quelle mesure un développement des compétences via le SG est possible et quelle est sa plus-value par rapport aux méthodes traditionnelles de formation pour les mêmes matières. Nous proposerons également une évolution de la théorie du conflit instrumental sur laquelle cette thèse s’appuie qui sera à l’origine d’une nouvelle méthode d’analyse de l’utilisabilité des dispositifs d’apprentissage utilisant les technologies informatiques
Serious games (SGs) are a very widespread training and evaluation device, employed in different sectors of school and adult education. In this study we aim to design and develop a SG for training and evaluating personals working in aseptic environment. We will present in this research the theoretical basis needed for that design process. We will define a holistic and united model (PEGADE), which describes the collaborative and optimal process to conceive SGs and which is constructed around a new professional figure, the Pedagogical Game Designer (PGD). A study of the effectiveness will be performed in order to understand how competences can be developed through the SG and which are the differences between this device if compared with traditional training used for similar purposes. We will propose as well an evolution of the instrumental conflict theory, which is one of the foundations of this thesis. That one will constitute the basic for a new method of usability test applied to every learning tool using ICTs
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Твердохлєбова, Наталя Євгеніївна, та С. Д. Євтушенко. "Забезпечення безпеки учасників спортивних змагань". Thesis, Національний технічний університет "Харківський політехнічний інститут", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/38886.

Повний текст джерела
Анотація:
Сучасні стадіони повинні відповідати суворим вимогам, що пред'являються до безпеки під час спортивних змагань. Головна вимога, яка має бути виконана, – створення об'єкта, безпечного для всіх, хто ним користується, будь-то глядачі, учасники матчу, офіційні особи, представники ЗМІ, обслуговуючий персонал.
Modern stadiums must match the strict requirements for safety during sports competitions. The main requirement that must be met is the creation of an object that is safe for all participants, be it spectators, match participants, officials, media representatives, service personnel.
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Ayadi-Hajji, Habiba. "Outils de gestion de la pollution phytosanitaire diffuse au niveau d'un territoire : cas d'application zone humide Ramsar de la Merja Zerga au Maroc." Phd thesis, Université Paul Valéry - Montpellier III, 2013. http://tel.archives-ouvertes.fr/tel-00978747.

Повний текст джерела
Анотація:
La pollution phytosanitaire diffuse est un enjeu majeur à l'interface de l'agriculture et l'environnement. Ses conséquences sur la santé humaine et l'environnement ont poussé la société à interroger les scientifiques sur les outils d'aide à la décision et d'évaluation adéquats. Dans cette perspective, ce travail interdisciplinaire entre géographie et agronomie porte sur la mise en place d'outils pour une gestion concertée de la pollution phytosanitaire diffuse au niveau d'un territoire: la Merja Zerga au Maroc. Dans le cadre d'une approche participative, ce travail est basé sur l'utilisation conjointe et interactive de plusieurs outils interdisciplinaires: les Systèmes d'Informations Géographiques (SIG), l'indicateur de fréquence de traitement (IFT), un indicateur de risque de toxicité sur la santé de l'applicateur (IRSA) et environnementale (IRTE), une plate-forme technico-économique et un jeu de simulation par lesquels sont exploitées les données issues de la recherche bibliographique, des relevés de terrain et d'enquêtes auprès des acteurs du territoire. Les résultats de l'analyse multi-échelle du territoire ont permis de mettre en exergue la construction de l'espace du territoire de la Merja Zerga, les conséquences des pratiques phytosanitaires sur la santé humaine de l'applicateur et l'environnement, l'iniquité spatiale et sociale en terme de propension à polluer. En dépassant la simple évaluation, cette approche basée sur des outils génériques, constitue une étape originale pour la mise en place de stratégies de gestion des pesticides sans nuire à la viabilité économique des exploitations agricoles.
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Твердохлєбова, Наталя Євгеніївна, та Степан Дмитрович Євтушенко. "Організація системи безпеки на стадіонах". Thesis, Національний технічний університет "Харківський політехнічний інститут", 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/47827.

Повний текст джерела
Анотація:
Сучасні стадіони повинні відповідати суворим вимогам, що пред'являються до безпеки всіх учасників під час спортивних змагань. Головна вимога, яка має бути виконана, – створення об'єкта, безпечного для всіх, хто ним користується, будь-то глядачі, учасники матчу, офіційні особи, представники ЗМІ, обслуговуючий персонал.
Modern stadiums must match the strict requirements for safety during sports competitions. The main requirement that must be met is the creation of an object that is safe for all participants, be it spectators, match participants, officials, media representatives, service personnel.
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Correia, Gabriel Costa. "Novas narrativas para multiplataformas: um estudo sobre jogos de realidade alternada." Universidade Federal de São Carlos, 2013. https://repositorio.ufscar.br/handle/ufscar/5615.

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Анотація:
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The main goal of this dissertation is to introduce the alternate reality game as a new narrative for multiplatform. By new narratives are understood the forms of storytelling arising from the current development of digital technology; and for multiplatform the variety of means by which the contents of these stories can travel. For this main objective is reached, two main hypotheses are formulated: 1) ARGs are stories for multiple platforms using code-breaking with playful and narrative functions; and 2) they are developed from an intense transtextuality guided by pop mythology that flourished during the twentieth century. Based on this starting point, this thesis will examine two ARGs, Uncertain Zone and Why So Serious?, in a way that it contributes to the hypothesis that Alternate Reality Games are a native narrative form of convergence culture founded on an extensive base of pop culture references. In the chapter dedicated to Uncertain Zone will be listed the various media used during the performance of the ARG, that together with interviews with the developers and testimonials from participants will weave a more descriptive overview of how alternate reality games are composed as multiplatform narratives. In addition, a brief discussion on the playful and narrative functions of the code-breaking in ARGs will be outlined. With Why So Serious? the analysis will focus on the intense transtextuality that alternate reality games establish to what will be called pop mythology in this dissertation and in the relationship between ARGs and market. Incidentally issues related to participatory culture will be raised throughout the text, but without further reflection, since, worth reiterating, the main goal of this thesis is the demonstration of a contemporary narrative form from some elements previously submitted, this form is the alternate reality game.
O principal objetivo da presente dissertação é apresentar o ARG (Alternate Reality Game) como uma nova narrativa para multiplataformas. Por nova narrativa, entendemse as formas de contar histórias decorrentes do desenvolvimento atual da tecnologia digital; e por multiplataforma os variados meios através dos quais os conteúdos dessas histórias podem trafegar. Para que esse objetivo principal seja atingido, duas hipóteses principais serão formuladas: 1) os ARGs são narrativas para múltiplas plataformas que utilizam a quebra de código com função lúdica e narrativa; e 2) são desenvolvidos a partir de uma intensa transtextualidade pautada pela mitologia pop que floresceu durante o século XX. Partindo desse ponto de partida, esta dissertação analisará dois ARGs, Zona Incerta e Why So Serious?, de modo a apresentar as características que corroboram a hipótese de que os Jogos de Realidade Alternada são uma forma narrativa nativa da cultura de convergência fundamentada sobre uma extensa base de referências à cultura pop. No capítulo dedicado ao Zona Incerta serão elencadas as diversas mídias utilizadas durante a realização do ARG, que em conjunto com entrevistas com os realizadores e depoimentos de participantes tecerão um panorama mais descritivo de como os Jogos de Realidade Alternada se compõem enquanto narrativas multiplataformas. Além disso, uma breve discussão sobre o caráter lúdico e narrativo da quebra de código nos ARGs será esboçada. Já com Why So Serious? as análises irão se focar na intensa transtextualidade que os Jogos de Realidade Alternada estabelecem com aquilo que nesta dissertação será chamada de mitologia pop e nas relações que os objetos mantêm com o mercado. Incidentalmente questões relacionadas à cultura participativa serão levantadas por todo o texto, porém sem um maior aprofundamento, uma vez que, vale reiterar, o objetivo principal desta dissertação será a demonstração de uma forma narrativa contemporânea a partir de alguns elementos previamente apresentados, essa forma são os Jogos de Realidade Alternada.
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Luo, Chong. "Driver's Gaze Zone Estimation in Realistic Driving Environment by Kinect." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/38076.

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Driver's distraction is one of the main areas, which researchers are focusing on, in design of Advanced Drivers Assistance Systems (ADASs). Head pose and eye-gaze direction are two reliable indicators of a driver's gaze and the current focus of attention. Compared with other methods that make use of head pose only, methods that combine eye information can achieve higher accuracy. The naturalistic driving environment always presents unique challenges (e.g., unstable illumination, jolts, etc.) to video-based gaze estimation and tracking systems. Some methods can achieve relatively high proficiency in the stationary laboratory environment, but they may not be suitable for the unstable driving environment. In addition, performing in real time or near-real time is another consideration for gaze estimation in an ADAS. Therefore, these special challenges need to be overcome to design ADASs. In this thesis, we proposed a new driver's gaze zone estimation framework designed for the naturalistic driving environment. The framework combines head and eye information to estimate the gaze zone of the driver in both daytime and nighttime. The framework is composed of five main components: Facial Landmark Detection, Head Pose Estimation, Iris Center Detection, Upper Eyelid Information Extraction, and Gaze Zone Estimation. First, Constrained Local Neural Field (CLNF) is applied to obtain the facial landmarks in the image plane and the 3D model of the face in the object frame. In addition, extracting region of interest (ROI) is utilized as an optimization strategy for CLNF facial landmark detection. Second, head pose estimation can be regarded as a Perspective-n-Point (PnP) problem. Levenberg-Marquardt optimization method is used to solve the PnP problem based on the 2D landmark locations in the image plane and their corresponding 3D locations in the object frame. Third, a regression model-based method is employed to obtain the iris center from eye landmarks detected in the previous part. For upper eyelid information extraction, a quadratic function is utilized to model the upper eyelid, and the second-order coefficient is extracted. Finally, the head pose and the eye information are combined to form a feature vector, and Random Decision Forest classifier is utilized to estimate the current gaze zone of the driver from the feature vector extracted. The experiment is carried out in the realistic driving environment in both daytime and nighttime with three volunteers by Kinect sensor V2 for Windows that is put at the back of windshield. Weighted and unweighted accuracy are utilized as evaluation metrics in gaze zone estimation. Weighted accuracy evaluates gaze zones with different significance while unweighted accuracy treats each gaze zone equally. Experiment results show that the gaze zone estimation framework proposed in this work has better performance compared to the reference in the daytime. The weighted and unweighted accuracy of gaze zone estimation reach 96.6% and 95.0% for daytime, respectively. For nighttime, the weighted and unweighted accuracy can reach 96% and 91.4%.
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Sequerra, Eduardo Bouth. "Express?o de GABA e plasticidade do fen?tipo neuroqu?mico e morfol?gico de c?lulas da Zona Subventricular p?s-natal." Brasil, 2008. https://repositorio.ufrn.br/jspui/handle/123456789/24236.

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A zona subventricular (SVZ) ? um s?tio de cont?nua neurog?nese em mam?feros p?s-natos e adultos. Ao longo de toda a vida, os progenitores neuronais gerados destinam-se ao bulbo olfat?rio (BO) para onde migram atrav?s da via migrat?ria rostral (RMS). Uma vez no BO, os novos neur?nios se diferenciam em neur?nios GABA?rgicos que integram-se ? circuitaria local. A express?o de GABA inicia ainda na zona germinativa. Essa express?o precoce poderia levar a hip?tese de que estes progenitores j? estariam comprometidos com o fen?tipo GABA?rgico. Por?m, para demonstrar seu comprometimento GABA?rgico, um dos passos necess?rios ? mostrar que a descarboxilase do ?cido glut?mico (GAD), a enzima que sintetiza GABA em neur?nios maduros, est? presente nestas c?lulas. Nesta tese mostramos que a express?o e atividade enzim?tica de GAD, s?o muito baixas na SVZ. Revelamos que o GABA presente em neur?nios imaturos da SVZ prov?m de uma via de s?ntese alternativa, a via da putrescina. Para analisar a import?ncia do GABA proveniente de putrescina para estas c?lulas realizamos a inibi??o farmacol?gica de sua s?ntese atrav?s da administra??o de DFMO. Observamos que o tratamento com DFMO regula positivamente a express?o de GAD na SVZ e RMS. Mostramos tamb?m que os neuroblastos da SVZ que expressam GABA s?o realmente pl?sticos quanto a sua escolha de fen?tipo neuroqu?mico. Quando explantes de SVZ s?o co-cultivados com fatias de telenc?falo embrion?rio dorsal, s?tio de gera??o de neur?nios glutamat?rgicos, uma subpopula??o se diferencia em neur?nios GABA?rgicos e outra menor em glutamat?rgicos. Sugerimos, portanto, que a via da putrescina permite que neur?nios imaturos sintetizem GABA sem, no entanto, haver comprometimento com o fen?tipo GABA?rgico. Esta produ??o de GABA parece ser importante para a migra??o de neuroblastos da SVZ, embora n?o tenhamos tido sucesso em mostrar um papel na prolifera??o com o decr?scimo na produ??o do precursor putrescina. Mostramos que a libera??o de GABA de putrescina parece ter um papel em inibir a express?o de GAD nestes neuroblastos. Em contrapartida, a subregula??o desta sinaliza??o levaria ao comprometimento pelo fen?tipo GABA?rgico. Se mudarmos os sinais apresentados ?s c?lulas da SVZ, como ?queles presentes na VZ do telenc?falo embrion?rio, pelo menos uma de suas subpopula??es ? capaz de mudar seu destino fenot?pico, e diferenciar-se em neur?nios glutamat?rgicos piramidais.
The subventricular zone (SVZ) is proliferative epithelium that continuously gives rise to new neurons in postnatal and adult mammals. The neurons generated in the SVZ migrate through the rostral migratory stream (RMS) where they differentiate in GABAergic interneurons. A characteristic of these neuron precursors is that they start to express GABA while they are still in the SVZ. This fact can lead to the conclusion that at this time they are already commited to the GABAergic phenotype. However, to affirm this one has to show that the origin of GABA in these cells is the same as in mature neurons. One of the most important steps to define GABAergic commitment in neurons is to demonstrate the expression of glutamic acid decarboxylase (GAD), the synthetic enzyme for GABA in mature neurons. Here we show that SVZ cells display low levels of GAD immunocytochemistry and enzyme activity as compared with the olfactory bulb. We also show that these cells are able to synthesize GABA using an alternative source, the putrescine pathway. To test the importance of putrescine made GABA in vivo, we pharmacolgically inhibited putrescine synthesis through DFMO administration. We observed that this treatment lead to an increase of GAD expression in the SVZ and RMS. We also show here that SVZ cells can display phenotypic plasticity. Co-culturing SVZ explants and dorsal telencephalic slices, a spot of glutamatergic neurogenesis, we observed that a subpopulation of SVZ derived neurons differentiated into GABAergic neurons and another into glutamatergic pyramidal neurons. Our working hypothesis is that the putrescine pathway is a mechanism to synthesize GABA without commitment to the GABAergic phenotype. The release of putrescine derived GABA inhibits GAD expression leaving these neuroblasts in an undifferentiated state. The inhibition of putrescine synthesis caused an upregulation of GAD expression which would lead to GABAergic commitment. If we present these neuroblasts with different signals, as those present in the embryonic dorsal telencephalon, they would show plasticity in their phenotypic fate and differentiate into other neurochemical and morphological phenotypes, one of which is the glutamatergic pyramidal neuron.
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Книги з теми "Game zone"

1

DiZinno, Ron. Golfing in the zone: The short game. Monterey, CA: Coaches Choice, 2001.

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Iacovoni, Alberto. Game zone: Playgrounds between virtual scenarios and reality. Basel: Birkhäuser, 2004.

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Game zone: Playgrounds between virtual scenarios and reality. Basel: Birkhäuser, 2004.

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Jacobson, Eliot. The blackjack zone: Lessons in winning at blackjack and life. Santa Barbara, CA: Blue Point Books, 2005.

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5

Zone golf: Master your mental game using self-hypnosis. Naperville, Ill: Sourcebooks, Inc., 2010.

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Rote, Kyle. Living life in the zone: A 40-day spiritual game plan for men. Nashville, Tenn: Thomas Nelson, 2009.

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Pettigrew, Joe. Living life in the zone: A 40-day spiritual game plan for men. Nashville, Tenn: Thomas Nelson, 2009.

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8

Rob, Akins, ed. Golf's red zone challenge: A breakthrough system to track and improve your short game and significantly lower your score. Chicago, Ill: Triumph Books, 2005.

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9

(Editor), Evan Skolnick, and Joseph Caponsacco (Illustrator), eds. WWF War Zone: Official Strategy Guide. Glen Cove, NY: Acclaim Books, 1998.

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10

Miller, Leland Rhett. New rules to the old great game: An assessment of the Shanghai Cooperation Organization's proposed free trade zone. Baltimore, Md: School of Law, University of Maryland, 2003.

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Частини книг з теми "Game zone"

1

Karsenty, Alain. "A New “Great Game” over the World's Arable Land?" In Soils as a Key Component of the Critical Zone 2, 13–37. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119438137.ch2.

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Kelleter, Frank. "Gale, Zona." In Kindlers Literatur Lexikon (KLL), 1. Stuttgart: J.B. Metzler, 2020. http://dx.doi.org/10.1007/978-3-476-05728-0_5346-1.

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3

Le Ménec, Stéphane. "Salvo Enhanced No Escape Zone." In Advances in Dynamic Games, 293–313. Boston, MA: Birkhäuser Boston, 2012. http://dx.doi.org/10.1007/978-0-8176-8355-9_15.

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4

Coggan, Andrew. "Trigger Areas and Reverb Zones." In Unity Game Audio Implementation, 170–97. London: Focal Press, 2021. http://dx.doi.org/10.4324/9781003055167-7.

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KLL. "Gale, Zona: Miss Lulu Bett." In Kindlers Literatur Lexikon (KLL), 1–2. Stuttgart: J.B. Metzler, 2020. http://dx.doi.org/10.1007/978-3-476-05728-0_5347-1.

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Mukherjee, Souvik. "Playing in the Zone of Becoming I: Agency and Becoming in Video Games." In Video Games and Storytelling, 146–73. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_7.

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Mukherjee, Souvik. "Playing in the Zone of Becoming II: ‘Becoming’ as Identity-Formation in Video Games." In Video Games and Storytelling, 174–208. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_8.

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Ramon, Jan, and Tom Croonenborghs. "Searching for Compound Goals Using Relevancy Zones in the Game of Go." In Computers and Games, 113–28. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11674399_8.

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9

Zalamai, Victor V., A. V. Tiron, E. Cristea, and I. G. Stamov. "Excitonic States in Brillouin Zone Center of GaSe Layered Crystals." In IFMBE Proceedings, 291–97. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-92328-0_39.

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Plewtong, Nick, and Bruce DeBruhl. "Game Theoretic Analysis of a Byzantine Attacker in Vehicular Mix-Zones." In Lecture Notes in Computer Science, 277–95. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01554-1_16.

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Тези доповідей конференцій з теми "Game zone"

1

Zeng, Ci-ling, and Pei-yuan Xie. "Stochastic non-linear Nash Game in multi-zone electricity markets." In 2008 China International Conference on Electricity Distribution (CICED 2008). IEEE, 2008. http://dx.doi.org/10.1109/ciced.2008.5211814.

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Sandoval-Carranza, Alejandra, Juan Martinez-Piazuelo, and Nicanor Quijano. "A Game-theoretical Method for Dynamic Agent-Zone Allocation Problems." In 2021 IEEE 5th Colombian Conference on Automatic Control (CCAC). IEEE, 2021. http://dx.doi.org/10.1109/ccac51819.2021.9633314.

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Yi He, Guojun Ji, and Aihua Liu. "Bonded Logistics Park and neighboring Bonded Zone development mode and game analysis." In 2008 International Conference on Service Systems and Service Management (ICSSSM 2008). IEEE, 2008. http://dx.doi.org/10.1109/icsssm.2008.4598465.

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Sajjadi, Pejman, Mahda M. Bagher, Zheng Cui, Jessica G. Myrick, Janet K. Swim, Timothy S. White, and Alexander Klippel. "Design of a Serious Game to Inform the Public About the Critical Zone." In 2020 IEEE 8th International Conference on Serious Games and Applications for Health(SeGAH). IEEE, 2020. http://dx.doi.org/10.1109/segah49190.2020.9201697.

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5

Poor, C. J., Rachel Anderson, and H. E. Dillon. "Evaluation of Wave Energy on the Willamette River." In ASME 2021 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/imece2021-71796.

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Abstract The trend of using larger boats for wake surfing in river systems has caused concern for dock stability, bank erosion, safety of other boaters, and natural resource conservation. This study evaluates the wave energy due to boat traffic in the Newberg Pool of the Willamette River using budget conscious equipment and involving community stakeholders. Low-cost motion activated game cameras were used to record videos of waves when boats passed. The video processing was completed using image analysis in the computational tool Matlab. For each image a high-contrast point of reference was used for the tracking, often tape on a dock piling. As the wave or dock moved, the reference point in the image was tracked in Matlab using the maximum or minimum grayscale pixel in a specific part of the image. This calculation allowed the research team to approximate the change in vertical direction in pixels. A computational analysis tool was used at 4 sites, 2 in wake surfing zones, 1 in a wake zone, and 1 in a no wake zone, to quantify wave height and period. A total of 8567 videos were collected from the four sites, and 1227 were analyzed. For the wake surfing zone, the average and maximum wave heights were 0.026 m and 0.149 m, respectively, and average and maximum wave energies were 0.905 W/m and 19.2 W/m, respectively. In the wake zone, the average and maximum wave heights were 0.031 m and 0.137 m, respectively, and average and maximum wave energies were 1.405 W/m and 5.74 W/m, respectively. The average wave energy was higher in the wake zone, however, the maximum wave height and the number of boat-caused waves recorded were higher (2984 in the wake surfing zone compared to 1117 in the wake zone) in the wake surfing zone. Cameras were attached to dock pilings which may have resulted in lower values due to the dampening of the dock. Wake surfing was also observed in wake zones, where it is not allowed. This study indicates that the large boats used for wake surfing create larger waves that can potentially cause damage to property along the river and natural resources. The processes and procedures used within this research would not have been possible without citizen involvement. The citizens partaking in the research allowed for their property to be used as a heavily monitored site or a self-monitored site. The self-monitored sites were a useful tool in collecting more data.
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6

Ritchie, Barry, Eyad Mohamed Elhassan, Thomas Jørgensen, and Kristian Solhaug. "North Sea Horizontal Well with Multi-Zone Completion Sets World Record Using Acid Jetting Technology." In SPE Offshore Europe Conference & Exhibition. SPE, 2021. http://dx.doi.org/10.2118/205417-ms.

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Abstract A new development well in the Halfdan Field, well HBB-05, was selected as a candidate for the first Multilateral Completion Stimulation Technology (MCST) installation in the Danish sector of the North Sea. Placed in a thinner part of the Ekofisk formation it was important that the well didn't communicate with the underlying Tor formation, which would reduce the recovery from both reservoirs. An alternative completion was sought that would enhance reservoir contact, while protecting reserves. Halfdan is a laterally extensive field and comprises a high porosity (25% - 35%), low permeability (0.5 mD – 5 mD) chalk reservoir of Maastrichtian (Upper Cretaceous) and Danian (0.1-1mD) (Lower Paleocene) age. The main field, located within the Maastrichtian Tor formation, is developed with long horizontal wells of 10,000 ft - 15,000 ft reservoir sections drilled in a parallel pattern of alternating oil production and water injection wells spaced 600 ft apart. A multizone MCST was placed in a thin, layered chalk aiming for an increased effective well bore radius. The well consisted of a 4-½" liner with a new record number of subs placed in one well; 56 MCST subs. Each sub contained four needles at 90 degrees phasing capable of penetrating up to 40 ft. into the reservoir. The subs were placed in the distal 3,000ft horizontal section, beyond the reach of coiled tubing. The liner was installed on a work string starting at 16,820 ft. First time usage of MCST offshore Denmark creates a potential game changer for carbonate reservoir productivity enhancement. Production improvement over conventional stimulation methods where the following challenges may be addressed: –Thin, layered chalk–Need for increased wellbore radius–Extended reach reservoir sections–Beyond the reach of coiled tubing
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7

Fuligno, Luca, Diego Micheli, and Carlo Poloni. "An Integrated Design Approach for Micro Gas Turbine Combustors: Preliminary 0-D and Simplified CFD Based Optimization." In ASME Turbo Expo 2006: Power for Land, Sea, and Air. ASMEDC, 2006. http://dx.doi.org/10.1115/gt2006-90542.

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The present work presents a novel approach for the optimised design of small gas turbine combustors, that integrates a 0-D code. CFD analyses and an advanced game theory multi-objective optimization algorithm. The output of the 0-D code is a baseline design of the combustor, given the required fuel characteristics, the basic geometry (tubular or annular) and the combustion concept (i.e. lean premixed primary zone or diffusive processes). For the optimization of the baseline design a parametric CAD/mesher model is then defined and submitted to a CFD code. Free parameters of the optimization process are position and size of the liner holes arrays, their total area and the shape of the exit duct, while different objectives are the minimisation of NOx emissions, pressure losses and combustor exit Pattern Factor. As a first demonstrative example, the integrated design process was applied to a tubular combustion chamber with a lean premixed primary zone for a recuperative methane-fuelled small gas turbine of the 100 kW class.
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Chovet, Camila, Marc Lippert, Laurent Keirsbulck, Bernd R. Noack, and Jean-Marc Foucaut. "Machine Learning Control for Experimental Turbulent Flow Targeting the Reduction of a Recirculation Bubble." In ASME 2017 Fluids Engineering Division Summer Meeting. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/fedsm2017-69272.

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We experimentally control the turbulent flow over backward-facing step (ReH = 31500). The goal is to modify the internal (Xr) and external (Lr) recirculation points and consequently the recirculation zone (Ar). A model-free machine learning control (MLC) is used as control logic. As benchmark, an optimized periodic forcing is employed. MLC generalizes periodic forcing by a multi-frequency actuation. In addition, a sensor-based control and a non-autonomous feedback, open- and closed-loop laws, were use to optimize the control. The MLC multi-frequency forcing outperforms, as expected, periodic forcing. The non-autonomous feedback brings a further improvement. The unforced and actuated flows have been investigated in real-time with a TSI particle image velocimetry (PIV) system. The current study shows that a generalization of multi-frequency forcing and sensor feedback significantly reduces the turbulent recirculation zone, far beyond optimized periodic forcing. The study suggests that MLC can effectively explore and optimize new feedback actuation mechanisms and we anticipate MLC to be a game changer in turbulence control.
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Piliouras, Teresa, Raymond Yu, Kristin Villanueva, Yingxin Chen, Holly Robillard, Michael Berson, Jeanne Lauer, Garret Sampel, Daniel Lapinski, and Maigh Attre. "A deeper understanding of technology is needed for workforce readiness — Playing games, texting, and tweets aren't enough to make students Tech-Savvy." In 2014 Zone 1 Conference of the American Society for Engineering Education (ASEE Zone 1). IEEE, 2014. http://dx.doi.org/10.1109/aseezone1.2014.6820656.

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Bledou, Manfred, Didier Caillon, Benjamin Groschaus, Guillaume Viger, Harpal Singh, Joseph Bagal, Maximilien Hallaire, et al. "Game Changing Cementless Annular Isolation Improving Economical Returns in Deep Water Wells." In SPE/IADC International Drilling Conference and Exhibition. SPE, 2021. http://dx.doi.org/10.2118/204077-ms.

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Abstract This paper will discuss a game-changing and innovative technology that enabled cementless annular isolation (liner to borehole) across the reservoir, removing the risk of previous experienced cost and time overrun from complex cement operations and securing the full economical return on the wells. The technology has been deployed in four Moho North Albian wells, drilled through a complex reservoir with highly laminated lithology requiring efficient zonal isolation for both acid treatment and water shut off. During the earlier field development, many cementing challenges were encountered that increased risk and cost and the ability to deliver effective isolation across the reservoir. Poor isolation leads to poor matrix acid stimulation, higher skin and a higher risk of water production. To address this the operator sponsored an industry challenge to achieve reservoir isolation with cost and risk reduction and to deliver overall efficiency gains. Through dialogue between the Operator and a leading service provider in Open Hole Zonal Isolation, a solution was identified that would effectively replace the cement across the reservoir with a metal expandable annular sealing system. Time for delivery was a key driver to meet the drilling schedule and materialize the cost and risk reductions on the remaining wells. A scope of work was completed that included extensive qualification, manufacture and field deployment. The solution has proven to deliver benefits that address several fundamental aspects which were associated with the cemented liners: Substantial reduction in risk and cost associated with drilling the extended rat hole (shoe track) into the highly pressurized water zone (+/- 100mMD)Removed the risk and cost for the additional run to under ream the 6 ½″ hole to 7 ¼″ (low-ROP)Provided more certainty for zonal isolation whilst delivering effective acid stimulation and maintaining the low skin values. The technology has many different applications within wells where conventional cement is challenged beyond its capabilities and inherently not fit for purpose, due to factors such as well trajectory, hole geometry, reservoir uncertainty, downhole environment (pressure, Temp, ECD) etc. Within these environments, the technology developed for Moho North adds a proven solution to the Operators toolbox, a technology that is already finding alternate applications and planned deployments.
Стилі APA, Harvard, Vancouver, ISO та ін.
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