WorldWideScience

Sample records for big game winter

  1. Hellsgate Big Game Winter Range Wildlife Mitigation Project : Annual Report 2008.

    Energy Technology Data Exchange (ETDEWEB)

    Whitney, Richard P.; Berger, Matthew T.; Rushing, Samuel; Peone, Cory

    2009-01-01

    The Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) was proposed by the Confederated Tribes of the Colville Reservation (CTCR) as partial mitigation for hydropower's share of the wildlife losses resulting from Chief Joseph and Grand Coulee Dams. At present, the Hellsgate Project protects and manages 57,418 acres (approximately 90 miles2) for the biological requirements of managed wildlife species; most are located on or near the Columbia River (Lake Rufus Woods and Lake Roosevelt) and surrounded by Tribal land. To date we have acquired about 34,597 habitat units (HUs) towards a total 35,819 HUs lost from original inundation due to hydropower development. In addition to the remaining 1,237 HUs left unmitigated, 600 HUs from the Washington Department of Fish and Wildlife that were traded to the Colville Tribes and 10 secure nesting islands are also yet to be mitigated. This annual report for 2008 describes the management activities of the Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) during the past year.

  2. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  3. Big game hunting practices, meanings, motivations and constraints: a survey of Oregon big game hunters

    Science.gov (United States)

    Suresh K. Shrestha; Robert C. Burns

    2012-01-01

    We conducted a self-administered mail survey in September 2009 with randomly selected Oregon hunters who had purchased big game hunting licenses/tags for the 2008 hunting season. Survey questions explored hunting practices, the meanings of and motivations for big game hunting, the constraints to big game hunting participation, and the effects of age, years of hunting...

  4. Home advantage in the Winter Paralympic Games 1976-2014.

    Science.gov (United States)

    Wilson, Darryl; Ramchandani, Girish

    2017-01-01

    There is a limited amount of home advantage research concerned with winter sports. There is also a distinct lack of studies that investigate home advantage in the context of para sport events. This paper addresses this gap in the knowledge by examining home advantage in the Winter Paralympic Games. Using a standardised measure of success, we compared the performances of host nations at home with their own performances away from home between 1976 and 2014. Both country level and individual sport level analysis is conducted for this time period. Comparisons are also drawn with the Winter Olympic Games since 1992, the point from which both the Winter Olympic Games and the Winter Paralympic Games have been hosted by the same nations and in the same years. Clear evidence of a home advantage effect in the Winter Paralympic Games was found at country level. When examining individual sports, only alpine skiing and cross country skiing returned a significant home advantage effect. When comparing home advantage in the Winter Paralympic Games with the Winter Olympic Games for the last seven host nations (1992-2014), we found that home advantage was generally more pronounced (although not a statistically significant difference) in the case of the former. The causes of home advantage in the Winter Paralympic Games are unclear and should be investigated further.

  5. Classification guide: Sochi 2014 Paralympic Winter Games

    OpenAIRE

    2014-01-01

    The Sochi 2014 Paralympic Winter Games classification guide is designed to provide National Paralympic Committees (NPCs) and International Federations (IFs) with information about the classification policies and procedures that will apply to the Sochi 2014 Paralympic Winter Games.

  6. THE EVOLUTION OF THE WINTER PARALYMPIC GAMES AND SPORTS

    Directory of Open Access Journals (Sweden)

    Vasilios Giovanis

    2015-03-01

    Full Text Available Purpose: The aim of this research was to record and the evolution of the winter paralympic games and sports since 1976 until 2010. The history of the Winter Paralympic Games is relatively recent compared to that one of the Olympic Games. The first Games were held in 1976 in Ornskoldsvik, Sweden and the most recent, 38 years later in 2014, in Sochi, Russia. This article will examine the Winter Paralympic Games up until the ones in 2010 in Vancouver, Canada. During these years, there have been many changes in relation to the Games itself, the governing body of the Paralympic Movement, the sports’ facilities, the sports involved and sports’ categories. The motivation for writing this paper was the need to record and gather all of these items in one paper. Gathering information for the Winter Paralympic Games will be an important theoretical background. This information will create a database for the structure of the governing body of the Paralympic Games, for the organization of the Games [Local Organizing Committee (LOC, venues and equipment], for the evolution of the Winter Paralympic Sports and the categories of the athletes, as well as the evolution of the athletes’ and sports’ participation. Material : The research material that was used was mainly from the bibliography and records of the International Paralympic Committee (IPC, from the Official Post Games Reports and the Internet, while the research method that was used was descriptive. Moreover, the use of diagrams will depict the distribution of the participation of athletes and countries in each Games. Results : The participation of countries grew continuously and steadily from 16 to 44, during the years of 1976 to 2010 respectively. Regarding the athletes’ participation, starting in the first Games with 198 athletes, they reached the number of 502 in the 2010 Vancouver Winter Paralympic Games. The participation percentages of the athletes coming from Europe constituted the bulk

  7. [Catering for client groups during the XXII Olympic winter games and XI Paralympic winter games of 2014 in Sochi].

    Science.gov (United States)

    Popova, A Yu; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhov, V P; Nikolaevich, P N; Grechanaya, T V; Balaeva, M I; Vechernyaya, L S; Vechernyaya, E A; Bozhko, I I; Parkhomenko, V V; Kulichenko, O A; Tushina, O V; Manin, E A; Taran, T V

    2016-01-01

    The problems of catering control various client groups during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is one of the priorities of the sanitary and epidemiological welfare of the population during mass events. The data on the order of nutrition of guests and participants of the games, control of food items, sanitary and microbiological monitoring of drinking water, food raw materials and products are presented. It is noted that the ongoing supervisory activities contributed to the sanitary and epidemiological well-being during the Games. The purpose of this study was to lighting modern achievements in the field of nutrition and food microbiology in the period of the Olympic Games and the determination of their value to the further improvement and use at when conducting mass gatherings.

  8. Big Game Management Units, New Mexico Department of Game and Fish 2010

    Data.gov (United States)

    Earth Data Analysis Center, University of New Mexico — GMUs are based on New Mexico Department of Game and Fish Big Game Management Units and Game Management Sub-units as described in Title 19 Chapter 30 Part 4 ofThe New...

  9. Frequent arousals from winter torpor in Rafinesque's big-eared bat (Corynorhinus rafinesquii).

    Science.gov (United States)

    Johnson, Joseph S; Lacki, Michael J; Thomas, Steven C; Grider, John F

    2012-01-01

    Extensive use of torpor is a common winter survival strategy among bats; however, data comparing various torpor behaviors among species are scarce. Winter torpor behaviors are likely to vary among species with different physiologies and species inhabiting different regional climates. Understanding these differences may be important in identifying differing susceptibilities of species to white-nose syndrome (WNS) in North America. We fitted 24 Rafinesque's big-eared bats (Corynorhinus rafinesquii) with temperature-sensitive radio-transmitters, and monitored 128 PIT-tagged big-eared bats, during the winter months of 2010 to 2012. We tested the hypothesis that Rafinesque's big-eared bats use torpor less often than values reported for other North American cave-hibernators. Additionally, we tested the hypothesis that Rafinesque's big-eared bats arouse on winter nights more suitable for nocturnal foraging. Radio-tagged bats used short (2.4 d ± 0.3 (SE)), shallow (13.9°C ± 0.6) torpor bouts and switched roosts every 4.1 d ± 0.6. Probability of arousal from torpor increased linearly with ambient temperature at sunset (Pdata show Rafinesque's big-eared bat is a shallow hibernator and is relatively active during winter. We hypothesize that winter activity patterns provide Corynorhinus species with an ecological and physiological defense against the fungus causing WNS, and that these bats may be better suited to withstand fungal infection than other cave-hibernating bat species in eastern North America.

  10. Traveling to Canada for the Vancouver 2010 Winter Olympic and Paralympic Games.

    Science.gov (United States)

    Heggie, Travis W

    2009-07-01

    The 21st Winter Olympic Games will be held in Vancouver, British Columbia, Canada from February 12 to 28, 2010. Following the Winter Olympic Games, the Winter Paralympic Games will be held from March 12 to 21, 2010. There will be 86 winter sporting events hosted in Vancouver with 5500 athletes staying in two Olympic Villages. Another 2800 members of the media, 25,000 volunteers, and 1 million spectators are expected in attendance. This paper reviews health and safety issues for all travelers to Canada for the 2010 Vancouver Winter Olympic Games with a specific focus on pre-travel planning, road and transportation safety in British Columbia, natural and environmental hazards, Olympic medical facilities, safety and security, and infectious disease.

  11. Successful social games and their super-power: Big data analytics

    OpenAIRE

    Ioana Roxana STIRCU

    2017-01-01

    This article is a short presentation of big data analysis and game analysis. The paper describes the case of social games, and observes the huge improvement that big data analysis has on social games and their success. It also contains a presentation of Pokemon GO, and its evolution on the market, from launch until today. A set of metrics and algorithms are proposed, that can be used to improve game features and monetization. In the last section, I apply a Naive Bayes classifier, using WEKA, ...

  12. The injury experience at the 2010 winter paralympic games.

    Science.gov (United States)

    Webborn, Nick; Willick, Stuart; Emery, Carolyn A

    2012-01-01

    The objective of this study was to examine incidence proportion and the characteristics of athlete injuries sustained during the 2010 Vancouver Paralympic Games. Descriptive epidemiological study. All medical venues at the 2010 Vancouver Paralympic Games, Canada. A total of 505 athletes from 44 National Paralympic Committees participating in the 2010 Vancouver Winter Paralympic Games. Baseline covariates included sport specificity (ie, ice sledge hockey, alpine skiing, Nordic skiing, wheelchair curling), gender, age, and disability classification. All injuries that occurred during the 2010 Vancouver Paralympic Games. "Injury" was defined as any sport-related musculoskeletal complaint that caused the athlete to seek medical attention during the study period, regardless of the athlete's ability to continue with training or competition. The Injury Surveillance System identified a total of 120 injuries among 505 athletes [incidence proportion = 23.8% (95% confidence interval, 20.11-27.7)] participating in the 2010 Winter Paralympic Games. There was a similar injury incidence proportion among male (22.8%) and female (26.6%) athletes [incidence rate ratio = 1.1 (95% confidence interval, 0.7-1.7)]. Medical encounters for musculoskeletal complaints were generated in 34% of all sledge hockey athletes, 22% of alpine ski racers, 19% of Nordic skiers, and 18% of wheelchair curling athletes. The Injury Surveillance System identified sport injuries in 24% of all athletes participating in the 2010 Winter Paralympic Games. The injury risk was significantly higher than during the 2002 (9.4%) and 2006 (8.4%) Winter Paralympic Games. This may reflect improved data collection systems but also highlights the high risk of acute injury in alpine skiing and ice sledge hockey at Paralympic Games. These data will assist future Organizing Committees with the delivery of medical care to athletes with a disability and guide future injury prevention research.

  13. [Operation and interaction peculiarities of diagnostic laboratories involved in providing protection from infectious diseases during the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishenko, G G; Popova, A Iu; Bragina, I V; Kuz'kin, B P; Ezhlova, E B; Demina, Iu V; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhova, V P; Grechanaia, T V; Tesheva, S Ch; Kulichenko, A N; Efremenko, D B; Manin, E A; Kuznetsova, I V; Parkhomenko, V V; Kulichenko, O A; Rafeenko, G K; Shcherbina, L I; Zavora, D L; Briukhanov, A F; Eldinova, V E; Iunicheva, Iu V; Derliatko, S K; Komarov, N S

    2015-01-01

    The experience of the organization and functioning of the laboratory network during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is considered. Efforts to establish an effective system of laboratory support, the order of work and interaction of diagnostic laboratories involved in diseases control of population during the Olympic Games are analyzed.

  14. Frequent arousals from winter torpor in Rafinesque's big-eared bat (Corynorhinus rafinesquii.

    Directory of Open Access Journals (Sweden)

    Joseph S Johnson

    Full Text Available Extensive use of torpor is a common winter survival strategy among bats; however, data comparing various torpor behaviors among species are scarce. Winter torpor behaviors are likely to vary among species with different physiologies and species inhabiting different regional climates. Understanding these differences may be important in identifying differing susceptibilities of species to white-nose syndrome (WNS in North America. We fitted 24 Rafinesque's big-eared bats (Corynorhinus rafinesquii with temperature-sensitive radio-transmitters, and monitored 128 PIT-tagged big-eared bats, during the winter months of 2010 to 2012. We tested the hypothesis that Rafinesque's big-eared bats use torpor less often than values reported for other North American cave-hibernators. Additionally, we tested the hypothesis that Rafinesque's big-eared bats arouse on winter nights more suitable for nocturnal foraging. Radio-tagged bats used short (2.4 d ± 0.3 (SE, shallow (13.9°C ± 0.6 torpor bouts and switched roosts every 4.1 d ± 0.6. Probability of arousal from torpor increased linearly with ambient temperature at sunset (P<0.0001, and 83% (n=86 of arousals occurred within 1 hr of sunset. Activity of PIT-tagged bats at an artificial maternity/hibernaculum roost between November and March was positively correlated with ambient temperature at sunset (P<0.0001, with males more active at the roost than females. These data show Rafinesque's big-eared bat is a shallow hibernator and is relatively active during winter. We hypothesize that winter activity patterns provide Corynorhinus species with an ecological and physiological defense against the fungus causing WNS, and that these bats may be better suited to withstand fungal infection than other cave-hibernating bat species in eastern North America.

  15. Successful social games and their super-power: Big data analytics

    Directory of Open Access Journals (Sweden)

    Ioana Roxana STIRCU

    2017-07-01

    Full Text Available This article is a short presentation of big data analysis and game analysis. The paper describes the case of social games, and observes the huge improvement that big data analysis has on social games and their success. It also contains a presentation of Pokemon GO, and its evolution on the market, from launch until today. A set of metrics and algorithms are proposed, that can be used to improve game features and monetization. In the last section, I apply a Naive Bayes classifier, using WEKA, on a set of data collected from social media networks, to predict how using a game that implies walking influences the amount of daily steps a player makes.

  16. Mountain big sagebrush age distribution and relationships on the northern Yellowstone Winter Range

    Science.gov (United States)

    Carl L. Wambolt; Trista L. Hoffman

    2001-01-01

    This study was conducted within the Gardiner Basin, an especially critical wintering area for native ungulates utilizing the Northern Yellowstone Winter Range. Mountain big sagebrush plants on 33 sites were classified as large (≥22 cm canopy cover), small (

  17. [Improving prevention activities of infectious diseases during preparation and holding of the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishchenko, G G; Bragina, I V; Ezhlova, E B; Demina, Iu V; Grechanaia, T V; Nikolaevich, P N; Balaeva, M I; Tesheva, S Ch; Biriukov, V A; Kulichenko, A N; Vasilenko, N F; Maletskaia, O V; Manin, E A; Orobeĭ, V G

    2015-01-01

    The article presents data on the implementation of a set of preventive activities to ensure sanitation and epidemiological welfare during the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi. The importance of monitoring and evaluation of epidemiological risk, as the basis of formation of preventive measures is noticed. The questions of specific, and nonspecific prevention of infectious diseases, especially the work done during the pre-Olympic period are considered. The importance of specifically developed regulatory basis, and health education are emphasized. The conclusion about the effectiveness of the measures taken, which led to a significant reduction of infectious diseases in the region is made.

  18. [Modern methods application of genotyping of infectious diseases pathogens in the context of operational work of specialized anti-epidemic team during the XXII Olympic Winter Games and XI Paralympic Winter Games].

    Science.gov (United States)

    Kuzkin, B P; Kulichenko, A N; Volynkina, A S; Efremenko, D V; Kuznetsova, I V; Kotenev, E S; Lyamkin, G I; Kartsev, N N; Klindukhov, V P

    2015-01-01

    This paper considers the experience of genotyping and sequencing technologies in laboratories of specialized anti-epidemic team (SAET) during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi. The work carried out during the pre-Olympic period on performance of readiness by SAET for these studies is analyzed. The results of genotyping strains of pathogens during the Olympic Games are presented. A conclusion about the effectiveness of the use of molecular genetic techniques in terms of SAET is made.

  19. Change of Landscape Structure before and after Winter Olympic Games in Nagano City

    Science.gov (United States)

    Fujii, Yoshio; Takeda, Toshiharu

    Recently it is desirable to realize the conservation of biodiversity and to create the city with symbiosis with nature even in local city. In this study, we chose Nagano City which was the site of the Winter Olympic Games as the subject of study, investigated the change of land cover by using Landsat TM data of the year 1985 and 1999 which were before and after the Winter Olympic Games, and grasped the change of landscape structure quantitatively by using landscape indices. As a result, we obtained the following conclusions. The expansion of urban area proceeded rapidly before and after the Winter Olympic Games. The area of artificial land cover in the city planning area has increased by 57%. In the meantime the areas of upland field and paddy field have decreased by 45% and 50% respectively. Therefore, agricultural land changed into urban area remarkably. It was found that the shape of paches of paddy field and upland field especially became small and the inequality of the paches decreased before and after the Winter Olympic Games. It became clear that the fragmentation has occurred in agricultural land such as paddy field, upland field and orchard.

  20. [Principle directions for the creation and organization of the system of sanitary-epidemiological safety during the preparations for the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishchenko, G G; Bragina, I V; Ezhlova, E B; Demina, V P; Gorskiĭ, A A; Gus'kov, A S; Aksenova, O I; Ivanov, G E; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T B; Kulichenko, A N; Maletskaia, O V; Manin, E A; Parkhomenko, V V; Kulichenko, O A

    2015-01-01

    The paper generalizes the experience of formation of protection system against biological threats and ensuring sanitary and epidemiological welfare during preparation for the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi. The basic steps for creating this system, since 2007, participation and role of Rospotrebnadzor in this process are shown. The paper deals with such questions as the governmental and administrative structures with federal agencies interaction, development of a regulatory framework governing the safety system of the Olympic Games, development of algorithms of information exchange and management decisions, biological safety in developing infrastructure in Sochi.

  1. Sexual dimorphism in relation to big-game hunting and economy in modern human populations.

    Science.gov (United States)

    Collier, S

    1993-08-01

    Postcranial skeletal data from two recent Eskimo populations are used to test David Frayer's model of sexual dimorphism reduction in Europe between the Upper Paleolithic and Mesolithic. Frayer argued that a change from big-game hunting and adoption of new technology in the Mesolithic reduced selection for large body size in males and led to a reduction in skeletal sexual dimorphism. Though aspects of Frayer's work have been criticized in the literature, the association of big-game hunting and high sexual dimorphism is untested. This study employs univariate and multivariate analysis to test that association by examining sexual dimorphism of cranial and postcranial bones of two recent Alaskan Eskimo populations, one being big-game (whale and other large marine mammal) hunting people, and the second being salmon fishing, riverine people. While big-game hunting influences skeletal robusticity, it cannot be said to lead to greater sexual dimorphism generally. The two populations had different relative sexual dimorphism levels for different parts of the body. Notably, the big-game hunting (whaling) Eskimos had the lower multivariate dimorphism in the humerus, which could be expected to be the structure under greatest exertion by such hunting in males. While the exertions of the whale hunting economic activities led to high skeletal robusticity, as predicted by Frayer's model, this was true of the females as well as the males, resulting in low sexual dimorphism in some features. Females are half the sexual dimorphism equation, and they cannot be seen as constants in any model of economic behavior.

  2. 77 FR 5628 - Requested Administrative Waiver of the Coastwise Trade Laws: Vessel BIG GAME; Invitation for...

    Science.gov (United States)

    2012-02-03

    ... Administrative Waiver of the Coastwise Trade Laws: Vessel BIG GAME; Invitation for Public Comments AGENCY....gov . SUPPLEMENTARY INFORMATION: As described by the applicant the intended service of the vessel BIG GAME is: Intended Commercial Use of Vessel: ``Fishing charter boat.'' Geographic Region: ``Rhode Island...

  3. Developing a Big Game for Financial Education Using Service Design Approach

    Science.gov (United States)

    Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung

    2018-01-01

    The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…

  4. Weather Support for the 2002 Winter Olympic and Paralympic Games.

    Science.gov (United States)

    Horel, J.; Potter, T.; Dunn, L.; Steenburgh, W. J.; Eubank, M.; Splitt, M.; Onton, D. J.

    2002-02-01

    The 2002 Winter Olympic and Paralympic Games will be hosted by Salt Lake City, Utah, during February-March 2002. Adverse weather during this period may delay sporting events, while snow and ice-covered streets and highways may impede access by the athletes and spectators to the venues. While winter snowstorms and other large-scale weather systems typically have widespread impacts throughout northern Utah, hazardous winter weather is often related to local terrain features (the Wasatch Mountains and Great Salt Lake are the most prominent ones). Examples of such hazardous weather include lake-effect snowstorms, ice fog, gap winds, downslope windstorms, and low visibility over mountain passes.A weather support system has been developed to provide weather information to the athletes, games officials, spectators, and the interested public around the world. This system is managed by the Salt Lake Olympic Committee and relies upon meteorologists from the public, private, and academic sectors of the atmospheric science community. Weather forecasting duties will be led by National Weather Service forecasters and a team of private, weather forecasters organized by KSL, the Salt Lake City NBC television affiliate. Other government agencies, commercial firms, and the University of Utah are providing specialized forecasts and support services for the Olympics. The weather support system developed for the 2002 Winter Olympics is expected to provide long-term benefits to the public through improved understanding,monitoring, and prediction of winter weather in the Intermountain West.

  5. Is Hosting the Games Enough to Win? A predictive economic model of medal wins at 2014 Winter Olympics

    OpenAIRE

    Wladimir Andreff

    2012-01-01

    An econometric model which has first been estimated on medal wins at Summer Olympics and has predicted 88% of medal distribution at Beijing Games 2008, is revisited for Winter Olympics. After changing some variables to take into account the winter sports specificity, the model is estimated again on all Winter Games since 1964.Then it is used to predict (forecast) the medal distribution per country at the 2014 Sochi Winter Olympics.

  6. Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction

    OpenAIRE

    Eui Jun Jeong; Hye Rim Lee

    2015-01-01

    This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extrav...

  7. 2010 winter games tracks energy in real time

    Energy Technology Data Exchange (ETDEWEB)

    Anon.

    2010-01-15

    An online energy tracker was developed by BC Hydro to publicly monitor the real-time energy consumption at the Vancouver 2010 Olympic winter game sites within Vancouver, Richmond, Whistler and Whistler Blackcomb. The venues and associated sites participating in the live energy tracking project were the Richmond Olympic Oval, Canada Hockey Place, Vancouver Olympic/Paralympic Centre, South East False Creek Community Centre, Whistler Blackcomb Roundhouse Lodge and snowmaking facilities, and the Olympic and Paralympic Villages. The system was developed to allow venue managers to optimize their use of electricity on an hourly and daily basis. An energy tracking display board developed by Pulse Energy enabled them to compare their performance to similar facilities in real time, and to determine the greenhouse gas savings achieved as result of building and operating practices. Some venues had the potential to save as much as 15 to 20 per cent in energy costs with corresponding reductions in carbon emissions. Efficiency and conservation was built into the design of many new venues. The retrofits made to several existing buildings will continue to contribute to British Columbia's conservation goals long after the 2010 winter games are over.

  8. [ORGANIZATION OF THE QUALITY CONTROL OF PLACEMENT AND ACCOMMODATION OF PARTICIPANTS ATTENDANTS AND GUESTS OF THE XXII OLYMPIC WINTER GAMES AND XI PARALYMPIC WINTER GAMES OF 2014 IN THE RESORT CITY OF SOCHI].

    Science.gov (United States)

    Gorskiĭ, A A; Gus'kov, A S; Pochtareva, E S; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T V; Vechemyaia, E A; Biriukov, V A; Bozhko, I I; Kulichenko, A N; Taran, T V; Zaĭtsev, A A; Tushina, O V

    2015-01-01

    There is presented the analysis of activities of the Federal Service for Supervision of Consumer Rights protection and Human Welfare to ensure adequate conditions of accommodation of the participants, attendants and guests of the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in the Resort city of Sochi according to regulated requirements. There were detected ways of the strengthening the supervision for the quality of the accommodation during mass sports activities for the assurance of the rights for consumers.

  9. Paralympic medical services for the 2010 paralympic winter games.

    Science.gov (United States)

    Taunton, Jack; Wilkinson, Michael; Celebrini, Rick; Stewart, Robert; Stasyniuk, Treny; Van de Vliet, Peter; Willick, Stuart; Ferrer, Josep Martinez

    2012-01-01

    To present the planning and medical encounters for the 2010 Paralympic Winter Games. Prospective medical encounter study. 2010 Paralympic Winter Games. Athletes, coaches, officials, workforce, volunteers, and media. Sport type: alpine, Nordic, and sledge hockey and curling. Participant type: athlete, workforce, and spectators. Terrain and speed. Medical encounters entered in database at competitive (alpine skiing, biathlon, cross-country skiing, sledge hockey, and curling) and noncompetitive (Whistler and Vancouver Polyclinics, presentation centers, opening and closing ceremonies, media center, Paralympic Family Hotel) venues. Forty-two nations participated with 1350 Paralympic athletes, coaches, and officials. There were 2590 accredited medical encounters (657 athletes, 25.4%; 682 International Federation/National Paralympic Committee officials, 26.3%; 57 IPC, 2.2%; 8 media, 0.3%; 1075 workforce, 41.5%; 111 others, 4.3%) and 127 spectator encounters for a total of 2717 encounters. During the preopening period medical services saw 201 accredited personnel. The busiest venues during the Paralympic Games were the Whistler (1633 encounters) and Vancouver (748 encounters) Polyclinics. Alpine, sledge hockey, and curling were the busiest competitive venues. The majority of medical encounters were musculoskeletal (44.6%, n = 1156). Medical services recorded 1657 therapy treatments, 977 pharmaceutical prescriptions dispensed, 204 dental treatments, 353 imaging examinations (more than 50% from alpine skiing), and 390 laboratory tests. There were 24 ambulance transfers with 7 inpatient hospitalizations for a total of 24 inpatient days and 4 outpatient visits. The mandate to have minimal impact on the health services of Vancouver and the Olympic Corridor while offering excellent medical services to the Games was accomplished. This data will be valuable to future organizing committees.

  10. [FEATURES OF THE ORGANIZATION OF SANITARY-EPIDEMIOLOGICAL SURVEILLANCE DURING THE PERIOD OF PREPARATION AND HOSTING OF THE XXII OLYMPIC WINTER GAMES AND XI PARALYMPIC WINTER GAMES IN THE RESORT CITY OF SOCHI IN 2014].

    Science.gov (United States)

    Onishchenko, G G; Popova, A Iu; Kuzkin, B P; Guskova, A S; Ivanov, G E; Pakskina, N D; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T V; Balaeva, M I; Biriukov, V A; Bozhko, I I; Tesheva, S Ch; Daragan, Iu G; Parkhomenko, V V; Rafeenko, G K; Kulichenko, A N; Manin, E A; Maletskaia, O V; Vasilenko, N F; Efremenko, D V; Orobeĭ, V G; Eldinova, V E; Pilikova, O M; Malaĭ, V I; Iunicheva, Iu V

    2015-01-01

    In the paper there are presented the basic principles of the organization of activities for the assurance ofthe sanitary- epidemiological welfare in the period ofpreparation and hosting of the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in the Resort City of Sochi. There are considered features of the organization ofepidemiological surveillance in the pre-Olympic period, the period of the games and the state of the morbidity rate in the region after the Olympics. There are presented data on certain directions of the work of organs and institutions of the Federal Service for Supervision of Consumer Rights Protection and Human Welfare on the disease control of the event.

  11. Quality of life, coach behaviour and competitive anxiety in Winter Youth Olympic Games participants.

    Science.gov (United States)

    Ledochowski, Larissa; Unterrainer, Christine; Ruedl, Gerhard; Schnitzer, Martin; Kopp, Martin

    2012-12-01

    To ensure the highest technical performance, speed, safety, excellent control and to improve competitive performance, a successful regulation of competitive anxiety is necessary. Therefore, it seems crucial to identify factors influencing competitive anxiety of adolescent athletes. Research suggests that people reporting high quality of life are more capable to cope with stressful and challenging situations than others. The aim of this study was to investigate the impact of quality of life, the involvement of parents in sports career and coach's leadership behaviour on competitive anxiety in Winter Youth Olympic Games participants. During the first Winter Youth Olympic Games 2012 in Innsbruck/Austria, 662 (316 women) participants completed questionnaires and single items to assess quality of life, coach's leadership behaviour, parental involvement in sports career and competitive anxiety. Multiple regression analysis revealed positive influences of high quality of life and useful coach instruction on competitive anxiety. The relationship between quality of life, coach behaviour and competitive anxiety in young elite athletes competing at the first Winter Youth Olympic Games should be considered in long-term programmes for reducing competitive stress.

  12. Russia and the olympic movement : a study of Russian national identity as described in the newspaper Sovetskij Sport during the winter olympic games of 1988, 1992, 1994, and in the future winter olympic games of 2014

    OpenAIRE

    Nikitin, Anna

    2010-01-01

    The topic of the thesis deals with Russia and the Olympic Movement, studying Russian national identity as it is described in the newspaper Sovetskij Sport during three past Winter Olympic Games (1988, 1992, 1994) and the upcoming Winter Olympic Games that take place in Sochi 2014 in the framework of international politics. The research task is to analyze, what kinds of discourses do the writings of Russian Olympic Committee’s leading sports journal Sovetskij Sport use in times of the above me...

  13. The Impact of Weather Forecasts of Various Lead Times on Snowmaking Decisions Made for the 2010 Vancouver Olympic Winter Games

    Science.gov (United States)

    Doyle, Chris

    2014-01-01

    The Vancouver 2010 Winter Olympics were held from 12 to 28 February 2010, and the Paralympic events followed 2 weeks later. During the Games, the weather posed a grave threat to the viability of one venue and created significant complications for the event schedule at others. Forecasts of weather with lead times ranging from minutes to days helped organizers minimize disruptions to sporting events and helped ensure all medal events were successfully completed. Of comparable importance, however, were the scenarios and forecasts of probable weather for the winter in advance of the Games. Forecasts of mild conditions at the time of the Games helped the Games' organizers mitigate what would have been very serious potential consequences for at least one venue. Snowmaking was one strategy employed well in advance of the Games to prepare for the expected conditions. This short study will focus on how operational decisions were made by the Games' organizers on the basis of both climatological and snowmaking forecasts during the pre-Games winter. An attempt will be made to quantify, economically, the value of some of the snowmaking forecasts made for the Games' operators. The results obtained indicate that although the economic value of the snowmaking forecast was difficult to determine, the Games' organizers valued the forecast information greatly. This suggests that further development of probabilistic forecasts for applications like pre-Games snowmaking would be worthwhile.

  14. Game, cloud architecture and outreach for The BIG Bell Test

    Science.gov (United States)

    Abellan, Carlos; Tura, Jordi; Garcia, Marta; Beduini, Federica; Hirschmann, Alina; Pruneri, Valerio; Acin, Antonio; Marti, Maria; Mitchell, Morgan

    The BIG Bell test uses the input from the Bellsters, self-selected human participants introducing zeros and ones through an online videogame, to perform a suite of quantum physics experiments. In this talk, we will explore the videogame, the data infrastructure and the outreach efforts of the BIG Bell test collaboration. First, we will discuss how the game was designed so as to eliminate possible feedback mechanisms that could influence people's behavior. Second, we will discuss the cloud architecture design for scalability as well as explain how we sent each individual bit from the users to the labs. Also, and using all the bits collected via the BIG Bell test interface, we will show a data analysis on human randomness, e.g. are younger Bellsters more random than older Bellsters? Finally, we will talk about the outreach and communication efforts of the BIG Bell test collaboration, exploring both the social media campaigns as well as the close interaction with teachers and educators to bring the project into classrooms.

  15. Effects of using winter grazing as a fuel treatment on Wyoming big sagebrush plant communities

    Science.gov (United States)

    More frequent wildfires and incidences of mega-fires have increased the pressure for fuel treatments in sagebrush (Artemisia) communities. Winter grazing has been one of many fuel treatments proposed for Wyoming big sagebrush (A. tridentata Nutt. subsp. wyomingensis Beetle and A. Young) communitie...

  16. “I am a rogue night elf”: Avatars, gaming and The Big Bang Theory

    Directory of Open Access Journals (Sweden)

    Theo Plothe

    2014-03-01

    Full Text Available CBS’s The Big Bang Theory (TBBT frequently exhibits elements of video games and gaming culture. The author uses subculture theory to consider the representation of video games, gamers, and their avatars within popular culture. This paper investigates the representation of avatars within the characterization of gaming subculture on the TBBT. The author performed a content analysis of the program’s six seasons, examining the relationship between the show’s video game playing characters and their avatars. This investigation found that almost half of the scenes that contained video gaming activities contained some aspect of avatars. TBBT reifies gaming as a subculture through the relationship between the characters and their avatars. Examining the representation of these relationships is essential to understanding the representation of the gaming subculture in the mass media and within culture at large.

  17. Asthma in United States olympic athletes who participated in the 1998 olympic winter games.

    Science.gov (United States)

    Weiler, J M; Ryan, E J

    2000-08-01

    About one of every 5 athletes who participated in the 1996 Summer Olympic Games in Atlanta had a past history of asthma, had symptoms that suggested asthma, or took asthma medications. No previous study has determined the prevalence of asthma in all US athletes who participated in an Olympic Winter Games. We sought to determine how many US athletes who participated in the 1998 Olympic Winter Games had a past history of asthma, had symptoms that suggested asthma, or indicated taking a medication used to treat asthma. We evaluated responses to questions that asked about allergic and respiratory diseases in the United States Olympic Committee Medical History Questionnaire that was completed by all 196 athletes who represented the United States at the 1998 Olympic Winter Games in Nagano, Japan. Forty-three (21.9%) of the 196 athletes had a previous diagnosis of asthma, and 36 (18. 4%) recorded use of an asthma medication at some time in the past. Forty-four (22.4%) reported use of an asthma medication, a diagnosis of asthma, or both (our basis for the diagnosis of asthma). Thirty-four (17.4%) of the athletes were currently taking an asthma medication at the time that they completed the questionnaire or indicated that they took these medications on a permanent or semipermanent basis and were considered to have active asthma. Athletes who participated in Nordic combined, cross-country, and short track events had the highest prevalence of having been told that they had asthma or had taken an asthma medication in the past (60.7%) in contrast with only one (2.8%) of the 36 athletes who participated in bobsled, biathlon, luge, and ski jumping. Eighteen (24%) of 75 athletes who participated in alpine, long track, figure skating, snow boarding, and curling had a previous diagnosis of asthma or recorded use of an asthma medication. We conclude that asthma appeared to have been more common in athletes who participated in the 1998 Winter Games than in athletes who participated in

  18. Oil and gas development influences big-game hunting in Wyoming

    Science.gov (United States)

    Dorning, Monica; Garman, Steven L.; Diffendorfer, James E.; Semmens, Darius J.; Hawbaker, Todd J.; Bagstad, Kenneth J.

    2017-01-01

    Development from extracting oil and gas resources can have unintended effects on multiple ecosystem functions, with cascading effects on wildlife, ecosystem services, and local economies. Big-game hunting opportunities may be closely related to these effects, but empirical analyses of impacts of energy development on hunting are limited. We examined the influence of oil and gas development density on harvest efficiency, or harvest per unit of hunter effort, within all hunt areas in Wyoming, USA, from 2008 to 2014 for 3 big-game species: elk (Cervus canadensis), mule deer (Odocoileus hemionus), and pronghorn (Antilocapra americana). Using harvest/hunter day as the response variable, we compared linear mixed-effects models for each species that included total well density (i.e., all wells constructed up to the year of record), active well density (i.e., only those wells currently producing oil or gas in that year), or neither as a predictor variable. We used well densities as indicators of development in the absence of data specifying the locations of other oil and gas infrastructure (e.g., roads, well pads). Models also accounted for the fixed effects of road density, hunter density, proportion of the area that is public land with unrestricted hunter access, proportion of the area that is forested, year of observation, and random effects of variation among hunt areas nested within associated game herd units. Presence of oil and gas wells had a positive influence on harvest efficiency for elk and mule deer. Although there was no overall effect to pronghorn, there was a negative influence of wells on juvenile pronghorn harvest efficiency. Changes in harvest efficiency due to expanding oil and gas development could alter the time spent hunting by hunters and their chances of harvesting an animal. This could have subsequent impacts on hunter satisfaction, game populations, and economic revenue generated from recreational hunters.

  19. Big men playing football: Money, politics and foul play in the African game

    OpenAIRE

    Pannenborg, A.R.C.

    2012-01-01

    While the skills of players can be observed on pitches throughout Africa, the actions of those who run the game's administrative side are less visible. Based on anthropological fieldwork in Ghana and Cameroon, this study's main characters are rich and powerful men who take up positions within clubs and football associations. Through their involvement in football, these African "Big Men" convert symbolic, social and economic capital. In other words, they transform the game's popularity into st...

  20. Very-short range forecasting system for 2018 Pyeonchang Winter Olympic and Paralympic games

    Science.gov (United States)

    Nam, Ji-Eun; Park, Kyungjeen; Kim, Minyou; Kim, Changhwan; Joo, Sangwon

    2016-04-01

    The 23rd Olympic Winter and the 13th Paralympic Winter Games will be held in Pyeongchang, Republic of Korea respectively from 9 to 25 February 2018 and from 9 to 18 February 2018. The Korea Meteorological Administration (KMA) and the National Institute for Meteorological Science (NIMS) have the responsibility to provide weather information for the management of the Games and the safety of the public. NIMS will carry out a Forecast Demonstration Project (FDP) and a Research and Development Project (RDP) which will be called ICE-POP 2018. These projects will focus on intensive observation campaigns to understand severe winter weathers over the Pyeongchang region, and the research results from the RDP will be used to improve the accuracy of nowcasting and very short-range forecast systems during the Games. To support these projects, NIMS developed Very-short range Data Assimilation and Prediction System (VDAPS), which is run in real time with 1 hour cycling interval and up to 12 hour forecasts. The domain is covering Korean Peninsular and surrounding seas with 1.5km horizontal resolution. AWS, windprofiler, buoy, sonde, aircraft, scatwinds, and radar radial winds are assimilated by 3DVAR on 3km resolution inner domain. The rain rate is converted into latent heat and initialized via nudging. The visibility data are also assimilated with the addition of aerosol control variable. The experiments results show the improvement in rainfall over south sea of Korean peninsula. In order to reduce excessive rainfalls during first 2 hours due to the reduced cycling interval, the data assimilation algorithm is optimized.

  1. The 2016 Arctic Winter Games: “Now we do what we do best”

    DEFF Research Database (Denmark)

    Ren, Carina Bregnholm; Thomsen, Robert Chr.

    2016-01-01

    A few days before the opening ceremony of the 2016 Arctic Winter Games (AWG) in Nuuk, Greenland, weather reports looked bleak. A spring blizzard was on its way and expected to peak the day prior to the opening ceremony. That very Saturday, 1250 participants were set to fly to Greenland’s capital...... city – the highest number of civilians arriving in one day by aircraft in the island’s history. Now, however, bad weather was jeopardizing this milestone in Greenlandic aviation history and, along with that, the successful execution of the upcoming games....

  2. Geoethnopolitical Aspect of the Caucasus Development in terms of Sochi Preparation for Winter Olympic Games

    Directory of Open Access Journals (Sweden)

    Svetlana V. Petrova

    2012-03-01

    Full Text Available The article is concerned with geopolitical problems within the Caucasus Region in terms of modern regional processes, indicates major features of the region and their impact on Sochi preparation for Winter Olympic Games.

  3. Legal Regulation of Trade Activity during Sochi Preparation of XXII Winter Olympic and XI Paralympic Games

    Directory of Open Access Journals (Sweden)

    Elena V. Ivneva

    2013-01-01

    Full Text Available The article deals with the topical issues of legal regulation of social trade relations in the Russian Federation during Sochi preparation and hosting of XXII Winter Olympic and XI Paralympic Games.

  4. EnviroAtlas - Big Game Hunting Recreation Demand by 12-Digit HUC in the Conterminous United States

    Data.gov (United States)

    U.S. Environmental Protection Agency — This EnviroAtlas dataset includes the total number of recreational days per year demanded by people ages 18 and over for big game hunting by location in the...

  5. Population and harvest trends of big game and small game species: a technical document supporting the USDA Forest Service Interim Update of the 2000 RPA Assessment

    Science.gov (United States)

    Curtis H. Flather; Michael S. Knowles; Stephen J. Brady

    2009-01-01

    This technical document supports the Forest Service's requirement to assess the status of renewable natural resources as mandated by the Forest and Rangeland Renewable Resources Planning Act of 1974 (RPA). It updates past reports on national and regional trends in population and harvest estimates for species classified as big game and small game. The trends...

  6. High incidence of injury at the Sochi 2014 Winter Paralympic Games: a prospective cohort study of 6564 athlete days.

    Science.gov (United States)

    Derman, W; Schwellnus, M P; Jordaan, E; Runciman, P; Van de Vliet, P; Blauwet, C; Webborn, N; Willick, S; Stomphorst, J

    2016-09-01

    To describe the epidemiology of injuries at the Sochi 2014 Winter Paralympic Games. A total of 547 athletes from 45 countries were monitored daily for 12 days during the Sochi 2014 Winter Paralympic Games (6564 athlete days). Daily injury data were obtained from teams with their own medical support (32 teams, 510 athletes) and teams without their own medical support (13 teams, 37 athletes) through electronic data capturing systems. There were 174 total injuries reported, with an injury incidence rate (IR) of 26.5 per 1000 athlete days (95% CI 22.7% to 30.8%). There was a significantly higher IR recorded in alpine skiing/snowboarding (IR of 41.1 (95% CI 33.7% to 49.6%) p=0.0001) compared to cross-country skiing/biathlon, ice sledge hockey or wheelchair curling. Injuries in the shoulder region were the highest single-joint IR (IR of 6.4 (95% CI 4.6% to 8.6%)), although total upper and lower body IR were similar (IR 8.5 vs 8.4 (95% CI 6.4% to 11.1%)). Furthermore, the IR of acute injuries was significantly higher than other types of injury onset (IR of 17.8 (95% CI 14.7% to 21.4%)). In a Winter Paralympic Games setting, athletes report higher injury incidence than do Olympic athletes or athletes in a Summer Paralympic Games setting. The highest incidence of injury was reported in the alpine skiing/snowboarding sporting category. There was a similar incidence of injury in the upper and lower limbs. The joint with the greatest rate of injury reported was the shoulder joint. Our data can inform injury prevention programmes and policy considerations regarding athlete safety in future Winter Paralympic Games. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  7. An Evaluation of Mesoscale Model Based Model Output Statistics (MOS) During the 2002 Olympic and Paralympic Winter Games

    National Research Council Canada - National Science Library

    Hart, Kenneth

    2003-01-01

    The skill of a mesoscale model based Model Output Statistics (MOS) system that provided hourly forecasts for 18 sites over northern Utah during the 2002 Winter Olympic and Paralympic Games is evaluated...

  8. Sports injuries and illnesses in the Lillehammer 2016 Youth Olympic Winter Games.

    Science.gov (United States)

    Steffen, Kathrin; Moseid, Christine Holm; Engebretsen, Lars; Søberg, Pia K; Amundsen, Olav; Holm, Kristian; Moger, Thomas; Soligard, Torbjørn

    2017-01-01

    Injury and illness surveillance during high-level youth sports events is an important first step in health prevention and caretaking of the young elite athletes. To analyse injuries and illnesses that occurred during the 10 days 2nd Youth Olympic Winter Games (YOG), held in Lillehammer 2016. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses through the reporting of (1) all National Olympic Committee (NOC) medical teams and (2) the polyclinic and medical venues by the Lillehammer Organising Committee (LYOCOG) medical staff. In total, 1083 athletes (48 double-starters), 46% (n=502) of them females, from 70 NOCs were registered in the study. NOCs and LYOCOG reported 108 injuries and 81 illnesses, equalling to 9.5 injuries and 7.2 illnesses per 100 athletes. The percentage of injured athletes was highest in the snowboard and ski slopestyle and cross disciplines, alpine skiing and skeleton, and lowest in the Nordic skiing disciplines. Approximately, two-thirds of the injuries (n=71, 65.7%) prevented the athlete from training or competition, while 10 injuries (9.3%) were registered with an estimated absence from sport for >7 days. The rate of illness was highest in curling and the Nordic skiing disciplines with most of them being respiratory tract infections (81.5%). Overall, 9% of the athletes incurred at least one injury during the games, and 7% an illness, which is similar to the first YOG in Innsbruck 2012 and slightly lower compared with previous Winter Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  9. Some Characterizations of Convex Interval Games

    NARCIS (Netherlands)

    Brânzei, R.; Tijs, S.H.; Alparslan-Gok, S.Z.

    2008-01-01

    This paper focuses on new characterizations of convex interval games using the notions of exactness and superadditivity. We also relate big boss interval games with concave interval games and obtain characterizations of big boss interval games in terms of exactness and subadditivity.

  10. Hellsgate Big Game Winter Range Wildlife Mitigation Site Specific Management Plan for the Hellsgate Project.

    Energy Technology Data Exchange (ETDEWEB)

    Berger, Matthew T.; Judd, Steven L.

    1999-01-01

    This report contains a detailed site-specific management plan for the Hellsgate Winter Range Wildlife Mitigation Project. The report provides background information about the mitigation process, the review process, mitigation acquisitions, Habitat Evaluation Procedures (HEP) and mitigation crediting, current habitat conditions, desired future habitat conditions, restoration/enhancements efforts and maps.

  11. Sports injuries and illnesses during the Winter Olympic Games 2010.

    Science.gov (United States)

    Engebretsen, Lars; Steffen, Kathrin; Alonso, Juan Manuel; Aubry, Mark; Dvorak, Jiri; Junge, Astrid; Meeuwisse, Willem; Mountjoy, Margo; Renström, Per; Wilkinson, Mike

    2010-09-01

    Identification of high-risk sports, including their most common and severe injuries and illnesses, will facilitate the identification of sports and athletes at risk at an early stage. To analyse the frequencies and characteristics of injuries and illnesses during the XXI Winter Olympic Games in Vancouver 2010. All National Olympic Committees' (NOC) head physicians were asked to report daily the occurrence (or non-occurrence) of newly sustained injuries and illnesses on a standardised reporting form. In addition, the medical centres at the Vancouver and Whistler Olympic clinics reported daily on all athletes treated for injuries and illnesses. Physicians covering 2567 athletes (1045 females, 1522 males) from 82 NOCs participated in the study. The reported 287 injuries and 185 illnesses resulted in an incidence of 111.8 injuries and 72.1 illnesses per 1000 registered athletes. In relation to the number of registered athletes, the risk of sustaining an injury was highest for bobsleigh, ice hockey, short track, alpine freestyle and snowboard cross (15-35% of registered athletes were affected in each sport). The injury risk was lowest for the Nordic skiing events (biathlon, cross country skiing, ski jumping, Nordic combined), luge, curling, speed skating and freestyle moguls (less than 5% of registered athletes). Head/cervical spine and knee were the most common injury locations. Injuries were evenly distributed between training (54.0%) and competition (46.0%; p=0.18), and 22.6% of the injuries resulted in an absence from training or competition. In skeleton, figure and speed skating, curling, snowboard cross and biathlon, every 10th athlete suffered from at least one illness. In 113 illnesses (62.8%), the respiratory system was affected. At least 11% of the athletes incurred an injury during the games, and 7% of the athletes an illness. The incidence of injuries and illnesses varied substantially between sports. Analyses of injury mechanisms in high-risk Olympic winter

  12. Psychosocial impact of participation in the National Veterans Wheelchair Games and Winter Sports Clinic.

    Science.gov (United States)

    Sporner, Michelle L; Fitzgerald, Shirley G; Dicianno, Brad E; Collins, Diane; Teodorski, Emily; Pasquina, Paul F; Cooper, Rory A

    2009-01-01

    The purpose of this study was to determine the characteristics of individuals who participate in the National Veterans Wheelchair Games (NVWG) and the Winter Sports Clinic (WSC) for veterans with disabilities. In addition, it was of interest to determine how these events had impacted their lives. Participants were recruited at the 20th Winter Sports Clinic, held in Snowmass Colorado and the 26th National Veterans Wheelchair Games held in Anchorage, Alaska. Data of interest included demographic, sport participation information, community integration, self-esteem, and quality of life. A secondary data analysis was completed to determine how comparable individuals who attended the NVWG/WSC were to individuals who did not participate in these events. The 132 participants were a mean age of 47.4 + 13.4 and lived with a disability for an average of 13.4 + 12.1. Participants felt that the NVWG/WSC increased their knowledge of sports equipment (92%), learning sports (89%), mobility skills (84%), and acceptance of disability (84%). The majority of participants stated that the NVWG/WSC improved their life. Of those who participated at the NVWG/WSC, they tended to be more mobile, but have increased physical and cognitive limitations as measured by the CHART when compared to the non-attendees. Recommending veterans participate in events such as the NVWG and WSC can provide psychosocial benefits to veterans with disabilities.

  13. Draft Environmental Impact Statement. Peacekeeper in Minuteman Silos, 90th Strategic MIssile Wing, F. E. Warren Air Force Base

    Science.gov (United States)

    1983-10-01

    P. Miles Kathleen Talgoom Kimball, NE Green River, WY Paul A. Moyer Joann Tall Timnath, CO Porcupine , SD Diana Savoy-Marcos Frances Towner Wheatland...during more than one season, but is most important to the herd during winter. Big Game Winter-Yearlong Habitat: habitat occupied by animals during...more than one season, but is most important to the herd during winter. Big Game Yearlong Habitat: includes areas where all or part of a herd is found

  14. Torino 2006. XX Olympic and IX Paralympic Winter Games: the ENT experience.

    Science.gov (United States)

    Succo, G; Crosetti, E; Mattiazzo, A; Riontino, E; Massazza, G

    2008-06-01

    A total of 27 competition days, more than 3000 athletes, over 10,000 components of the Olympic family, 3,500 workers, 2,500 volunteers, an overall business of more than 2 billion Euros. These, in a nutshell, are just a few of the data concerning the XX Olympic and the IX Paralympic Winter Games, Torino, Italy, 2006. Such a huge event, obviously required a meticulously organized medical service to cope with the healthcare of the athletes, official workers and the Olympic family, distributed over a geographic area of approximately 80 km in diameter. An ENT service was organized within the medical service, which was divided between 3 Polyclinics, in which 12 ENT Specialists were on duty. The present report gives an account of the final data concerning the service involved, together with a description of the approach used in the actual organization, with a view to providing useful information for colleagues who will be called upon, for a similar service, in future Olympic Winter Games. The ENT healthcare offered was confirmed to be proportional to the requirements, both from a qualitative and quantitative point of view. All the ENT specialists involved, reported having gained an immense store of human experience from having lived the Olympic atmosphere as a volunteer exerting one's own profession. The facilities available in the Polyclinics, which were at a considerable distance from the Hospital, were found to be more than adequate with respect to the pathological conditions and service requested, particularly in 17% of the cases which would otherwise have been sent to a Hospital Outpatient Unit at least 80 km away.

  15. EnviroAtlas - Big Game Hunting Recreation Demand by 12-Digit HUC in the Conterminous United States

    Science.gov (United States)

    This EnviroAtlas dataset includes the total number of recreational days per year demanded by people ages 18 and over for big game hunting by location in the contiguous United States. Big game includes deer, elk, bear, and wild turkey. These values are based on 2010 population distribution, 2011 U.S. Fish and Wildlife Service (FWS) Fish, Hunting, and Wildlife-Associated Recreation (FHWAR) survey data, and 2011 U.S. Department of Agriculture (USDA) Forest Service National Visitor Use Monitoring program data, and have been summarized by 12-digit hydrologic unit code (HUC). This dataset was produced by the US EPA to support research and online mapping activities related to the EnviroAtlas. EnviroAtlas (https://www.epa.gov/enviroatlas) allows the user to interact with a web-based, easy-to-use, mapping application to view and analyze multiple ecosystem services for the contiguous United States. The dataset is available as downloadable data (https://edg.epa.gov/data/Public/ORD/EnviroAtlas) or as an EnviroAtlas map service. Additional descriptive information about each attribute in this dataset can be found in its associated EnviroAtlas Fact Sheet (https://www.epa.gov/enviroatlas/enviroatlas-fact-sheets).

  16. Motivation and satisfaction among polyclinic volunteers at the 2002 Winter Olympic and Paralympic Games

    Science.gov (United States)

    Reeser, J; Berg, R; Rhea, D; Willick, S

    2005-01-01

    Background: The Olympic and Paralympic Games rely heavily on volunteers to provide many essential services, including medical care of athletes. Objective: This preliminary investigation sought to characterise the motivational influences and factors responsible for the satisfaction of Olympic and Paralympic healthcare volunteers. Methods: The 2002 Winter Games polyclinic healthcare volunteers were asked to complete a questionnaire designed to elicit information about their motives for volunteering and the factors that contributed to their satisfaction with their volunteer experience. Results: There was no significant difference in the motivation or satisfaction summary scores based on event worked. There was a strong positive correlation between motivation and satisfaction. Physician respondents had a lower mean motivation score than did non-physician volunteers. Conclusions: There were no significant motivational differences between Olympic and Paralympic volunteers, but there were several differences noted between physician and non-physician volunteers. The 2002 polyclinic volunteers appear to have been motivated by a complex process best described as "enlightened self interest," and all were generally well satisfied with their experience. These results may assist organisers of future Games in selecting appropriately motivated volunteer personnel and creating rewarding work environments for them. PMID:15793078

  17. Rethinking Game Based Learning: applying pedagogical standards to educational games

    NARCIS (Netherlands)

    Schmitz, Birgit; Kelle, Sebastian

    2010-01-01

    Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.

  18. Blue Creek Winter Range: Wildlife Mitigation Project. Final environmental assessment

    International Nuclear Information System (INIS)

    1994-11-01

    Bonneville Power Administration (BPA) proposes to fund that portion of the Washington Wildlife Agreement pertaining to the Blue Creek Winter Range Wildlife Mitigation Project (Project) in a cooperative effort with the Spokane Tribe, Upper Columbia United Tribes, and the Bureau of Indian Affairs (BIA). If fully implemented, the proposed action would allow the sponsors to protect and enhance 2,631 habitat units of big game winter range and riparian shrub habitat on 2,185 hectares (5,400 acres) of Spokane Tribal trust lands, and to conduct long term wildlife management activities within the Spokane Indian Reservation project area. This Final Environmental Assessment (EA) examines the potential environmental effects of securing land and conducting wildlife habitat enhancement and long term management activities within the boundaries of the Spokane Indian Reservation. Four proposed activities (habitat protection, habitat enhancement, operation and maintenance, and monitoring and evaluation) are analyzed. The proposed action is intended to meet the need for mitigation of wildlife and wildlife habitat adversely affected by the construction of Grand Coulee Dam and its reservoir

  19. Medical services at the first Winter Youth Olympic Games 2012 in Innsbruck/Austria.

    Science.gov (United States)

    Blank, Cornelia; Schamasch, Patrick; Engebretsen, Lars; Haslinger, Simon; Ruedl, Gerhard; Fink, Christian; Schobersberger, Wolfgang

    2012-12-01

    The Youth Olympic Games (YOG) are a new format designed by the International Olympic Committee. So far no reference data are available regarding the organisation or implementation of the medical services that were needed for the Winter Youth Olympic Games that took place for the first time in Innsbruck 9-24 January 2012. (1) To provide insight into what is needed to prepare for such a complex high level sporting event from a medical perspective, (2) to provide data on medical services for future organising committees and (3) to provide information on different National Olympic Committee (NOC) delegation structures and the consequences of registering a National Olympic Committee Team Physician. A medical information system in the form of a patient data-management system was developed with all involved parties to standardise data collection. All medical encounters occurring at any IYOGOC medical service centre (including physiotherapy and psychology facilities) were tracked and collected in daily reports. Data evaluation was prepared based on different interest groups (Athletes, National Olympic Committees, Workforce, International Olympic Committee and Media) and analysed. 327 medical encounters (42.8% athletes; out of these, 57.9% were accounted to athletes with own NOC team physician) were seen during the YOG 2012. The total number of hospital transports was 27.3%, of which 8.9% were hospitalised with an average length of 1.9 nights. Physiotherapy usage was low with only 19 medical encounters resulting in a referral to physiotherapy accounting for 67 treatments during the entire YOG. Psychological care service was not used at all. The main reason for illnesses was disorders of the respiratory system (28.8%), injuries mostly affected upper extremities (49.6%) and were mostly diagnosed with lacerations and contusions (26.2%). Injury (70.7%) and illness (29.3%) incidences in athletes were slightly lower than previous studies showed. 40.0% of NOC delegations

  20. Sports injuries and illnesses in the Sochi 2014 Olympic Winter Games.

    Science.gov (United States)

    Soligard, Torbjørn; Steffen, Kathrin; Palmer-Green, Debbie; Aubry, Mark; Grant, Marie-Elaine; Meeuwisse, Willem; Mountjoy, Margo; Budgett, Richard; Engebretsen, Lars

    2015-04-01

    Systematic surveillance of injuries and illnesses is the foundation for developing preventive measures in sport. To analyse the injuries and illnesses that occurred during the XXII Olympic Winter Games, held in Sochi in 2014. We recorded the daily occurrence (or non-occurrence) of injuries and illnesses (1) through the reporting of all National Olympic Committee (NOC) medical teams and (2) in the polyclinic and medical venues by the Sochi 2014 medical staff. NOC and Sochi 2014 medical staff reported 391 injuries and 249 illnesses among 2780 athletes from 88 NOCs, equalling incidences of 14 injuries and 8.9 illnesses per 100 athletes over an 18-day period of time. Altogether, 12% and 8% of the athletes incurred at least one injury or illness, respectively. The percentage of athletes injured was highest in aerial skiing, snowboard slopestyle, snowboard cross, slopestyle skiing, halfpipe skiing, moguls skiing, alpine skiing, and snowboard halfpipe. Thirty-nine per cent of the injuries were expected to prevent the athlete from participating in competition or training. Women suffered 50% more illnesses than men. The rate of illness was highest in skeleton, short track, curling, cross-country skiing, figure skating, bobsleigh and aerial skiing. A total of 159 illnesses (64%) affected the respiratory system, and the most common cause of illness was infection (n=145, 58%). Overall, 12% of the athletes incurred at least one injury during the games, and 8% an illness, which is similar to prior Olympic Games. The incidence of injuries and illnesses varied substantially between sports. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  1. Slippery Slope? Assessing the Economic Impact of the 2002 Winter Olympic Games in Salt Lake City, Utah

    OpenAIRE

    Robert Baade; Robert Baumann; Victor Matheson

    2008-01-01

    This paper provides an empirical examination of the 2002 Winter Olympic Games in Salt Lake City, Utah. Our analysis of taxable sales in the counties in which Olympic events took place finds that some sectors such as hotels and restaurants prospered while other retailers such as general merchandisers and department stores suffered. Overall the gains in the hospitality industry are lower than the losses experienced by other sectors in the economy. Given the experience of Utah, potential Olympic...

  2. What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills

    Science.gov (United States)

    Siderius, Jennifer A.

    2011-01-01

    Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…

  3. The incidence and patterns of illness at the Sochi 2014 Winter Paralympic Games: a prospective cohort study of 6564 athlete days.

    Science.gov (United States)

    Derman, W; Schwellnus, M P; Jordaan, E; Runciman, P; Van de Vliet, P; Blauwet, C; Webborn, N; Willick, S; Stomphorst, J

    2016-09-01

    To describe the epidemiology of illness at the Sochi 2014 Winter Paralympic Games. A total of 547 athletes from 45 countries were monitored daily for 12 days over the Sochi 2014 Winter Paralympic Games (6564 athlete days). Illness data were obtained daily from teams without their own medical support (13 teams, 37 athletes) and teams with their own medical support (32 teams, 510 athletes) through electronic data capturing systems. The total number of illnesses reported was 123, with an illness incidence rate (IR) of 18.7 per 1000 athlete days (95% CI 15.1% to 23.2%). The highest IR was reported for wheelchair curling (IR of 20.0 (95% CI 10.1% to 39.6%)). Illnesses in the respiratory system (IR of 5.6 (95% CI 3.8% to 8.0%)), eye and adnexa (IR of 2.7 (95% CI 1.7% to 4.4%)) and digestive system (IR of 2.4 (95% CI 1.4% to 4.2%)) were the most common. Older athletes (35-63 years) had a significantly higher IR than younger athletes (14-25 years, p=0.049). The results of this study indicate that Paralympic athletes report higher illness incidence rates compared to Olympic athletes at similar competitions. The highest rates of illness were reported for the respiratory and digestive systems, eye and adnexa, respectively. Thus, the results of this study form a basis for the identification of physiological systems at higher risk of illness, which can in turn inform illness prevention and management programmes with eventual policy change to promote athlete safety in future editions of the Winter Paralympic Games. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  4. Big Data Revisited

    DEFF Research Database (Denmark)

    Kallinikos, Jannis; Constantiou, Ioanna

    2015-01-01

    We elaborate on key issues of our paper New games, new rules: big data and the changing context of strategy as a means of addressing some of the concerns raised by the paper’s commentators. We initially deal with the issue of social data and the role it plays in the current data revolution...... and the technological recording of facts. We further discuss the significance of the very mechanisms by which big data is produced as distinct from the very attributes of big data, often discussed in the literature. In the final section of the paper, we qualify the alleged importance of algorithms and claim...... that the structures of data capture and the architectures in which data generation is embedded are fundamental to the phenomenon of big data....

  5. 75 FR 47755 - Black Hills National Forest, Mystic Ranger District, South Dakota, Pactola Project Area

    Science.gov (United States)

    2010-08-09

    ... fuels, and to increase the quantity and quality of forage for big game and other wildlife resources... the subject. Electronic comments must be readable in Word, Rich Text or PDF formats. FOR FURTHER...,755 acres); MA 5.3A; MA 5.4--Big Game Winter Range Emphasis (~12,201 acres); and MA 8.2 Developed...

  6. Resident Perceptions of the 2006 Torino Olympic Games, 2002-2007.

    Directory of Open Access Journals (Sweden)

    ALESSANDRO CHITO GUALA,

    2009-01-01

    Full Text Available Previous Olympic Games research has been primarily on economic impacts, tourists, and destination image with most being one-off assessments of the Summer Games. Other than Ritchie's landmark study of the Calgary Winter Olympic Games, relatively few research studies on the Winter Olympic Games have been published, and fewer still concerning resident attitudes throughout the full lifecycle of the event, from bidding, preparation, operation, and legacy stages. Residents are in a unique position to evaluate an event's legacy as taxpayers, daily consumers of infrastructure, and as possible leisure consumers of Olympic sport venues. The purpose of this study was to examine Torino residents' perceptions of their city as host of the 2006 Torino Winter Olympic Games from 2002-2007. Results from telephone interviews with Torino residents (n = 900 interviews per year; N = 5,400 are presented to reflect the attitudes of the population toward the 2006 Winter Olympic Games over time. Residents experienced a "rollercoaster" of emotions during the event lifecycle ranging from euphoria once the Games were awarded, to concern over escalating production costs, irritation with inconveniences due to construction, and ultimately pride immediately following the Games. Implications of study findings for event and destination managers are discussed.

  7. [The Big Data Game : On the Ludic Constitution of the Collaborative Production of Knowledge in High-Energy Physics at CERN].

    Science.gov (United States)

    Dippel, Anne

    2017-12-01

    This article looks at how games and play contribute to the big data-driven production of knowledge in High-Energy Physics, with a particular focus on the Large Hadron Collider (LHC) at the European Organization for Nuclear Research (CERN), where the author has been conducting anthropological fieldwork since 2014. The ludic (playful) aspect of knowledge production is analyzed here in three different dimensions: the Symbolic, the Ontological, and the Epistemic. The first one points towards CERN as place where a cosmological game of probability is played with the help of Monte-Carlo simulations. The second one can be seen in the agonistic infrastructures of competing experimental collaborations. The third dimension unfolds in ludic platforms, such as online Challenges and citizen science games, which contribute to the development of machine learning algorithms, whose function is necessary in order to process the huge amount of data gathered from experimental events. Following Clifford Geertz, CERN itself is characterized as a site of deep play, a concept that contributes to understanding wider social and cultural orders through the analysis of ludic collective phenomena. The article also engages with Peter Galison's idea of the trading zone, proposing to comprehend it in the age of big data as a Playground. Thus the author hopes to contribute to a wider discussion in the historiographical and social study of science and technology, as well as in cultural anthropology, by recognizing the ludic in science as a central element of understanding collaborative knowledge production.

  8. The importance of hunting and hunting grounds for big and small game for tourism development in the basin of Crna Reka the Republic of Macedonia

    OpenAIRE

    Koteski, Cane; Jakovlev, Zlatko; Mitreva, Elizabeta; Angelkova, Tanja; Kitanov, Vladimir

    2012-01-01

    To show the hunting and hunting grounds for big and small game, the structure of the areas of certain hunting, fishing, fishing water objects, fish species, fishponds up to 20 years shown by municipalities and individual farms with ponds in the basin of Crna Reka.

  9. Work for Play: Careers in Video Game Development

    Science.gov (United States)

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  10. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

    @@ China is not expected to sweep the Vancouver 2010 Olympic Winter Games the way it dominated the 2008 Beijing Summer Olympics.However,it has made Chinese Olympic history after winning three gold medals when the Games passed the halfway point of scheduled competition on February 20.On that day,18-year-old Zhou Yang overcame three South Korean rivals to win the women's short-track speed skating 1,500-meter final.

  11. The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

    The last 10-15 years have seen the rise of a loosely defined independent games movement, often promoted as a more authentic type of video game than mainstream big budget video games (Juul 2014). For example, developer Dan Cook claims that “Indie games let me be a fan who is cheering on someone...... of the design and values of mainstream video games. As such, mainstream video games play the role of the morally and aesthetically compromised other, an other from which video games must be saved; an other that independent games are assumed to be rebelling against. In this paper I will analyze independent games...... as a number of specific (and sometimes contradictory) rejections of particular aspects of mainstream video game design. I am examining the game design of selected high-profile independent games, as well as game reviews and developer statement about their games. Here I am presenting general results...

  12. An Experimental High-Resolution Forecast System During the Vancouver 2010 Winter Olympic and Paralympic Games

    Science.gov (United States)

    Mailhot, J.; Milbrandt, J. A.; Giguère, A.; McTaggart-Cowan, R.; Erfani, A.; Denis, B.; Glazer, A.; Vallée, M.

    2014-01-01

    Environment Canada ran an experimental numerical weather prediction (NWP) system during the Vancouver 2010 Winter Olympic and Paralympic Games, consisting of nested high-resolution (down to 1-km horizontal grid-spacing) configurations of the GEM-LAM model, with improved geophysical fields, cloud microphysics and radiative transfer schemes, and several new diagnostic products such as density of falling snow, visibility, and peak wind gust strength. The performance of this experimental NWP system has been evaluated in these winter conditions over complex terrain using the enhanced mesoscale observing network in place during the Olympics. As compared to the forecasts from the operational regional 15-km GEM model, objective verification generally indicated significant added value of the higher-resolution models for near-surface meteorological variables (wind speed, air temperature, and dewpoint temperature) with the 1-km model providing the best forecast accuracy. Appreciable errors were noted in all models for the forecasts of wind direction and humidity near the surface. Subjective assessment of several cases also indicated that the experimental Olympic system was skillful at forecasting meteorological phenomena at high-resolution, both spatially and temporally, and provided enhanced guidance to the Olympic forecasters in terms of better timing of precipitation phase change, squall line passage, wind flow channeling, and visibility reduction due to fog and snow.

  13. ACTIVITIES OF SAINT-PETERSBURG RESEARCH INSTITUTE OF RADIATION HYGIENE AFTER PROFESSOR P.V. RAMZAEV FOR PROVISION OF RADIATION SAFETY OF XXII WINTER OLYMPIC AND XI WINTER PARALYMPICS GAMES OF 2014 IN SOCHI CITY

    Directory of Open Access Journals (Sweden)

    I. K. Romanovich

    2014-01-01

    Full Text Available The article contains an analysis of the experience of Rospotrebnadzor radiological units’ activities for  radiation  safety  provision  of  the  participators  and  guests  of  XXII  Winter  Olympic  Games  in  Sochi  and  also of Sochi city inhabitants as during the period of preparations for the Games so during the period of the Olympic and Paralympics Games. Peculiarities of organization of activities of Rospotrebnadzor specialists are considered for  the  preparation  period  and  main  period,  the  occurred  problems  of  technical  and  methodical  provision  of radiation control which was carried out for the purpose of counteraction to possible actions of radiation terrorism are considered as well. The role is noted of the specialists of Radiation Hygiene Institute in the methodical and organizational provision of the whole complex of carried-out activities.

  14. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  15. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  16. 75 FR 65370 - National Elk Refuge, Jackson, WY; Comprehensive Conservation Plan and Environmental Assessment

    Science.gov (United States)

    2010-10-22

    ... refuge for, American elk and other big game animals'' (44 Stat. 1246, 16 USC 673a). These purposes apply..., fishing, wildlife observation and photography, and environmental education and interpretation. We will... Refuge The National Elk Refuge was established in 1912 as a ``winter game (elk) reserve'' (37 Stat. 293...

  17. Planning of traumatological hospital resources for a major winter sporting event as illustrated by the 2005 Winter Universiad.

    Science.gov (United States)

    Oberladstaetter, J; Kamelger, F S; Rosenberger, R; Dallapozza, Ch; Struve, P; Luger, T; Fink, Ch; Attal, R

    2009-03-01

    The 22nd Student World Winter Games took place in January 2005 in Innsbruck and Seefeld, Austria. Exactly 1,500 athletes of 50 nationalities competed in 69 events in ten winter sports. A total number of 750 functionaries, 800 volunteers and 85,000 spectators participated in the second largest winter sports event behind the Olympic winter games. The aim of this study was to evaluate the needed resources to ensure traumatological care for an event of that size. At the medical "call-center" all consultations, as well as patient data, diagnosis, and medical treatment were recorded using a preset protocol. Further, all patients treated in the University Hospital Innsbruck were registered with an emphasis on trauma patients. Forty-eight of 65 patients transported to the hospital as a result of the Universiade were trauma patients, 37 of whom were athletes. The gender distribution was 34:14 (m:f). Ice hockey players had the highest rate of injury (25% of all injured athletes), followed by alpine skiers (20.8% of injured athletes). The highest ISS was nine. Forty-three patients got ambulatory treatment, five were admitted to the hospital and surgical treatment was conducted in three cases. Mean patient number was 4.8 per day. No additional personnel, structural, or technical hospital resources were needed to accommodate a large winter sports event like the Universiad. Thus, a level-B trauma center with an emergency room and independent traumatological department with around the clock surgical capability seems to be sufficient to provide traumatological care for an event of this size if the possibility of patient transport to a larger facility exists in the case of catastrophic events.

  18. Long-Term Changes in Game Species Over a Long Period of Transformation in the Iberian Mediterranean Landscape

    Science.gov (United States)

    Delibes-Mateos, Miguel; Farfán, Miguel Ángel; Olivero, Jesús; Márquez, Ana Luz; Vargas, Juan Mario

    2009-06-01

    Agricultural change has transformed large areas of traditional farming landscapes, leading to important changes in the species community assemblages in most European countries. We suspect that the drastic changes in land-use that have occurred in Andalusia (southern Spain) over recent decades, may have affected the distribution and abundance of game species in this region. This article compares the distribution of the main game species in Andalusia during the 1960s and 1990s, using data from maps available from the Mainland Spanish Fish, Game and National Parks Service and from recent datasets on hunting yield distributions, respectively. Big-game and small-game species were significantly segregated in southern Spain during the 1990s, as two clearly independent chorotypes (groups of species whose abundances are similarly distributed) were obtained from the classification analysis. In contrast, big-game and small-game species were not significantly segregated several decades ago, when there was only one chorotype consisting of small-game species and wild boar. The other three ungulates did not constitute a significant chorotype, as they showed positive correlations with some species in the group mentioned above. These changes seem to be a consequence of the transformations that have occurred in the Iberian Mediterranean landscape over the last few decades. The abandoning of traditional activities, and the consequent formation of dense scrubland and woodland, has led to an expansion of big-game species, and a decrease of small-game species in mountain areas. Moreover, agricultural intensification has apparently depleted small-game species populations in some agricultural areas. On the other hand, the increasingly intensive hunting management could be artificially boosting this segregation between small-game and big-game species. Our results suggest that the conservation and regeneration of traditional agricultural landscapes (like those predominating in the 1960s

  19. Marketing analytics for Free-to-Play Games

    OpenAIRE

    Kuokka, Ari

    2013-01-01

    This thesis deals with free to play marketing analytics in the light of mobile iOS games. Other platforms will be also discussed as well as mobile marketing aspects such as user acquisition, big data and metrics. The case company is a Finnish game startup which is about to release their first game The Supernauts. The objective of this thesis was to research what kind of analytics and metrics are needed in the marketing of free-to-play games as well as to examine what are the best practices...

  20. Winter Secrets: An Instant Lesson Plan.

    Science.gov (United States)

    Collyer, Cam

    1997-01-01

    Outdoor lesson plan aims to stimulate student interest in animals' adaptations to winter and the various signs and clues to animal behavior. Includes questions for class discussion, tips for guiding the hike, and instructions for two games that illustrate the predator-prey relationship. Notes curriculum connections to the East York (Ontario) Board…

  1. Bank of China Becomes Banking Partner of Beijing 2008 Olympic Games

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

    @@ Beijing Olympic Committee announced recently that Bank of China become a partner of 2008 Olympic Games. Bank of China will provide abundant fund, banking financial products and related services for Beijing 2008 Olympic Games, and Paralympic Games, Beijing Olympic Organizing Committee and China Olympic Committee and China Sports team to participate in 2006 Winter Olympic Games and 2008 Olympic Games.

  2. Music Activities for Lemonade in Winter

    Science.gov (United States)

    Cardany, Audrey Berger

    2014-01-01

    "Lemonade in Winter: A Book About Two Kids Counting Money" is a children's book about math; however, when sharing it in the music classroom, street cries and clapping games emerge. Jenkins' and Karas' book provides a springboard to lessons addressing several music elements, including form, tempo, and rhythm, as well as…

  3. Simulation Experiments: Better data, not just big data

    OpenAIRE

    Sanchez, Susan M.

    2014-01-01

    Proceeding WSC '14 Proceedings of the 2014 Winter Simulation Conference Pages 805-816 Data mining tools have been around for several decades, but the term “big data” has only recently captured widespread attention. Numerous success stories have been promulgated as organizations have sifted through massive volumes of data to find interesting patterns that are, in turn, transformed into actionable information. Yet a key drawback to the big data paradigm is that it relies on obser...

  4. Big Data Analytics Solutions: The Implementation Challenges in the Financial Services Industry

    Science.gov (United States)

    Ojo, Michael O.

    2016-01-01

    The challenges of Big Data (BD) and Big Data Analytics (BDA) have attracted disproportionately less attention than the overwhelmingly espoused benefits and game-changing promises. While many studies have examined BD challenges across multiple industry verticals, very few have focused on the challenges of implementing BDA solutions. Fewer of these…

  5. Bank of China Becomes Banking Partner of Beijing 2008 Olympic Games

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

      Beijing Olympic Committee announced recently that Bank of China become a partner of 2008 Olympic Games. Bank of China will provide abundant fund, banking financial products and related services for Beijing 2008 Olympic Games, and Paralympic Games, Beijing Olympic Organizing Committee and China Olympic Committee and China Sports team to participate in 2006 Winter Olympic Games and 2008 Olympic Games.……

  6. Online Crowdfunding Campaign for an Independent Video Game

    OpenAIRE

    Kivikangas, Inessa

    2014-01-01

    Over the past several years online reward-model crowdfunding platforms have become a popular tool for raising funds among independent game developers. Big success of several brilliant indie titles brought to the online crowdfunding platforms Kickstarter and Indiegogo hundreds of hopeful independent developers. However, apart from creating an excellent game indie developers have to be able to reach out to their audience and capture attention of potential supporters and gaming media. Time and e...

  7. Market Oversight Games

    NARCIS (Netherlands)

    Schinkel, Maarten Pieter

    2011-01-01

    Big business plays cat & mouse with market regulators. Market participants try to avoid the competitive pressures that the regulators are working to keep up. Only if the latter play these games at least as cleverly as the former can we reap all the fruits of competition. A case in point is the

  8. Market oversight games

    NARCIS (Netherlands)

    Schinkel, M.P.

    2010-01-01

    Big business plays cat & mouse with market regulators. Market participants try to avoid the competitive pressures that the regulators are working to keep up. Only if the latter play these games at least as cleverly as the former can we reap all the fruits of competition. A case in point is the

  9. Hypersexualism in video games as determinant or deterrent of game play

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    A long held, and research supported, contention about video and computer games purports that men play more games, more often, and of a wider variety, than women. Reasons for this gendered gap range from socialization to cognitive capacity. The hypothesized reason explored in this study focuses...... on the sexualized portrayal of female game characters. Portraying women as sexual objects may dissuade women from identifying and wanting to engage with them while enticing men to engage with them. In a 2x3 between-subjects experimental design, this study investigated how men and women perceive and react to female...... avatars that embody the hypersexualism body shape of big breasts, thin waist, and long, thin limbs, making the portrayal the composite of more naturally voluptuous and thin body shapes. Contrary to industry and academic arguments, it was found that men indicated more engagement with the game when playing...

  10. PERSONALITY AND CHARACTER PREFERENCE IN ROLE-PLAYING GAMES

    Directory of Open Access Journals (Sweden)

    Pedro José Ramos-Villagrasa

    2010-11-01

    Full Text Available In role-playing games players perform participative and episodic stories. Personality is a psychological construct associated with decision processes in many aspects of life. In this study, we analyzed if Big Five Personality Factors were related to game character preferences in the role-playing game “Dungeons & Dragons”. Results show that Personality is related only in the decision of character’s class. We also study the relationship between Personality and plots in role-playing games (action, intrigue, mystery, and personal relationships. Finally, recommendations to further investigation were given.

  11. Comparing effects of Winter Universiade (2011) and European ...

    African Journals Online (AJOL)

    Comparing effects of Winter Universiade (2011) and European Youth Olympic Festival (2011) ... The participating group was composed of 878 local spectators who watched the games. ... Sample group views on both positive and negative effects of these two events have high averages. ... AJOL African Journals Online.

  12. 2D flight shooting game design and implementation

    Institute of Scientific and Technical Information of China (English)

    Luo Yunqing

    2016-01-01

    The game, which is already one of the most popular entertainment, brings us a lot of fun.A lot of big games are great (plot, graphics, sound effects, etc.), but it takes time. So a simple, playable game is also very popular.This game is in Windows 7, with Visual Studio 2013 as the editor, in c + + as the scripting language, and a flying shooter game designed by the Unity3D game engine. Mainly implements a simple flight shooting, recruit, UI text display function, but not too much pains in the interface and the picture and sound effects, can realize the basic function of the game, and game for hardware requirement is not high also, entertainment and games also is beter. It's a casual game that is simple and fun to play, and it's a great way to bring happiness to people.

  13. Experimental High-Resolution Land Surface Prediction System for the Vancouver 2010 Winter Olympic Games

    Science.gov (United States)

    Belair, S.; Bernier, N.; Tong, L.; Mailhot, J.

    2008-05-01

    The 2010 Winter Olympic and Paralympic Games will take place in Vancouver, Canada, from 12 to 28 February 2010 and from 12 to 21 March 2010, respectively. In order to provide the best possible guidance achievable with current state-of-the-art science and technology, Environment Canada is currently setting up an experimental numerical prediction system for these special events. This system consists of a 1-km limited-area atmospheric model that will be integrated for 16h, twice a day, with improved microphysics compared with the system currently operational at the Canadian Meteorological Centre. In addition, several new and original tools will be used to adapt and refine predictions near and at the surface. Very high-resolution two-dimensional surface systems, with 100-m and 20-m grid size, will cover the Vancouver Olympic area. Using adaptation methods to improve the forcing from the lower-resolution atmospheric models, these 2D surface models better represent surface processes, and thus lead to better predictions of snow conditions and near-surface air temperature. Based on a similar strategy, a single-point model will be implemented to better predict surface characteristics at each station of an observing network especially installed for the 2010 events. The main advantage of this single-point system is that surface observations are used as forcing for the land surface models, and can even be assimilated (although this is not expected in the first version of this new tool) to improve initial conditions of surface variables such as snow depth and surface temperatures. Another adaptation tool, based on 2D stationnary solutions of a simple dynamical system, will be used to produce near-surface winds on the 100-m grid, coherent with the high- resolution orography. The configuration of the experimental numerical prediction system will be presented at the conference, together with preliminary results for winter 2007-2008.

  14. Creating a gold medal Olympic and Paralympics health care team: a satisfaction survey of the mobile medical unit/polyclinic team training for the Vancouver 2010 winter games.

    Science.gov (United States)

    Brown, D Ross; Heidary, Behrouz; Bell, Nathaniel; Appleton, Leanne; Simons, Richard K; Evans, David C; Hameed, S Morad; Taunton, Jack; Khwaja, Kosar; O'Connor, Michael; Garraway, Naisan; Hennecke, Peter; Kuipers, Donna; Taulu, Tracey; Quinn, Lori

    2013-11-13

    The mobile medical unit/polyclinic (MMU/PC) was an essential part of the medical services to support ill or injured Olympic or Paralympics family during the 2010 Olympic and Paralympics winter games. The objective of this study was to survey the satisfaction of the clinical staff that completed the training programs prior to deployment to the MMU. Medical personnel who participated in at least one of the four training programs, including (1) week-end sessions; (2) web-based modules; (3) just-in-time training; and (4) daily simulation exercises were invited to participate in a web-based survey and comment on their level of satisfaction with training program. A total of 64 (out of 94 who were invited) physicians, nurses and respiratory therapists completed the survey. All participants reported favorably that the MMU/PC training positively impacted their knowledge, skills and team functions while deployed at the MMU/PC during the 2010 Olympic Games. However, components of the training program were valued differently depending on clinical job title, years of experience, and prior experience in large scale events. Respondents with little or no experience working in large scale events (45%) rated daily simulations as the most valuable component of the training program for strengthening competencies and knowledge in clinical skills for working in large scale events. The multi-phase MMU/PC training was found to be beneficial for preparing the medical team for the 2010 Winter Games. In particular this survey demonstrates the effectiveness of simulation training programs on teamwork competencies in ad hoc groups.

  15. "Small Steps, Big Rewards": You Can Prevent Type 2 Diabetes

    Science.gov (United States)

    ... Steps, Big Rewards": You Can Prevent Type 2 Diabetes Past Issues / Winter 2008 Table of Contents For ... million Americans are at risk for type 2 diabetes." "Fifty four million Americans are at risk for ...

  16. [Using modern information technology in the practice of the sanitary-epidemiological surveiliance during the XXII Olympic Winter Games and XI Paralympic Winter Games in Sochi].

    Science.gov (United States)

    Popova, A Yu; Kuzkin, B P; Demina, Yu V; Dubyansky, V M; Kulichenko, A N; Maletskaya, O V; Shayakhmetov, O Kh; Semenko, O V; Nazarenko, Yu V; Agapitov, D S; Mezentsev, V M; Kharchenko, T V; Efremenko, D V; Oroby, V G; Klindukhov, V P; Grechanaya, T V; Nikolaevich, P N; Tesheva, S Ch; Rafeenko, G K

    2015-01-01

    To improve the sanitary and epidemiological surveillance at the Olympic Games has developed a system of GIS for monitoring objects and situations in the region of Sochi. The system is based on software package ArcGIS, version 10.2 server, with Web-java.lang. Object, Web-server Apach, and software developed in language java. During th execution of the tasks are solved: the stratification of the region of the Olympic Games for the private and aggregate epidemiological risk OCI various eti- ologies, ranking epidemiologically important facilities for the sanitary and hygienic conditions, monitoring of infectious diseases (in real time according to the preliminary diagnosis). GIS monitoring has shown its effectiveness: Information received from various sources, but focused on one portal. Information was available in real time all the specialists involved in ensuring epidemiological well-being and use at work during the Olympic Games in Sochi.

  17. Game meat consumption by hunters and their relatives: A probabilistic approach.

    Science.gov (United States)

    Sevillano Morales, Jesus; Moreno-Ortega, Alicia; Amaro Lopez, Manual Angel; Arenas Casas, Antonio; Cámara-Martos, Fernando; Moreno-Rojas, Rafael

    2018-06-18

    This study aimed to estimate the consumption of meat and products derived from hunting by the consumer population and, specifically, by hunters and their relatives. For this purpose, a survey was conducted on the frequency of consuming meat from the four most representative game species in Spain, two of big game, wild boar (Sus scrofa) and red deer (Cervus elaphus) and two of small game, rabbit (Oryctolagus cunulucus) and red partridge (Alectoris rufa), as well as of processed meat products (salami-type sausage) made from those big game species. The survey was carried out on 337 habitual consumers of these types of products (hunters and their relatives). The total mean game meat consumption, per capita in this population group, is 6.87 kg/person/year of meat and 8.57 kg/person/year if the processed meat products are also considered. Consumption of rabbit, red partridge, red deer and wild boar, individually, was 1.85, 0.82, 2.28 and 1.92 kg/person/year, respectively. It was observed that hunters generally registered a larger intake of game meat, this being statistically significant in the case of rabbit meat consumption. Using probabilistic methods, the meat consumption frequency distributions for each hunting species studied were estimated, as well as the products made from big game species and the total consumption both of meat by itself and that including the products made from it. The consumption frequency distributions were adjusted to exponential ones, verified by the test suitable for it according to Akaike Information Criterion, Bayesian Information Criterion, the Chi-Squared and Kolmogorov-Smirnov statistics. In addition, the consumption percentiles of the different distributions were obtained. The latter could be a good tool when making nutrition or contaminant studies since they permit the assessment of exposure to the compound in question.

  18. Development and Evaluation of MOOSES games in Flash/Macromedia

    OpenAIRE

    Ekse, Magnus Førland

    2010-01-01

    Video games are very popular today and the electronic entertainment industry is in many areas equal to the more mature entertainment industries like film and music in terms of usage and revenues. The MOOSES (Multiplayer On One Screen Entertainment System) allows players to play on one big screen together with the use of their mobile phone as a game controller. The framework was designed for easy development of multiplayer games in Java and C++.Flash is a very popular technology on the Interne...

  19. It Security Issues Within the Video Game Industry

    OpenAIRE

    STEPHEN MOHR; SYED (SHAWON) RAHMAN,

    2011-01-01

    IT security issues are an important aspect for each and every organization within the video game industry. Within the video game industry alone, you might not normally think of security risks being an issue. But as we can and have seen in recent news, no company is immune to security risks no matter how big or how small. While each of these organizations will never be exactly the same as the next, there are common security issues that can and do affect each and every video game company. In or...

  20. Adaptive Blending of Model and Observations for Automated Short-Range Forecasting: Examples from the Vancouver 2010 Olympic and Paralympic Winter Games

    Science.gov (United States)

    Bailey, Monika E.; Isaac, George A.; Gultepe, Ismail; Heckman, Ivan; Reid, Janti

    2014-01-01

    An automated short-range forecasting system, adaptive blending of observations and model (ABOM), was tested in real time during the 2010 Vancouver Olympic and Paralympic Winter Games in British Columbia. Data at 1-min time resolution were available from a newly established, dense network of surface observation stations. Climatological data were not available at these new stations. This, combined with output from new high-resolution numerical models, provided a unique and exciting setting to test nowcasting systems in mountainous terrain during winter weather conditions. The ABOM method blends extrapolations in time of recent local observations with numerical weather predictions (NWP) model predictions to generate short-range point forecasts of surface variables out to 6 h. The relative weights of the model forecast and the observation extrapolation are based on performance over recent history. The average performance of ABOM nowcasts during February and March 2010 was evaluated using standard scores and thresholds important for Olympic events. Significant improvements over the model forecasts alone were obtained for continuous variables such as temperature, relative humidity and wind speed. The small improvements to forecasts of variables such as visibility and ceiling, subject to discontinuous changes, are attributed to the persistence component of ABOM.

  1. Big data system for disaster warning of solar greenhouse vegetables

    OpenAIRE

    Li, M; Zhao, L; Chen, M; Wen, D; Liu, R; Yang, X

    2017-01-01

    Background: Solar greenhouses are very popular in the north of China as a way of meeting the demand for fresh local winter vegetables. Nonetheless, they are more susceptible to biological and meteorological disasters, such as diseases, pests, fog, haze and cold temperatures. Although we have deployed many record keeping equipment and weather stations, we have lower efficiency of usage on data. Big data has great potential in the future. Thus, our aim is to investigate a big data system for di...

  2. A Cost-Benefit Analysis of an Olympic Games

    OpenAIRE

    Darren McHugh

    2006-01-01

    This paper attempts to estimate the net benefit to Canada of the Vancouver 2010 Winter Olympic Games. Two particular classes of problems in Olympic CBA are studied in detail. The first is the unique nature of project dependency in an Olympic Games, and this is surmounted by the classification of Olympic-related costs and benefits as "Event-related" or "Infrastructure-related", with rules for handing each in the context of a CBA for an Olympic Games. The second is the estimation of net benefit...

  3. Game-XP: Action Games as Experimental Paradigms for Cognitive Science.

    Science.gov (United States)

    Gray, Wayne D

    2017-04-01

    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to "accept a single complex task and do all of it." More specifically, he told us that rather than taking an "experimental psychology as usual approach," we should "focus on a series of experimental and theoretical studies around a single complex task" so as to demonstrate that our theories of human cognition were powerful enough to explain "a genuine slab of human behavior" with the studies fitting into a detailed theoretical picture. Action games represent the type of experimental paradigm that Newell was advocating and the current state of programming expertise and laboratory equipment, along with the emergence of Big Data and naturally occurring datasets, provide the technologies and data needed to realize his vision. Action games enable us to escape from our field's regrettable focus on novice performance to develop theories that account for the full range of expertise through a twin focus on expertise sampling (across individuals) and longitudinal studies (within individuals) of simple and complex tasks. Copyright © 2017 Cognitive Science Society, Inc.

  4. Sports injury and illness epidemiology: Great Britain Olympic Team (TeamGB) surveillance during the Sochi 2014 Winter Olympic Games.

    Science.gov (United States)

    Palmer-Green, Debbie; Elliott, Niall

    2015-01-01

    Sports injury and illness surveillance is the first step in injury and illness prevention, and is important for the protection of both athlete health and performance in major competitions. To identify the prevalence, severity nature and causes of athlete injuries and illnesses in the Great Britain Olympic Team (TeamGB) during the Sochi 2014 Winter Olympic Games. The observational prospective cohort study followed the Great Britain Injury/Illness Performance Project surveillance methodology and obtained information on injuries and illnesses that occurred during the Games between 30 January and 23 February 2014 in TeamGB athletes (n=56). Among the 56 TeamGB athletes, there were 27 injuries and 11 illnesses during the Olympic Games period. This equated to 39% sustaining at least one injury and 18% at least one illness, with an incidence of 48.2 injuries and 19.6 illnesses per 100 athletes, respectively. Of all injuries and illnesses, 9% and 7%, respectively, resulted in time loss. The risk of sustaining an injury was highest for freestyle skiing, skeleton and snowboarding; and lowest for curling, biathlon and Alpine skiing (with no reported injuries); with the lower limb being the most commonly injured location. Respiratory system illnesses were most frequently reported overall, and older female athletes were the ones most affected by illness. The risk of injury was double the risk of illness for TeamGB athletes. Overall, the rate of time-loss issues was low. Methodological considerations are important when interpreting data, and prevention strategies should focus on those issues causing the greatest risk, in terms of prevalence and severity, to athlete health and performance. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  5. The Importance of Hunting and Hunting Areas for Big and Small Game (Food) for the Tourism Development in the Crna River Basin in the Republic of Macedonia

    OpenAIRE

    Koteski, Cane; Josheski, Dushko; Jakovlev, Zlatko; Bardarova, Snezana; Serafimova, Mimoza

    2014-01-01

    The Crna River is a river in the Republic of Macedonia, right tributary to Vardar. Its source is in the mountains of Western Macedonia, west of Krusevo. It flows through the village of Sopotnica, and southwards through the plains east of Bitola. The name means “black river” in Macedonian, which is translation for its former Thracian name. The purpose of this paper is to show the hunting and hunting areas for big and small Game (food), the structure of the areas of certain hunting, fi...

  6. Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games

    Science.gov (United States)

    Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz

    2008-01-01

    Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…

  7. Radiocaesium levels in game in the Czech Republic

    International Nuclear Information System (INIS)

    Škrkal, Jan; Rulík, Petr; Fantínová, Karin; Mihalík, Ján; Timková, Jana

    2015-01-01

    The paper summarizes results of monitoring of 137 Cs activities in game species roaming in the woods over the territory of the Czech Republic for the time interval of 1986–2012. Geometric means and other statistical characteristics were estimated from the data sets on the assumption of log-normal distribution of the data from the time interval 2004–2012 where the character of data distribution had displayed no significant change. Geometric means (in Bq/kg) in meat were: wild boar 5.1, red deer 1.9, roe deer 0.77 and feathered game 0.14. The mean value in the less frequent game amounted to 0.36 Bq/kg. The geometrical standard deviation (GSD) widely varied from 1.6 to 21 for the studied species. Based on mass activity dependence on time, we assessed the effective and environmental half-lives of activity decline. For red deer and roe deer, the effective 137 Cs half-life was 2.9 and 3.2 years, and environmental half-life 3.2 and 3.6 years respectively. The effective half-life of 137 Cs in wild boar of 38 years was determined with large uncertainty and it shows constant influx of 137 Cs activity to the digestive tract of wild boars. A statistically significant season-based 137 Cs level was found in red deer and wild boar. Higher winter and spring activities of 137 Cs in wild boar are linked with decreasing access to naturally occurring food with lower 137 Cs content (chestnuts, acorns, and beech nuts), making boar grub around for ground-deposited food (often for mushrooms with higher activity). Higher winter activities of 137 Cs in red deer meat, most probably, are due to lower access to green diet in winter. The average annual committed effective dose for Czech population based on estimates of game species meat consumption between 2004 and 2012 was insignificant, only 0.03 μSv. - Highlights: • Geometric means of the 137 Cs activity (in Bq/kg) in meat were: wild boar 5.1, red deer 1.9, roe deer 0.77 and feathered game 0.14. • The environmental half-life of 137

  8. Olympic Games Bids

    OpenAIRE

    Dichter, Heather L.

    2017-01-01

    Hosting international sport events, from world championships for a single sport to mega-events such as the Olympic Games or the FIFA World Cup, have become big business over the past few decades. These events have grown tremendously since their early incarnations in the late nineteenth and early twentieth centuries. The popularity and appeal of sport make hosting sporting events desirable for both local politicians and national sport leaders who work together to convince the public and the i...

  9. Contracting Around Privacy: The (Behavioral) Law and Economics of Consent and Big Data

    OpenAIRE

    Hermstrüwer, Yoan

    2017-01-01

    European privacy law rests on the implicit assumption that consent to the processing of personal data and the analysis of Big Data is a purely individual choice. Accordingly, privacy lawyers mainly focus on how to empower users to make free and informed choices, for instance through debiasing and nudging. However, a game theoretical analysis suggests that strategic considerations may be a driving force of consent under certain conditions. In environments relying on the use of Big Data, consen...

  10. Determining tissue-lead levels in large game mammals harvested with lead bullets: human health concerns.

    Science.gov (United States)

    Tsuji, L J S; Wainman, B C; Jayasinghe, R K; VanSpronsen, E P; Liberda, E N

    2009-04-01

    Recently, the use of lead isotope ratios has definitively identified lead ammunition as a source of lead exposure for First Nations people, but the isotope ratios for lead pellets and bullets were indistinguishable. Thus, lead-contaminated meat from game harvested with lead bullets may also be contributing to the lead body burden; however, few studies have determined if lead bullet fragments are present in big game carcasses. We found elevated tissue-lead concentrations (up to 5,726.0 microg/g ww) in liver (5/9) and muscle (6/7) samples of big game harvested with lead bullets and radiographic evidence of lead fragments. Thus, we would advise that the tissue surrounding the wound channel be removed and discarded, as this tissue may be contaminated by lead bullet fragments.

  11. Designing the user experience of game development tools

    CERN Document Server

    Lightbown, David

    2015-01-01

    The Big Green Button My Story Who Should Read this Book? Companion Website and Twitter Account Before we BeginWelcome to Designing the User Experience of Game Development ToolsWhat Will We Learn in This Chapter?What Is This Book About?Defining User ExperienceThe Value of Improving the User Experience of Our ToolsParallels Between User Experience and Game DesignHow Do People Benefit From an Improved User Experience?Finding the Right BalanceWrapping UpThe User-Centered Design ProcessWhat Will We

  12. Big bang models in string theory

    Energy Technology Data Exchange (ETDEWEB)

    Craps, Ben [Theoretische Natuurkunde, Vrije Universiteit Brussel and The International Solvay Institutes Pleinlaan 2, B-1050 Brussels (Belgium)

    2006-11-07

    These proceedings are based on lectures delivered at the 'RTN Winter School on Strings, Supergravity and Gauge Theories', CERN, 16-20 January 2006. The school was mainly aimed at PhD students and young postdocs. The lectures start with a brief introduction to spacetime singularities and the string theory resolution of certain static singularities. Then they discuss attempts to resolve cosmological singularities in string theory, mainly focusing on two specific examples: the Milne orbifold and the matrix big bang.

  13. DAMAGE BY GAME ANIMALS IN AGRICULTURAL CROPS

    Directory of Open Access Journals (Sweden)

    Monika Sporek

    2014-06-01

    Full Text Available In the recent years the damage caused by the game animals to the agricultural crops has increased considerably. An immediate cause of this situation is an expanding population of big game, especially wild boar. This increase is primarily due to the changes in agrocenoses, dominated by large area maize cropping. The crop damage is compensated by hunting associations leasing the specific areas. The aim of this paper was to present the costs of the compensation incurred by the lease-holders of the hunting grounds. A cause - effect relationship between greater game damage and increased harvest of the game animals was demonstrated. The analysis was based on the data provided in the Statistical Yearbooks of the Central Statistical Office for 2000-2013. The study also indicated a problem of a decline in roe deer population, caused by more intense harvest resulting from farmer compensation claims.

  14. Prosocial Personality Traits Differentially Predict Egalitarianism, Generosity, and Reciprocity in Economic Games.

    Science.gov (United States)

    Zhao, Kun; Ferguson, Eamonn; Smillie, Luke D

    2016-01-01

    Recent research has highlighted the role of prosocial personality traits-agreeableness and honesty-humility-in egalitarian distributions of wealth in the dictator game. Expanding on these findings, we ran two studies to examine individual differences in two other forms of prosociality-generosity and reciprocity-with respect to two major models of personality, the Big Five and the HEXACO. Participants (combined N = 560) completed a series of economic games in which allocations in the dictator game were compared with those in the generosity game, a non-constant-sum wealth distribution task where proposers with fixed payoffs selected the size of their partner's payoff ("generosity"). We further examined positive and negative reciprocity by manipulating a partner's previous move ("reciprocity"). Results showed clear evidence of both generosity and positive reciprocity in social preferences, with allocations to a partner greater in the generosity game than in the dictator game, and greater still when a player had been previously assisted by their partner. There was also a consistent interaction with gender, whereby men were more generous when this was costless and women were more egalitarian overall. Furthermore, these distinct forms of prosociality were differentially predicted by personality traits, in line with the core features of these traits and the theoretical distinctions between them. HEXACO honesty-humility predicted dictator, but not generosity allocations, while traits capturing tendencies toward irritability and anger predicted lower generosity, but not dictator allocations. In contrast, the politeness-but not compassion-aspect of Big Five agreeableness was uniquely and broadly associated with prosociality across all games. These findings support the discriminant validity between related prosocial constructs, and have important implications for understanding the motives and mechanisms taking place within economic games.

  15. Does Wyoming's Core Area Policy Protect Winter Habitats for Greater Sage-Grouse?

    Science.gov (United States)

    Smith, Kurt T.; Beck, Jeffrey L.; Pratt, Aaron C.

    2016-10-01

    Conservation reserves established to protect important habitat for wildlife species are used world-wide as a wildlife conservation measure. Effective reserves must adequately protect year-round habitats to maintain wildlife populations. Wyoming's Sage-Grouse Core Area policy was established to protect breeding habitats for greater sage-grouse ( Centrocercus urophasianus). Protecting only one important seasonal habitat could result in loss or degradation of other important habitats and potential declines in local populations. The purpose of our study was to identify the timing of winter habitat use, the extent which individuals breeding in Core Areas used winter habitats, and develop resource selection functions to assess effectiveness of Core Areas in conserving sage-grouse winter habitats in portions of 5 Core Areas in central and north-central Wyoming during winters 2011-2015. We found that use of winter habitats occured over a longer period than current Core Area winter timing stipulations and a substantial amount of winter habitat outside of Core Areas was used by individuals that bred in Core Areas, particularly in smaller Core Areas. Resource selection functions for each study area indicated that sage-grouse were selecting habitats in response to landscapes dominated by big sagebrush and flatter topography similar to other research on sage-grouse winter habitat selection. The substantial portion of sage-grouse locations and predicted probability of selection during winter outside small Core Areas illustrate that winter requirements for sage-grouse are not adequately met by existing Core Areas. Consequently, further considerations for identifying and managing important winter sage-grouse habitats under Wyoming's Core Area Policy are warranted.

  16. Prosocial Personality Traits Differentially Predict Egalitarianism, Generosity, and Reciprocity in Economic Games

    Directory of Open Access Journals (Sweden)

    Kun Zhao

    2016-08-01

    Full Text Available Recent research has highlighted the role of prosocial personality traits—agreeableness and honesty-humility—in egalitarian distributions of wealth in the dictator game. Expanding on these findings, we ran two studies to examine individual differences in two other forms of prosociality—generosity and reciprocity—with respect to two major models of personality, the Big Five and the HEXACO. Participants (combined N = 560 completed a series of economic games in which allocations in the dictator game were compared with those in the generosity game, a non-constant-sum wealth distribution task where proposers with fixed payoffs selected the size of their partner’s payoff (generosity. We further examined positive and negative reciprocity by manipulating a partner’s previous move (reciprocity. Results showed clear evidence of both generosity and positive reciprocity in social preferences, with allocations to a partner greater in the generosity game than in the dictator game, and greater still when a player had been previously assisted by their partner. There was also a consistent interaction with gender, whereby men were more generous when this was costless and women were more egalitarian overall. Furthermore, these distinct forms of prosociality were differentially predicted by personality traits, in line with the core features of these traits and the theoretical distinctions between them. HEXACO honesty-humility predicted dictator, but not generosity allocations, while traits capturing tendencies towards irritability and anger predicted lower generosity, but not dictator allocations. In contrast, the politeness—but not compassion—aspect of Big Five agreeableness was uniquely and broadly associated with prosociality across all games. These findings support the discriminant validity between related prosocial constructs, and have important implications for understanding the motives and mechanisms taking place within economic games.

  17. Prosocial Personality Traits Differentially Predict Egalitarianism, Generosity, and Reciprocity in Economic Games

    Science.gov (United States)

    Zhao, Kun; Ferguson, Eamonn; Smillie, Luke D.

    2016-01-01

    Recent research has highlighted the role of prosocial personality traits—agreeableness and honesty-humility—in egalitarian distributions of wealth in the dictator game. Expanding on these findings, we ran two studies to examine individual differences in two other forms of prosociality—generosity and reciprocity—with respect to two major models of personality, the Big Five and the HEXACO. Participants (combined N = 560) completed a series of economic games in which allocations in the dictator game were compared with those in the generosity game, a non-constant-sum wealth distribution task where proposers with fixed payoffs selected the size of their partner’s payoff (“generosity”). We further examined positive and negative reciprocity by manipulating a partner’s previous move (“reciprocity”). Results showed clear evidence of both generosity and positive reciprocity in social preferences, with allocations to a partner greater in the generosity game than in the dictator game, and greater still when a player had been previously assisted by their partner. There was also a consistent interaction with gender, whereby men were more generous when this was costless and women were more egalitarian overall. Furthermore, these distinct forms of prosociality were differentially predicted by personality traits, in line with the core features of these traits and the theoretical distinctions between them. HEXACO honesty-humility predicted dictator, but not generosity allocations, while traits capturing tendencies toward irritability and anger predicted lower generosity, but not dictator allocations. In contrast, the politeness—but not compassion—aspect of Big Five agreeableness was uniquely and broadly associated with prosociality across all games. These findings support the discriminant validity between related prosocial constructs, and have important implications for understanding the motives and mechanisms taking place within economic games. PMID:27555824

  18. Benefícios da atividade marítima turística de Big Game Fishing : uma análise empírica para a ilha de S. Miguel

    OpenAIRE

    Antunes, Marcos Paulo Carolino

    2016-01-01

    Dissertação de Mestrado, Ciências Económicas e Empresariais, 8 de Janeiro de 2016, Universidade dos Açores. Esta dissertação estuda os benefícios económicos da atividade Marítimo Turística Big Game Fishing na ilha de São Miguel, mais particularmente as receitas geradas, baseando-se num conjunto de inquéritos a turistas que se deslocaram à ilha para pescar, no ano de 2014. É utilizado um modelo tipo dos gastos efetuados pelos turistas, tendo variáveis específicas, usualmente utilizadas na l...

  19. Proposal Allocation Ratio as a Moderator of Interpersonal Responsibility Effects on Hostile Decision-Making in the Ultimatum Game

    Science.gov (United States)

    Gong, Xinyu; Xia, Ling-Xiang; Sun, Yanlin; Guo, Lei; Carpenter, Vanessa C.; Fang, Yuan; Chen, Yunli

    2017-01-01

    Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders’ hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders’ rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders’ rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five. PMID:29184518

  20. Proposal Allocation Ratio as a Moderator of Interpersonal Responsibility Effects on Hostile Decision-Making in the Ultimatum Game

    Directory of Open Access Journals (Sweden)

    Xinyu Gong

    2017-11-01

    Full Text Available Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders’ hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders’ rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders’ rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five.

  1. Radiocaesium levels in game in the Czech Republic.

    Science.gov (United States)

    Škrkal, Jan; Rulík, Petr; Fantínová, Karin; Mihalík, Ján; Timková, Jana

    2015-01-01

    The paper summarizes results of monitoring of (137)Cs activities in game species roaming in the woods over the territory of the Czech Republic for the time interval of 1986-2012. Geometric means and other statistical characteristics were estimated from the data sets on the assumption of log-normal distribution of the data from the time interval 2004-2012 where the character of data distribution had displayed no significant change. Geometric means (in Bq/kg) in meat were: wild boar 5.1, red deer 1.9, roe deer 0.77 and feathered game 0.14. The mean value in the less frequent game amounted to 0.36 Bq/kg. The geometrical standard deviation (GSD) widely varied from 1.6 to 21 for the studied species. Based on mass activity dependence on time, we assessed the effective and environmental half-lives of activity decline. For red deer and roe deer, the effective (137)Cs half-life was 2.9 and 3.2 years, and environmental half-life 3.2 and 3.6 years respectively. The effective half-life of (137)Cs in wild boar of 38 years was determined with large uncertainty and it shows constant influx of (137)Cs activity to the digestive tract of wild boars. A statistically significant season-based (137)Cs level was found in red deer and wild boar. Higher winter and spring activities of (137)Cs in wild boar are linked with decreasing access to naturally occurring food with lower (137)Cs content (chestnuts, acorns, and beech nuts), making boar grub around for ground-deposited food (often for mushrooms with higher activity). Higher winter activities of (137)Cs in red deer meat, most probably, are due to lower access to green diet in winter. The average annual committed effective dose for Czech population based on estimates of game species meat consumption between 2004 and 2012 was insignificant, only 0.03 μSv. Copyright © 2014 Elsevier Ltd. All rights reserved.

  2. Learning and Motivational Processes When Students Design Curriculum-Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2015-01-01

    This design-based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross-disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game-based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  3. Winter-to-winter variations in indoor radon

    International Nuclear Information System (INIS)

    Mose, D.G.; Mushrush, G.W.; Kline, S.W.

    1989-01-01

    Indoor radon concentrations in northern Virginia and central Maryland show a strong dependence on weather. Winter tends to be associated with higher than average indoor radon, and summer with lower than average. However, compared to the winter of 1986-1987, the winter of 1987-1988 was warmer and drier. Consequently, winter-to-winter indoor radon decreased by about 25%. This winter-to-winter decrease is unexpectedly large, and simulates winter-to-summer variations that have been reported

  4. Bridging the gap between Schumpeterian competition and evolutionary game theory

    DEFF Research Database (Denmark)

    Andersen, Esben Sloth

    This paper suggests that the analysis of Schumpeterian competition within the Nelson-Winter model should be complemented with evolutionary game theory. This model and its limitations for density-dependent Schumpeterian strategies are presented in terms of the equations of evolutionary dynamics. F...

  5. Chemical composition of douglas-fir foliage on mule deer winter range. Research report No. RR 91003-CA

    Energy Technology Data Exchange (ETDEWEB)

    Waterhouse, M J; Armleder, H M; Dawson, R J

    1991-01-01

    In the interior of British Columbia, Douglas-fir litterfall is a major source of mule deer winter food. An earlier study found that preference for Douglas-fir foliage was correlated with tree diameter. This study identified the underlying factors of selection so that wildlife managers might have a wider range of forage enhancement options on mule deer winter range. Samples of Douglas-fir foliage were collected from trees at Knife Creek and Big Lake, and analyzed for minerals, tannins, and in vitro digestible dry matter.

  6. Big data analytics turning big data into big money

    CERN Document Server

    Ohlhorst, Frank J

    2012-01-01

    Unique insights to implement big data analytics and reap big returns to your bottom line Focusing on the business and financial value of big data analytics, respected technology journalist Frank J. Ohlhorst shares his insights on the newly emerging field of big data analytics in Big Data Analytics. This breakthrough book demonstrates the importance of analytics, defines the processes, highlights the tangible and intangible values and discusses how you can turn a business liability into actionable material that can be used to redefine markets, improve profits and identify new business opportuni

  7. Play, Create, Share? Console Gaming, Player Production and Agency

    Directory of Open Access Journals (Sweden)

    Olli Sotamaa

    2010-07-01

    Full Text Available Digital games have been frequently used to illustrate the new organisational frameworks that are based on persuading users to carry out tasks and assignments not traditionally associated with them. However coined, ‘user-innovation’ (von Hippel, 2005, ‘crowdsourcing’ (Howe, 2008 or ‘pro-am revolution’ (Leadbeater and Miller, 2004, contemporary examples of this phenomena always include digital games. A closer look at the recent open innovation manifestos reveals that the oft-cited examples come almost entirely from PC games while console games remain mostly non-existent in these texts. It is clear that PC and console games differ both in use and in the cultures they create (Taylor, 2007. Equally, the technological and economic backgrounds of the market sectors have their differences (Kerr, 2006.The concept of LittleBigPlanet, a console game inherently dependent on player production, challenges the neat binary of some much cited arguments about tethered appliances. The first set of research questions rises from this observation. What are the technical and economic constraints and affordances the console as a platform uses to position the productive activities of players? How do these differ from the forms of player production typical of PC gaming (see Sotamaa, 2007a; and Sotamaa, 2007b?

  8. Mental preparation for the 2014 Winter Paralympic Games.

    Science.gov (United States)

    Martin, Jeffrey

    2012-01-01

    The purpose of this review is to describe how Paralympians can prepare for the 2014 Paralympic Games through mental skill use. A search of adapted physical activity, sport psychology, and disability-specific journals was conducted along with electronic databases (eg, ArticleFirst) using the terms sport psychology, Olympics, Paralympics, psychological and mental preparation and skills, imagery, visualization, self-talk, anxiety, confidence, and performance enhancement. Reference lists from relevant articles were then used to continue the search. No constraining dates were used. A review of the results from both qualitative and quantitative research on Paralympians, Olympians, and elite-level athletes suggests that mental preparation and mental skill development can help Paralympians enhance their performances. Sport psychologists can help Paralympians develop mental skills to manage the unique stressors of the Paralympics to increase the odds of having superior performances.

  9. Big Opportunities and Big Concerns of Big Data in Education

    Science.gov (United States)

    Wang, Yinying

    2016-01-01

    Against the backdrop of the ever-increasing influx of big data, this article examines the opportunities and concerns over big data in education. Specifically, this article first introduces big data, followed by delineating the potential opportunities of using big data in education in two areas: learning analytics and educational policy. Then, the…

  10. 76 FR 67130 - Bridger-Teton National Forest; Big Piney Ranger District; Wyoming; Environmental Impact Statement...

    Science.gov (United States)

    2011-10-31

    ... management actions, and (2) minimize food and other types of habituation and bear/human conflicts. Updated... project area is within the DFC 10 (Simultaneous Development of Resources, Opportunities for Human Experiences and Support for Big-game and a Wide Variety of Wildlife Species. Approximately five percent of the...

  11. [Epidemiological risk of introduction of dangerous and exotic infectious diseases on the territory of the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Kuz'kin, B P; Ezhlova, E B; Kulichenko, A N; Maletskaia, O V; Demina, Iu V; Taran, T V; Pakskina, N D; Kharchenko, T V; Grizhebovskiĭ, G M; Savel'ev, V N; Orobeĭ, V G; Klindukhov, V P; Grechanaia, T V; Tesheva, S Ch; Brukhanova, G D

    2015-01-01

    To assess the epidemiological risk of introduction of serious infectious diseases in the pre-Olympic period defined list of dangerous and exotic infections and held assessment of potential danger threatening. Initial external information to assess the potential risk of skidding were reports, forecasts, posted on the official websites. The risk of skidding and epidemiological complications conditionally designated as high, moderate and minimal risk importation of measles virus-Rate was considered as high. In confirmation of the forecast for the period of the Olympic Games in Sochi have been registered about 100 cases of measles. Moderate risk of importation was determined for poliomyelitis due to wild poliovirus, Lassa fever, cholera, plague, and the minimal--for Dengue fever, yellow fever, the Middle East and respiratory syndrome, diseases caused by viruses Marburg and Ebola. Based on of analysis of previous Olympic Games and subsequent co-events related to the activity of the infectious diseases in the world, mate-cluded that even a slight risk of importation of infectious diseases requires maximum alertness and readiness to conduct adequate epidemiological issues incorporated.

  12. Game animals as bioindicators of environmental contamination by mercury

    International Nuclear Information System (INIS)

    Gasparova, Katarina

    2002-01-01

    The article deals with determination of Hg in the biological materials (furred game), which comes from 9 districts in Slovak Republic. In the fur there were determined the mercury contents, in μg·kg -1 , as follows: roe deer game - Lucenec District, 12.3; Poltar Dis., 12.8; Prievidza Dis., 42.6; Revuca Dis., 23.5; Rimavska Sobota Dis., 16.7; Spisska Nova Ves Dis., 262.5; Veliky Krtis Dis., 20.3; Zarnovica Dis., 11.5; Ziar nad Hronom Dis., 15.5; red deer game - Lucenec Dis., 13.6; Poltar Dis., 16.2; Rimavska Sobota Dis., 22.1; Zarnovica Dis., 9.6; fallow deer game - Poltar Dis., 41.9; boar game - Prievidza Dis., 257.6. The measurements were carried out by atomic absorption spectrometry using an AMA 254 instrument. The investigated animals were hunted during the hunting period in the year 1999. The biological samples were taken from healthy game without any strange changes of its behavior or colour. High mercury content in fur of roe deer game in Spisska Nova Ves District and also in fur of boar game in Prievidza District shows big air pollution in these districts, caused mainly by intensive industry, mining, reprocessing and energy technologies used in these districts. We can suppose that because of the environmental contamination there is also a high content of mercury in game internal organs. It would be useful to continue with analyzing the content of Hg in the biological material and environmental as well. (author)

  13. The Big Data Tools Impact on Development of Simulation-Concerned Academic Disciplines

    Directory of Open Access Journals (Sweden)

    A. A. Sukhobokov

    2015-01-01

    Full Text Available The article gives a definition of Big Data on the basis of 5V (Volume, Variety, Velocity, Veracity, Value as well as shows examples of tasks that require using Big Data tools in a diversity of areas, namely: health, education, financial services, industry, agriculture, logistics, retail, information technology, telecommunications and others. An overview of Big Data tools is delivered, including open source products, IBM Bluemix and SAP HANA platforms. Examples of architecture of corporate data processing and management systems using Big Data tools are shown for big Internet companies and for enterprises in traditional industries. Within the overview, a classification of Big Data tools is proposed that fills gaps of previously developed similar classifications. The new classification contains 19 classes and allows embracing several hundreds of existing and emerging products.The uprise and use of Big Data tools, in addition to solving practical problems, affects the development of scientific disciplines concerning the simulation of technical, natural or socioeconomic systems and the solution of practical problems based on developed models. New schools arise in these disciplines. These new schools decide peculiar to each discipline tasks, but for systems with a much bigger number of internal elements and connections between them. Characteristics of the problems to be solved under new schools, not always meet the criteria for Big Data. It is suggested to identify the Big Data as a part of the theory of sorting and searching algorithms. In other disciplines the new schools are called by analogy with Big Data: Big Calculation in numerical methods, Big Simulation in imitational modeling, Big Management in the management of socio-economic systems, Big Optimal Control in the optimal control theory. The paper shows examples of tasks and methods to be developed within new schools. The educed tendency is not limited to the considered disciplines: there are

  14. Paralympic sports medicine--current evidence in winter sport: considerations in the development of equipment standards for paralympic athletes.

    Science.gov (United States)

    Burkett, Brendan

    2012-01-01

    To highlight and discuss the considerations for the future development of equipment standards for Winter Paralympic sports. Literature searches were performed (in English) during May 2011 using the key words "technology, winter sport, Olympic, and Paralympic" in the computerized databases PubMed, PsycINFO, Science Direct, and Google Scholar. In addition, personal scientific observations were made at several Winter Paralympic Games. The retrieved articles were screened and assessed for relevance to the biological, biomechanical, and sport medicine aspects of equipment. There are 3 key areas in which technology has influenced sports performance in Paralympic winter sports, namely, specialized prostheses, crutch skis or outriggers (in lieu of poles), and sport-specific wheelchairs (such as the sit-ski). From a sport medicine perspective, a crucial factor not considered in the standard laboratory test of mechanical efficiency is the influence of the human-equipment connection, such as the stump-to-prosthesis interface or the required human-to-wheelchair control. This connectivity is critical to the effective operation of the assistive device. When assessing the efficiency of this equipment, the not-so-obvious, holistic, compensatory factors need to be considered. Assistive equipment is fundamental for a person with a disability to participate and compete in winter sport activities. Although there have been improvements in the mechanical function of some assistive devices, the key issue is matching the residual function of the person with the assistive equipment. Equitable access to this technology will also ensure that the fundamental spirit of fair play that underpins the Paralympic Games is maintained.

  15. Hibernacula selection by Townsend's big-eared bat in Southwestern Colorado

    Science.gov (United States)

    Hayes, Mark A.; Schorr, Robert A.; Navo, Kirk W.

    2011-01-01

    In western United States, both mine reclamations and renewed mining at previously abandoned mines have increased substantially in the last decade. This increased activity may adversely impact bats that use these mines for roosting. Townsend's big-eared bat (Corynorhinus townsendii) is a species of conservation concern that may be impacted by ongoing mine reclamation and renewed mineral extraction. To help inform wildlife management decisions related to bat use of abandoned mine sites, we used logistic regression, Akaike's information criterion, and multi-model inference to investigate hibernacula use by Townsend's big-eared bats using 9 years of data from surveys inside abandoned mines in southwestern Colorado. Townsend's big-eared bats were found in 38 of 133 mines surveyed (29%), and occupied mines averaged 2.6 individuals per mine. The model explaining the most variability in our data included number of openings and portal temperature at abandoned mines. In southwestern Colorado, we found that abandoned mine sites with more than one opening and portal temperatures near 0°C were more likely to contain hibernating Townsend's big-eared bats. However, mines with only one opening and portal temperatures of ≥10°C were occasionally occupied by Townsend's big-eared bat. Understanding mine use by Townsend's big-eared bat can help guide decisions regarding allocation of resources and placement of bat-compatible closures at mine sites scheduled for reclamation. When feasible we believe that surveys should be conducted inside all abandoned mines in a reclamation project at least once during winter prior to making closure and reclamation recommendations.

  16. Making a Big Bang on the small screen

    Science.gov (United States)

    Thomas, Nick

    2010-01-01

    While the quality of some TV sitcoms can leave viewers feeling cheated out of 30 minutes of their lives, audiences and critics are raving about the science-themed US comedy The Big Bang Theory. First shown on the CBS network in 2007, the series focuses on two brilliant postdoc physicists, Leonard and Sheldon, who are totally absorbed by science. Adhering to the stereotype, they also share a fanatical interest in science fiction, video-gaming and comic books, but unfortunately lack the social skills required to connect with their 20-something nonacademic contemporaries.

  17. DoD Physical Security Technical Support at the 1980 Winter Olympics Village.

    Science.gov (United States)

    1980-09-02

    support were provided to the 1980 Winter Olympic Games were: (1) Physical Security, (2) Communications- Electronics , and (3) Medical via the New York Army...vibration-based Fence Pro- tection System (FPS), manufactured by General Telephone and Electronics (GT& E ) and installed for the Federal Bureau of Prisons...CM (Mr. Woomert) DRSXY-GB (Mr. R. E . Cam) Aberdeen Proving Ground, MD 21005 Commander US Army Communications and Electronics Material Readiness

  18. Learning and Motivational Processes When Students Design Curriculum‐Based Digital Learning Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This design‐based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross‐disciplinary subject...... matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game‐based learning design. This project took place in a co......, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students...

  19. [Paediatric emergencies; example of the management of winter epidemics].

    Science.gov (United States)

    Mercier, Jean-Christophe; Bellettre, Xavier; Lejay, Émilie; Desmarest, Marie; Titomanlio, Luigi

    2015-01-01

    Every year, epidemics of viral bronchiolitis and gastroenteritis occur with a significant increase in the number of visits (by a factor 1.8) and hospitalisations that can over-exceed bed capacity leading to transfer sick children to other hospitals. This kind of hospital 'crisis' is not limited to paediatrics, big cities or western nations. It is a worldwide worrying problem. Because our hospital sits in the Northern districts of Paris where a large community of m.ncants lives in poverty, our number of visits is high (mean 250 per day), and winter epidemics further jeopardise the difficult equilibrium achieved between quality management and waiting times. Thus, we have taken various initiatives in terms of organisation of the paediatric emergency department and other wards, including a "fast track" clinic, the opening of beds dedicated to winter epidemics, the institution of a "bed manager" in order to more easily find a bed, and a larger use of home hospitalisations. Furthermore, we created a specific committee which may decide on various indicators of tension whether it is necessary to cancel programmed hospitalisations or surgery.in order to resolve the emergency crisis. This kind of organisation can serve as a model for other hospitals facing winter epidemics crises.

  20. The Labor Market Effects of the Salt Lake City Winter Olympics

    OpenAIRE

    Robert Baumann; Bryan Engelhardt; Victor Matheson

    2010-01-01

    The local, state, and federal governments, along with the Salt Lake City Organizing Committee, spent roughly $1.9 billion in direct costs related to planning and hosting the 2002 Winter Olympic Games. In this paper, we investigate whether these expenditures increased employment. At the state level, we find strong evidence it increased employment in leisure related industries in the short run and potentially in the long run. However, the results indicate it had no long term impact on employmen...

  1. Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit

    Directory of Open Access Journals (Sweden)

    Rizka Lukmana Afif

    2014-06-01

    Full Text Available The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.

  2. Game statistics for the island of Olkiluoto in 2013-2014

    International Nuclear Information System (INIS)

    Niemi, M.; Nieminen, M.

    2015-05-01

    The game statistics for the island of Olkiluoto were updated in the summer 2014 and compared with earlier statistics. In addition, the estimated biomass of hunted animals was calculated. The reported game bag and population size estimates are based on the annual action report of local hunting club (Olkiluodon Metsaestysseura ry) and interviews of hunting club's secretary. No moose or deer inventories were made in the winter 2013-2014. The moose population has been a slightly increasing when comparing the previous year; there were 4-6 individuals on the island after hunting season. The number of moose varies because they tend to move between the island and mainland. Winter 2013-2014 was relatively easy for white-tailed deer and roe deer but the predation caused by lynxes inhibits the increase of populations. However, the current amount of lynxes on the island is unknown because the lack of snow in the winter 2013-2014. In the summer of 2014, there were several lynx observations. The number of hunted raccoon dogs was almost four times as large as in the previous year; altogether 26 individuals were killed. There were no noticeable changes in the number of other hunted small or medium-sized predators. American minks were not killed at all. The total number of hunted hares decreased from eleven to seven. Once again, mallard was the most common hunted bird species followed by hooded crow. Other bird species hunted were wood pigeon, herring gull, hazel grouse, wigeon, teal and common pochard. The total biomass hunted was approximately 1 225 kilos (1 170 for mammals and 55 for birds) which was 305 kilos more than in the previous year. The biomass destined to human consumption (i.e. game meat) was approximately 415 kilos (400 kilos for mammals, 15 for birds). (orig.)

  3. Game statistics for the island of Olkiluoto in 2013-2014

    Energy Technology Data Exchange (ETDEWEB)

    Niemi, M.; Nieminen, M. [Faunatica Oy, Espoo (Finland)

    2015-05-15

    The game statistics for the island of Olkiluoto were updated in the summer 2014 and compared with earlier statistics. In addition, the estimated biomass of hunted animals was calculated. The reported game bag and population size estimates are based on the annual action report of local hunting club (Olkiluodon Metsaestysseura ry) and interviews of hunting club's secretary. No moose or deer inventories were made in the winter 2013-2014. The moose population has been a slightly increasing when comparing the previous year; there were 4-6 individuals on the island after hunting season. The number of moose varies because they tend to move between the island and mainland. Winter 2013-2014 was relatively easy for white-tailed deer and roe deer but the predation caused by lynxes inhibits the increase of populations. However, the current amount of lynxes on the island is unknown because the lack of snow in the winter 2013-2014. In the summer of 2014, there were several lynx observations. The number of hunted raccoon dogs was almost four times as large as in the previous year; altogether 26 individuals were killed. There were no noticeable changes in the number of other hunted small or medium-sized predators. American minks were not killed at all. The total number of hunted hares decreased from eleven to seven. Once again, mallard was the most common hunted bird species followed by hooded crow. Other bird species hunted were wood pigeon, herring gull, hazel grouse, wigeon, teal and common pochard. The total biomass hunted was approximately 1 225 kilos (1 170 for mammals and 55 for birds) which was 305 kilos more than in the previous year. The biomass destined to human consumption (i.e. game meat) was approximately 415 kilos (400 kilos for mammals, 15 for birds). (orig.)

  4. Power to the People: Addressing Big Data Challenges in Neuroscience by Creating a New Cadre of Citizen Neuroscientists.

    Science.gov (United States)

    Roskams, Jane; Popović, Zoran

    2016-11-02

    Global neuroscience projects are producing big data at an unprecedented rate that informatic and artificial intelligence (AI) analytics simply cannot handle. Online games, like Foldit, Eterna, and Eyewire-and now a new neuroscience game, Mozak-are fueling a people-powered research science (PPRS) revolution, creating a global community of "new experts" that over time synergize with computational efforts to accelerate scientific progress, empowering us to use our collective cerebral talents to drive our understanding of our brain. Copyright © 2016 Elsevier Inc. All rights reserved.

  5. Molecular detection of the causative agent of white-nose syndrome on Rafinesque's big-eared bats (Corynorhinus rafinesquii) and two species of migratory bats in the southeastern USA.

    Science.gov (United States)

    Bernard, Riley F; Foster, Jeffrey T; Willcox, Emma V; Parise, Katy L; McCracken, Gary F

    2015-04-01

    Pseudogymnoascus destructans, the causal agent of white-nose syndrome (WNS), is responsible for widespread mortality of hibernating bats across eastern North America. To document P. destructans exposure and infections on bats active during winter in the southeastern US, we collected epidermal swabs from bats captured during winters 2012-13 and 2013-14 in mist nets set outside of hibernacula in Tennessee. Epidermal swab samples were collected from eight Rafinesque's big-eared bats (Corynorhinus rafinesquii), six eastern red bats (Lasiurus borealis), and three silver-hair bats (Lasionycteris noctivagans). Using real-time PCR methods, we identified DNA sequences of P. destructans from skin swabs of two Rafinesque's big-eared bats, two eastern red bats, and one silver-haired bat. This is the first detection of the WNS fungus on Rafinesque's big-eared bats and eastern red bats and the second record of the presence of the fungus on silver-haired bats.

  6. Investigating risk factors for Internet gaming disorder: a comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits.

    Science.gov (United States)

    Müller, K W; Beutel, M E; Egloff, B; Wölfling, K

    2014-01-01

    Engaging in online games has become increasingly important as a part of leisure activity in adolescents and adults. While the majority of people use these games in a healthy way, epidemiological studies show that some develop excessive use and symptoms that are related to those of substance-related addictions. Despite increasing research concerning the epidemiology of internet gaming disorder (IGD), predisposing factors have been examined to a lesser extent. Knowing about specific risk factors would help clarify the nosological features of IGD and enhance prevention and intervention. This study aimed to evaluate the relationships between personality traits and IGD. A total of 115 patients meeting the criteria for IGD were compared to 167 control subjects displaying either regular or intense use of online games. Additionally, 115 patients meeting diagnostic criteria for pathological gambling were included. IGD was associated with higher neuroticism, decreased conscientiousness and low extraversion. The comparisons to pathological gamblers indicate that low conscientiousness and low extraversion in particular are characteristic of IGD. An integration of personality variables into an etiopathological model describing presumable mechanisms fostering and maintaining addictive online gaming is proposed. This model could be helpful for the theoretical understanding of addictive gaming, public health campaigns and psychoeducation within therapeutic settings. © 2013 S. Karger AG, Basel.

  7. Players Off the Field. How Jim Delany and Roy Kramer Took over Big-Time College Sports.

    Science.gov (United States)

    Suggs, Welch

    2000-01-01

    Traces the history of the college football bowl system and describes the movement toward replacing the bowl game system with a national championship playoff system. Focuses on the roles of J. Delany, commission of the Big Ten Conference and R. Kramer, commissioner of the Southeastern Conference, in perpetuating the current college football bowl…

  8. Summary of the Big Lost River fish study on the Idaho National Engineering Laboratory Site

    International Nuclear Information System (INIS)

    Overton, C.K.; Johnson, D.W.

    1978-01-01

    Winter fish mortality and fish migration in the Big Lost River were related to natural phenomenon and man-created impacts. Low winter flows resulted in a reduction in habitat and increased rainbow trout mortality. Man-altered flows stimulated movement and created deleterious conditions. Migratory patterns were related to water discharge and temperature. A food habit study of three sympatric salmonid fishes was undertaken during a low water period. The ratio of food items differed between the three species. Flesh of salmonid fishes from within the INEL Site boundary was monitored for three years for radionuclides. Only one trout contained Cs-137 concentrations above the minimum detection limits

  9. How Big Are "Martin's Big Words"? Thinking Big about the Future.

    Science.gov (United States)

    Gardner, Traci

    "Martin's Big Words: The Life of Dr. Martin Luther King, Jr." tells of King's childhood determination to use "big words" through biographical information and quotations. In this lesson, students in grades 3 to 5 explore information on Dr. King to think about his "big" words, then they write about their own…

  10. Big Data in Science and Healthcare: A Review of Recent Literature and Perspectives

    Science.gov (United States)

    Miron-Shatz, T.; Lau, A. Y. S.; Paton, C.

    2014-01-01

    Summary Objectives As technology continues to evolve and rise in various industries, such as healthcare, science, education, and gaming, a sophisticated concept known as Big Data is surfacing. The concept of analytics aims to understand data. We set out to portray and discuss perspectives of the evolving use of Big Data in science and healthcare and, to examine some of the opportunities and challenges. Methods A literature review was conducted to highlight the implications associated with the use of Big Data in scientific research and healthcare innovations, both on a large and small scale. Results Scientists and health-care providers may learn from one another when it comes to understanding the value of Big Data and analytics. Small data, derived by patients and consumers, also requires analytics to become actionable. Connectivism provides a framework for the use of Big Data and analytics in the areas of science and healthcare. This theory assists individuals to recognize and synthesize how human connections are driving the increase in data. Despite the volume and velocity of Big Data, it is truly about technology connecting humans and assisting them to construct knowledge in new ways. Concluding Thoughts The concept of Big Data and associated analytics are to be taken seriously when approaching the use of vast volumes of both structured and unstructured data in science and health-care. Future exploration of issues surrounding data privacy, confidentiality, and education are needed. A greater focus on data from social media, the quantified self-movement, and the application of analytics to “small data” would also be useful. PMID:25123717

  11. Preparation and accreditation of anti-doping laboratories for the Olympic Games.

    Science.gov (United States)

    Botrè, Francesco; Wu, Moutian; Boghosian, Thierry

    2012-07-01

    This article outlines the process of preparation of an anti-doping laboratory in view of the activities to be performed on the occasion of the Olympic Games, focusing in particular on the accreditation requirements of the World Anti-Doping Agency (WADA) and ISO/IEC 17025, as well as on the additional obligations required by the International Olympic Committee, which is the testing authority responsible for the anti-doping activities at the Olympics. Due to the elevated workload expected on the occasion of the Olympic Games, the designated anti-doping laboratory needs to increase its analytical capacity (samples processed/time) and capability by increasing the laboratory's resources in terms of space, instrumentation and personnel. Two representative cases, one related to the Winter Olympic Games (Torino 2006) and one related to the Summer Olympic Games (Beijing 2008), are presented in detail, in order to discuss the main aspects of compliance with both the WADA and ISO/IEC 17025 accreditation requirements.

  12. Game statistics for the Island of Olkiluoto in 2011-2012

    Energy Technology Data Exchange (ETDEWEB)

    Niemi, M.; Nieminen, M. [Faunatica Oy, Espoo (Finland); Jussila, I. [Turku Univ. (Finland)

    2012-11-15

    The game statistics for the island of Olkiluoto were updated in the summer 2012 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2011-2012. The moose population has been decreasing slightly during the past ten years. The increasing lynx population has decreasing effect on small ungulate (white-tailed deer and roe deer) populations. The number of hunted mountain hares and European brown hares decreased when comparing the previous year. In addition, the number of hunted raccoon dogs was about 50 per cent lower than in the year 2010. Altogether 27 waterfowls were hunted in 2011. The population of mountain hare is abundant, despite that there were lynx living on the eastern part of island during the winter 2011. Based on track observations, there are pine martens living on the area as well. In addition, there were some observations of wolves visiting on the area. The winter 2011-2012 was milder than the previous one, and it seemed that young swans wintering on the area survived better that in the previous winter. (orig.)

  13. Game statistics for the Island of Olkiluoto in 2011-2012

    International Nuclear Information System (INIS)

    Niemi, M.; Nieminen, M.; Jussila, I.

    2012-11-01

    The game statistics for the island of Olkiluoto were updated in the summer 2012 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2011-2012. The moose population has been decreasing slightly during the past ten years. The increasing lynx population has decreasing effect on small ungulate (white-tailed deer and roe deer) populations. The number of hunted mountain hares and European brown hares decreased when comparing the previous year. In addition, the number of hunted raccoon dogs was about 50 per cent lower than in the year 2010. Altogether 27 waterfowls were hunted in 2011. The population of mountain hare is abundant, despite that there were lynx living on the eastern part of island during the winter 2011. Based on track observations, there are pine martens living on the area as well. In addition, there were some observations of wolves visiting on the area. The winter 2011-2012 was milder than the previous one, and it seemed that young swans wintering on the area survived better that in the previous winter. (orig.)

  14. Experimenting on how to create a sustainable gamified learning design that supports adult students when learning through designing learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2014-01-01

    digital learning games (small games) in cross‐disciplinary subject matters. The experiment has focused on creating a game‐based learning design that enables the students to implement the learning goals into their games, and on making the game design process motivating and engaging. Another focus......This paper presents and discusses the first iteration of a design‐based research experiment focusing on how to create an overall gamified learning design (big Game) facilitating the learning process for adult students by letting them be their own learning designers through designing their own...... of the study has been to create a sustainable learning design that supports the learning game design process and gives teachers the ability to evaluate whether the students have been successful in learning their subject matter through this learning game design process. The findings are that this initial...

  15. Impact of warm winters on microbial growth

    Science.gov (United States)

    Birgander, Johanna; Rousk, Johannes; Axel Olsson, Pål

    2014-05-01

    temperature relationships of the bacterial community from winter-warmed plots and plots with ambient soil temperatures were compared. No change in optimum temperature for growth could be detected, indicating that the microbial community has not been warm-adapted. This fits with what was seen also in the laboratory experiment where no changes in temperature response occurred when exposing bacteria to temperatures below 10 °C within two months. The increase in activity measured during winter should thereby be due to changes in environmental factors, which will be further investigated. One big difference between heated and control plots was that heated plots were snow free during the entire winter, while control plots were covered by a 10 cm snow cover. The plant community composition and flowering time also differed in the warmed and ambient plot.

  16. The Role of a Relative Age Effect in the 7th International Children’s Winter Games 2016 and the Influence of Biological Maturity Status on Selection

    Science.gov (United States)

    Müller, Lisa; Hildebrandt, Carolin; Raschner, Christian

    2017-01-01

    The aim of this study was to analyse the role of a relative age effect (RAE) and to investigate the influence of biological maturity status on the RAE at the 7th International Children`s Winter Games. The birth dates of all 572 participants (365 males, 207 females) were analysed, and the biological maturity status of 384 athletes (243 males, 141 females) was assessed by the age at peak height velocity (APHV) method. A RAE was present in the total sample (χ2 = 67.81; p < 0.001), and among both male (χ2 = 49.02; p < 0.001) and female athletes (χ2 = 37.00; p < 0.001) as well as for strength- (χ2 = 56.46; p < 0.001), endurance- (χ2 = 20.48; p = 0.039) and technique-related types of sports (χ2 = 20.48; p = 0.041). No significant differences in biological maturity status were present between the male athletes of single relative age quarters. Among the female athletes a significant difference was present (F = 5.94, p < 0.001); relatively younger female athletes had significantly lower values in the APHV, which indicated that they were maturing earlier. However, when dividing the athletes into normal, early and late maturing athletes, it could be seen that among the relatively younger athletes, hardly any late maturing athletes were present. These findings revealed that relatively younger athletes seemed to only have a chance for selection if they were early maturing, whereas relatively older athletes had an increased likelihood for selection independent of their biological maturity status. In the future, the relative age and the biological maturity status should be considered in the talent development system for various types of winter sport, to contribute to more fairness and to not discriminate against relatively younger and less mature athletes. Key points The relative age strongly influenced the participation rate at the 7th ICG in 2016. A highly significant RAE was present among male and female participants and among athletes of all three groups of sport

  17. Big Data, Big Problems: A Healthcare Perspective.

    Science.gov (United States)

    Househ, Mowafa S; Aldosari, Bakheet; Alanazi, Abdullah; Kushniruk, Andre W; Borycki, Elizabeth M

    2017-01-01

    Much has been written on the benefits of big data for healthcare such as improving patient outcomes, public health surveillance, and healthcare policy decisions. Over the past five years, Big Data, and the data sciences field in general, has been hyped as the "Holy Grail" for the healthcare industry promising a more efficient healthcare system with the promise of improved healthcare outcomes. However, more recently, healthcare researchers are exposing the potential and harmful effects Big Data can have on patient care associating it with increased medical costs, patient mortality, and misguided decision making by clinicians and healthcare policy makers. In this paper, we review the current Big Data trends with a specific focus on the inadvertent negative impacts that Big Data could have on healthcare, in general, and specifically, as it relates to patient and clinical care. Our study results show that although Big Data is built up to be as a the "Holy Grail" for healthcare, small data techniques using traditional statistical methods are, in many cases, more accurate and can lead to more improved healthcare outcomes than Big Data methods. In sum, Big Data for healthcare may cause more problems for the healthcare industry than solutions, and in short, when it comes to the use of data in healthcare, "size isn't everything."

  18. Serious Games: A Concise Overview on What They Are and Their Potential Applications to Healthcare.

    Science.gov (United States)

    Giunti, Guido; Baum, Analía; Giunta, Diego; Plazzotta, Fernando; Benitez, Sonia; Gómez, Adrián; Luna, Daniel; Bernaldo de Quiros, Fernan González

    2015-01-01

    Younger generations are extensive users of digital devices; these technologies have always existed and have always been a part of their lives. Video games are a big part of their digital experience. User-centered design is an approach to designing systems informed by scientific knowledge of how people think, act, and coordinate to accomplish their goals. There is an emerging field of intervention research looking into using these techniques to produce video games that can be applied to healthcare. Games with the purpose of improving an individual's knowledge, skills, or attitudes in the "real" world are called "Serious Games". Before doctors and patients can consider using Serious Games as a useful solution for a health care-related problem, it is important that they first are aware of them, have a basic understanding of what they are, and what, if any, claims on their effectiveness exist. In order to bridge that gap, we have produced this concise overview to introduce physicians to the subject at hand.

  19. Big Surveys, Big Data Centres

    Science.gov (United States)

    Schade, D.

    2016-06-01

    Well-designed astronomical surveys are powerful and have consistently been keystones of scientific progress. The Byurakan Surveys using a Schmidt telescope with an objective prism produced a list of about 3000 UV-excess Markarian galaxies but these objects have stimulated an enormous amount of further study and appear in over 16,000 publications. The CFHT Legacy Surveys used a wide-field imager to cover thousands of square degrees and those surveys are mentioned in over 1100 publications since 2002. Both ground and space-based astronomy have been increasing their investments in survey work. Survey instrumentation strives toward fair samples and large sky coverage and therefore strives to produce massive datasets. Thus we are faced with the "big data" problem in astronomy. Survey datasets require specialized approaches to data management. Big data places additional challenging requirements for data management. If the term "big data" is defined as data collections that are too large to move then there are profound implications for the infrastructure that supports big data science. The current model of data centres is obsolete. In the era of big data the central problem is how to create architectures that effectively manage the relationship between data collections, networks, processing capabilities, and software, given the science requirements of the projects that need to be executed. A stand alone data silo cannot support big data science. I'll describe the current efforts of the Canadian community to deal with this situation and our successes and failures. I'll talk about how we are planning in the next decade to try to create a workable and adaptable solution to support big data science.

  20. From Windfall Sharing to Property Ownership: Prosocial Personality Traits in Giving and Taking Dictator Games

    Directory of Open Access Journals (Sweden)

    Kun Zhao

    2018-05-01

    Full Text Available The dictator game is a well-known task measuring prosocial preferences, in which one person divides a fixed amount of windfall money with a recipient. A key factor in real-world transfers of wealth is the concept of property ownership and consequently the related acts of giving and taking. Using a variation of the traditional dictator game (N = 256, we examined whether individual differences under different game frames corresponded with prosocial personality traits from the Big Five (politeness, compassion and HEXACO (Honesty-Humility, Emotionality, eXtraversion, Agreeableness, Conscientiousness, Openness to Experience (honesty-humility, agreeableness models. In the Big Five model, the effects of prosocial personality traits were generally stronger and more consistent for taking than for giving, in line with a “do-no-harm” explanation, whereby prosocial individuals felt less entitled to and less willing to infringe on the endowments of others. In contrast, HEXACO honesty-humility predicted allocations across both frames, consistent with its broad association with fair-mindedness, and providing further evidence of its role in allocations of wealth more generally. These findings highlight the utility of integrating personality psychology with behavioral economics, in which the discriminant validity across prosocial traits can shed light on the distinct motivations underpinning social decisions.

  1. Recht voor big data, big data voor recht

    NARCIS (Netherlands)

    Lafarre, Anne

    Big data is een niet meer weg te denken fenomeen in onze maatschappij. Het is de hype cycle voorbij en de eerste implementaties van big data-technieken worden uitgevoerd. Maar wat is nu precies big data? Wat houden de vijf V's in die vaak genoemd worden in relatie tot big data? Ter inleiding van

  2. Ternary choices in repeated games and border collision bifurcations

    International Nuclear Information System (INIS)

    Dal Forno, Arianna; Gardini, Laura; Merlone, Ugo

    2012-01-01

    Highlights: ► We extend a model of binary choices with externalities to include more alternatives. ► Introducing one more option affects the complexity of the dynamics. ► We find bifurcation structures which where impossible to observe in binary choices. ► A ternary choice cannot simply be considered as a binary choice plus one. - Abstract: Several recent contributions formalize and analyze binary choices games with externalities as those described by Schelling. Nevertheless, in the real world choices are not always binary, and players have often to decide among more than two alternatives. These kinds of interactions are examined in game theory where, starting from the well known rock-paper-scissor game, several other kinds of strategic interactions involving more than two choices are examined. In this paper we investigate how the dynamics evolve introducing one more option in binary choice games with externalities. The dynamics we obtain are always in a stable regime, that is, the structurally stable dynamics are only attracting cycles, but of any possible positive integer as period. We show that, depending on the structure of the game, the dynamics can be quite different from those existing when considering binary choices. The bifurcation structure, due to border collisions, is explained, showing the existence of so-called big-bang bifurcation points.

  3. Talent identification and deliberate programming in skeleton: ice novice to Winter Olympian in 14 months.

    Science.gov (United States)

    Bullock, Nicola; Gulbin, Jason P; Martin, David T; Ross, Angus; Holland, Terry; Marino, Frank

    2009-02-15

    The aims of this study were to talent transfer, rapidly develop, and qualify an Australian female athlete in the skeleton event at the 2006 Torino Winter Olympic Games and quantify the volume of skeleton-specific training and competition that would enable this to be achieved. Initially, 26 athletes were recruited through a talent identification programme based on their 30-m sprint time. After attending a selection camp, 10 athletes were invited to undertake an intensified skeleton training programme. Four of these athletes were then selected to compete for Australia on the World Cup circuit. All completed runs and simulated push starts were documented over a 14-month period. The athlete who eventually represented Australia at the Torino Winter Olympic Games did so following approximately 300 start simulations and about 220 training/competition runs over a period of 14 months. Using a deliberate programming model, these findings provide a guide to the minimum exposure required for a novice skeleton athlete to reach Olympic representative standard following intensified sport-specific training. The findings of this study are discussed in the context of the deliberate practice theory and offer the term "deliberate programming" as an alternative way of incorporating all aspects of expert development.

  4. Russia and Its International Image: From Sochi Olympic Games to Annexing Crimea

    Directory of Open Access Journals (Sweden)

    Kobierecki Michał

    2016-12-01

    Full Text Available The aim of the article is to analyze the change of the Russian Federation’s international image in the light of two significant events: the Olympic Winter Games in 2014 in Sochi and the annexation of Crimea. According to the first hypothesis, one of the main aims for hosting the Olympic Games was to improve the international prestige of Russia. Shortly after the Olympics Russia increased its activity in Eastern Ukraine, which resulted in the annexation of the Crimean Peninsula. Therefore the article is also aimed to investigate whether by annexing Crimea Russia squandered the possible positive effects of hosting the Olympics in terms of its international image.

  5. Game of Life Music

    Science.gov (United States)

    Miranda, Eduardo R.; Kirke, Alexis

    At the time when the first author was post-graduate student, in the evenings he used to entertain himself with the equipment in the electronic music studio at the University of York until dawn. It must have been around three o'clock in the morning of a rather cold winter night in the late 1980s, when he connected his Atari 1040ST computer to a synthesizer to test the first prototype of a system, which he was developing for his thesis. The system, named CAMUS (short for Cellular Automata Music), implemented a method that he invented to render music from the behaviour of the Game of Life (GoL) cellular automata (CA).

  6. Impact of the 2012 London Olympic and Paralympic Games on physical activity of rheumatology patients.

    Science.gov (United States)

    Müther, Michael; Williamson, Marie; Williamson, Lyn

    2014-10-01

    Lack of physical activity in the general population is one of the biggest health challenges we face. For rheumatology patients, and other patients with chronic disease, exercise is an essential part of disease management. However, very few patients exercise effectively.One of the aspirations of the London 2012 Olympic/Paralympic Games was to catalyze people into long-term physical activity. We surveyed our rheumatology patients at 3 high-profile times in the year after the Olympics. Two hundred fifty-three patients were enrolled within the study; the largest diagnosis subgroup being rheumatoid arthritis (36%). Ninety-five percent of our patients regard exercise as beneficial; 36% still think it does harm. Most common barriers to exercise were pain (53%), tiredness (44%), and lack of time (36%). Forty-five percent exercise daily, mostly just walking. Twnety-seven patients (16%) were motivated by the 2012 Olympic and Paralympic Games toward physical activity. They were mostly motivated by athletics' individual stories (67%), taking part in a big sports festival (11%) and demonstration of top sporting levels (4%). Eighteen patients in total (7%) increased their amount of exercise in response to the London 2012 Olympic and Paralympic Games. There was no difference between patient diagnostic groups. Only a small minority of patients increased their amount of exercise in response to the 2012 Olympic and Paralympic Games. The message about the importance of physical exercise to health needs to be clear, unambiguous, and consistent, because a significant number of patients still think that physical activity does harm. Big sporting events such as the London 2012 Olympic and Paralympic Games can be used as an opportunity to remind patients that physical activity does good and is not harmful. Athletes' individual stories could be used in future as part of a strategy to encourage exercise for all patients.

  7. BigOP: Generating Comprehensive Big Data Workloads as a Benchmarking Framework

    OpenAIRE

    Zhu, Yuqing; Zhan, Jianfeng; Weng, Chuliang; Nambiar, Raghunath; Zhang, Jinchao; Chen, Xingzhen; Wang, Lei

    2014-01-01

    Big Data is considered proprietary asset of companies, organizations, and even nations. Turning big data into real treasure requires the support of big data systems. A variety of commercial and open source products have been unleashed for big data storage and processing. While big data users are facing the choice of which system best suits their needs, big data system developers are facing the question of how to evaluate their systems with regard to general big data processing needs. System b...

  8. Sustainable legacies for the 2012 Olympic Games.

    Science.gov (United States)

    Shipway, Richard

    2007-05-01

    The London 2012 Olympic and Paralympic Games have the unique potential to deliver sustainable sporting, social, cultural, economic and environmental legacies, not just for London as the host city, but for the whole of Britain. This article focuses primarily on the first three of these potential Olympics legacies. The first area explored is the social legacy as it impacts on host communities; second, the potential educational and cultural legacy of the 2012 Games are examined; and finally, there follows an overview of the health benefits that could result from a sustained increase in mass participation in sport, physical activity and exercise. This appraisal is undertaken through a review of existing Olympic literature and examples are drawn from previous summer and winter Games. This preliminary exploration is followed by the identification of some key challenges to be overcome if the opportunities available to a wide and diverse range of stakeholders are to be fully optimized. The article suggests that the 2012 Games can act as a catalyst for sports development throughout Britain, while also assisting with government cross-cutting agendas such as tackling crime, antisocial behaviour, developing healthy and active communities, improving educational attainment, and combating barriers to participation. In doing so, this article argues that priority should be placed at supporting grassroots sport through greater access to sport in the community, and not solely elite level sports development. The article concludes by suggesting that the 2012 Games provide opportunities to deliver real and tangible changes and most importantly, to afford a higher priority to sport, along with the obvious associated health benefits for Britain as a whole. The underlying challenge as we move towards 2012 is to achieve a positive step change in the attitudes towards sport and physical activity in British society. Achieving this would possibly be the greatest legacy of the 2012 Olympic and

  9. Access for all: the rise of the Paralympic Games.

    Science.gov (United States)

    Gold, John R; Gold, Margaret M

    2007-05-01

    The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as

  10. How Big Is Too Big?

    Science.gov (United States)

    Cibes, Margaret; Greenwood, James

    2016-01-01

    Media Clips appears in every issue of Mathematics Teacher, offering readers contemporary, authentic applications of quantitative reasoning based on print or electronic media. This issue features "How Big is Too Big?" (Margaret Cibes and James Greenwood) in which students are asked to analyze the data and tables provided and answer a…

  11. Big Men playing football : money, politics and foul play in the African game

    NARCIS (Netherlands)

    Pannenborg, A.

    2012-01-01

    While the skills of players can be observed on pitches throughout Africa, the actions of those who run the game's administrative side are less visible. Based on anthropological fieldwork in Ghana and Cameroon, this study's main characters are rich and powerful men who take up positions within clubs

  12. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  13. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  14. Nursing Needs Big Data and Big Data Needs Nursing.

    Science.gov (United States)

    Brennan, Patricia Flatley; Bakken, Suzanne

    2015-09-01

    Contemporary big data initiatives in health care will benefit from greater integration with nursing science and nursing practice; in turn, nursing science and nursing practice has much to gain from the data science initiatives. Big data arises secondary to scholarly inquiry (e.g., -omics) and everyday observations like cardiac flow sensors or Twitter feeds. Data science methods that are emerging ensure that these data be leveraged to improve patient care. Big data encompasses data that exceed human comprehension, that exist at a volume unmanageable by standard computer systems, that arrive at a velocity not under the control of the investigator and possess a level of imprecision not found in traditional inquiry. Data science methods are emerging to manage and gain insights from big data. The primary methods included investigation of emerging federal big data initiatives, and exploration of exemplars from nursing informatics research to benchmark where nursing is already poised to participate in the big data revolution. We provide observations and reflections on experiences in the emerging big data initiatives. Existing approaches to large data set analysis provide a necessary but not sufficient foundation for nursing to participate in the big data revolution. Nursing's Social Policy Statement guides a principled, ethical perspective on big data and data science. There are implications for basic and advanced practice clinical nurses in practice, for the nurse scientist who collaborates with data scientists, and for the nurse data scientist. Big data and data science has the potential to provide greater richness in understanding patient phenomena and in tailoring interventional strategies that are personalized to the patient. © 2015 Sigma Theta Tau International.

  15. BIG Data - BIG Gains? Understanding the Link Between Big Data Analytics and Innovation

    OpenAIRE

    Niebel, Thomas; Rasel, Fabienne; Viete, Steffen

    2017-01-01

    This paper analyzes the relationship between firms’ use of big data analytics and their innovative performance for product innovations. Since big data technologies provide new data information practices, they create new decision-making possibilities, which firms can use to realize innovations. Applying German firm-level data we find suggestive evidence that big data analytics matters for the likelihood of becoming a product innovator as well as the market success of the firms’ product innovat...

  16. Networking for big data

    CERN Document Server

    Yu, Shui; Misic, Jelena; Shen, Xuemin (Sherman)

    2015-01-01

    Networking for Big Data supplies an unprecedented look at cutting-edge research on the networking and communication aspects of Big Data. Starting with a comprehensive introduction to Big Data and its networking issues, it offers deep technical coverage of both theory and applications.The book is divided into four sections: introduction to Big Data, networking theory and design for Big Data, networking security for Big Data, and platforms and systems for Big Data applications. Focusing on key networking issues in Big Data, the book explains network design and implementation for Big Data. It exa

  17. Discussing the Life of the Others: Doing Ethnography in the Brazilian Big Brother Fan Community

    Directory of Open Access Journals (Sweden)

    Bruno Campanella

    2009-05-01

    Full Text Available The aim of this paper is to present some of the initial results of ethnographic research conducted in early 2008 with the online fan community of the Brazilian Big Brother (BBB. After a brief introduction to some of the challenges faced by ethnographic work on television audiences in the last couple of decades, the current piece will explore some of the main characteristics constituting this new social space. Beyond the gossiping, and the more immediate talks about behaviors and game strategies of the Big Brother housemates, these forums sometimes trigger exchanges about Brazilian society at large, and the role of television broadcasting in general. Nonetheless, a closer inspection reveals how the debates found in the community are themselves permeated by the participants' struggle for status.

  18. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  19. Global fluctuation spectra in big-crunch-big-bang string vacua

    International Nuclear Information System (INIS)

    Craps, Ben; Ovrut, Burt A.

    2004-01-01

    We study big-crunch-big-bang cosmologies that correspond to exact world-sheet superconformal field theories of type II strings. The string theory spacetime contains a big crunch and a big bang cosmology, as well as additional 'whisker' asymptotic and intermediate regions. Within the context of free string theory, we compute, unambiguously, the scalar fluctuation spectrum in all regions of spacetime. Generically, the big crunch fluctuation spectrum is altered while passing through the bounce singularity. The change in the spectrum is characterized by a function Δ, which is momentum and time dependent. We compute Δ explicitly and demonstrate that it arises from the whisker regions. The whiskers are also shown to lead to 'entanglement' entropy in the big bang region. Finally, in the Milne orbifold limit of our superconformal vacua, we show that Δ→1 and, hence, the fluctuation spectrum is unaltered by the big-crunch-big-bang singularity. We comment on, but do not attempt to resolve, subtleties related to gravitational back reaction and light winding modes when interactions are taken into account

  20. Big Argumentation?

    Directory of Open Access Journals (Sweden)

    Daniel Faltesek

    2013-08-01

    Full Text Available Big Data is nothing new. Public concern regarding the mass diffusion of data has appeared repeatedly with computing innovations, in the formation before Big Data it was most recently referred to as the information explosion. In this essay, I argue that the appeal of Big Data is not a function of computational power, but of a synergistic relationship between aesthetic order and a politics evacuated of a meaningful public deliberation. Understanding, and challenging, Big Data requires an attention to the aesthetics of data visualization and the ways in which those aesthetics would seem to depoliticize information. The conclusion proposes an alternative argumentative aesthetic as the appropriate response to the depoliticization posed by the popular imaginary of Big Data.

  1. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  2. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  3. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  4. 50 CFR 32.56 - Oregon.

    Science.gov (United States)

    2010-10-01

    ... § 32.2(k)). B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We... in the field. B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We... while in the field. B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing...

  5. 50 CFR 32.41 - Michigan.

    Science.gov (United States)

    2010-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunting of... to State regulation. B. Upland Game Hunting. Hunting is pursuant to State regulation. C. Big Game... season. 2. We only allow hunting of snowshoe hare on Unit A from December 1 through March 31. C. Big Game...

  6. Collecting, analyzing and assessing big land use data: Results from the cropland capture game

    Science.gov (United States)

    Salk, C.; Sturn, T.; Fritz, S.; See, L. M.; McCallum, I.; Fuss, S.; Perger, C.; Duerauer, M.; Obersteiner, M.

    2014-12-01

    The International Institute for Applied Systems Analysis (IIASA) has developed a number of tools for assessing the socioeconomic benefit of Earth Observation such as quantifying the monetary benefit of improved land cover information for mitigation policies. Recently, IIASA has been assessing the benefit of an improved global carbon observation system in the GEOCARBON Project. Because traditional ground-based land cover validation is expensive, IIASA has developed crowdsourcing projects such as Geo-Wiki which to contribute to land-cover validation. A recent activity is the 'Cropland Capture' game which can be played in a browser or mobile device. It can be downloaded or played online at http://www.geo-wiki.org/games/croplandcapture/. In the game, players see an image (from a satellite or ground-based camera) and are asked if they see any cropland in it. They can answer "yes", "no" or "maybe" if they are unsure. The game had over 3,000 players who made about 4,500,000 classifications on 190,000 unique images. The benefits delivered by crowdsourcing relative to conventional data acquisition depends critically on the quality of the data received. Players' rating quality was compared by assessing their agreement with the crowd, consistency on images rated more than once, and agreement with expert validators. These metrics were compared with one another and with potential predictors of user quality: the total number of images rated by a player, and their professional background in land-cover science. Individual users' agreement with the crowd and self-agreement were highly positively correlated. The frequency of admitting uncertainty about an image was a good measure of user caution, showing a negative relationship with self-contradiction rate. Many users were more reliable in either identifying cropland or non-cropland, and these two skills were uncorrelated. Overall, user reliability increased with number of images rated, although among the top decile of users, this

  7. The Role of a Relative Age Effect in the 7 International Children’s Winter Games 2016 and the Influence of Biological Maturity Status on Selection

    Directory of Open Access Journals (Sweden)

    Lisa Müller, Carolin Hildebrandt, Christian Raschner

    2017-06-01

    Full Text Available The aim of this study was to analyse the role of a relative age effect (RAE and to investigate the influence of biological maturity status on the RAE at the 7th International Children`s Winter Games. The birth dates of all 572 participants (365 males, 207 females were analysed, and the biological maturity status of 384 athletes (243 males, 141 females was assessed by the age at peak height velocity (APHV method. A RAE was present in the total sample (χ2 = 67.81; p < 0.001, and among both male (χ2 = 49.02; p < 0.001 and female athletes (χ2 = 37.00; p < 0.001 as well as for strength- (χ2 = 56.46; p < 0.001, endurance- (χ2 = 20.48; p = 0.039 and technique-related types of sports (χ2 = 20.48; p = 0.041. No significant differences in biological maturity status were present between the male athletes of single relative age quarters. Among the female athletes a significant difference was present (F = 5.94, p < 0.001; relatively younger female athletes had significantly lower values in the APHV, which indicated that they were maturing earlier. However, when dividing the athletes into normal, early and late maturing athletes, it could be seen that among the relatively younger athletes, hardly any late maturing athletes were present. These findings revealed that relatively younger athletes seemed to only have a chance for selection if they were early maturing, whereas relatively older athletes had an increased likelihood for selection independent of their biological maturity status. In the future, the relative age and the biological maturity status should be considered in the talent development system for various types of winter sport, to contribute to more fairness and to not discriminate against relatively younger and less mature athletes.

  8. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  9. Large carnivores response to recreational big game hunting along the Yellowstone National Park and Absaroka-Beartooth Wilderness boundary

    Science.gov (United States)

    Ruth, T.E.; Smith, D.W.; Haroldson, M.A.; Buotte, P.C.; Schwartz, C.C.; Quigley, H.B.; Cherry, S.; Tyres, D.; Frey, K.

    2003-01-01

    The Greater Yellowstone Ecosystem contains the rare combination of an intact guild of native large carnivores, their prey, and differing land management policies (National Park versus National Forest; no hunting versus hunting). Concurrent field studies on large carnivores allowed us to investigate activities of humans and carnivores on Yellowstone National Park's (YNP) northern boundary. Prior to and during the backcountry big-game hunting season, we monitored movements of grizzly bears (Ursus arctos), wolves (Canis lupus), and cougars (Puma concolor) on the northern boundary of YNP. Daily aerial telemetry locations (September 1999), augmented with weekly telemetry locations (August and October 1999), were obtained for 3 grizzly bears, 7 wolves in 2 groups of 1 pack, and 3 cougars in 1 family group. Grizzly bears were more likely located inside the YNP boundary during the pre-hunt period and north of the boundary once hunting began. The cougar family tended to be found outside YNP during the pre-hunt period and moved inside YNP when hunting began. Wolves did not significantly change their movement patterns during the pre-hunt and hunting periods. Qualitative information on elk (Cervus elaphus) indicated they moved into YNP once hunting started, suggesting that cougars followed living prey or responded to hunting activity, grizzly bears focused on dead prey (e.g., gut piles, crippled elk), and wolves may have taken advantage of both. Measures of association (Jacob's Index) were positive within carnivore species but inconclusive among species. Further collaborative research and the use of new technologies such as Global Positioning System (GPS) telemetry collars will advance our ability to understand these species, the carnivore community and its interactions, and human influences on carnivores.

  10. Cadmium, lead, and mercury exposure assessment among croatian consumers of free-living game.

    Science.gov (United States)

    Lazarus, Maja; Prevendar Crnić, Andreja; Bilandžić, Nina; Kusak, Josip; Reljić, Slaven

    2014-09-29

    Free-living game can be an important source of dietary cadmium and lead; the question is whether exposure to these two elements is such that it might cause adverse health effects in the consumers. The aim of this study was to estimate dietary exposure to cadmium, lead, and mercury from free-living big game (fallow deer, roe deer, red deer, wild boar, and brown bear), and to mercury from small game (pheasant and hare), hunted in Croatia from 1990 to 2012. The exposure assessment was based on available literature data and our own measurements of metal levels in the tissues of the game, by taking into account different consumption frequencies (four times a year, once a month and once a week). Exposure was expressed as percentage of (provisional) tolerable weekly intake [(P)TWI] values set by the European Food Safety Authority (EFSA). Consumption of game meat (0.002-0.5 % PTWI) and liver (0.005-6 % PTWI) assumed for the general population (four times a year) does not pose a health risk to consumers from the general population, nor does monthly (0.02-6 % PTWI) and weekly (0.1-24 % PTWI) consumption of game meat. However, because of the high percentage of free-living game liver and kidney samples exceeding the legislative limits for cadmium (2-99 %) and lead (1-82 %), people should keep the consumption of certain game species' offal as low as possible. Children and pregnant and lactating women should avoid eating game offal altogether. Free-living game liver could be an important source of cadmium if consumed on a monthly basis (3-74 % TWI), and if consumed weekly (11-297 % TWI), it could even give rise to toxicological concern.

  11. Winters fuels report

    International Nuclear Information System (INIS)

    1995-01-01

    The outlook for distillate fuel oil this winter is for increased demand and a return to normal inventory patterns, assuming a resumption of normal, cooler weather than last winter. With industrial production expected to grow slightly from last winter's pace, overall consumption is projected to increase 3 percent from last winter, to 3.4 million barrels per day during the heating season (October 1, 1995-March 31, 1996). Much of the supply win come from stock drawdowns and refinery production. Estimates for the winter are from the Energy Information Administration's (EIA) 4th Quarter 1995 Short-Tenn Energy Outlook (STEO) Mid-World Oil Price Case forecast. Inventories in place on September 30, 1995, of 132 million barrels were 9 percent below the unusually high year-earlier level. Inventories of high-sulfur distillate fuel oil, the principal type used for heating, were 13 percent lower than a year earlier. Supply problems are not anticipated because refinery production and the ready availability of imports should be adequate to meet demand. Residential heating off prices are expected to be somewhat higher than last winter's, as the effects of lower crude oil prices are offset by lower distillate inventories. Heating oil is forecast to average $0.92 per gallon, the highest price since the winter of 1992-93. Diesel fuel (including tax) is predicted to be slightly higher than last year at $1.13 per gallon. This article focuses on the winter assessment for distillate fuel oil, how well last year's STEO winter outlook compared to actual events, and expectations for the coming winter. Additional analyses include regional low-sulfur and high-sulfur distillate supply, demand, and prices, and recent trends in distillate fuel oil inventories

  12. Big data

    DEFF Research Database (Denmark)

    Madsen, Anders Koed; Flyverbom, Mikkel; Hilbert, Martin

    2016-01-01

    is to outline a research agenda that can be used to raise a broader set of sociological and practice-oriented questions about the increasing datafication of international relations and politics. First, it proposes a way of conceptualizing big data that is broad enough to open fruitful investigations......The claim that big data can revolutionize strategy and governance in the context of international relations is increasingly hard to ignore. Scholars of international political sociology have mainly discussed this development through the themes of security and surveillance. The aim of this paper...... into the emerging use of big data in these contexts. This conceptualization includes the identification of three moments contained in any big data practice. Second, it suggests a research agenda built around a set of subthemes that each deserve dedicated scrutiny when studying the interplay between big data...

  13. Pricing Strategies of a Three-Stage Supply Chain: A New Research in the Big Data Era

    Directory of Open Access Journals (Sweden)

    Pan Liu

    2017-01-01

    Full Text Available In the Big Data era, Data Company as the Big Data information (BDI supplier should be included in a supply chain. In the new situation, to research the pricing strategies of supply chain, a three-stage supply chain with one manufacturer, one retailer, and one Data Company was chosen. Meanwhile, considering the manufacturer contained the internal and external BDI, four benefit models about BDI investment were proposed and analyzed in both decentralized and centralized supply chain using Stackelberg game. Meanwhile, the optimal retail price and benefits in the four models were compared. Findings are as follows. (1 The industry cost improvement coefficient, the internal BDI investment cost of the manufacturer, and the added cost of the Data Company on using Big Data technology have different relationships with the optimal prices of supply chain members in different models. (2 In the retailer-dominated supply chain model, the optimal benefits of the retailer and the manufacturer are the same, and the optimal benefits of the Data Company are biggest in all the members.

  14. Big data computing

    CERN Document Server

    Akerkar, Rajendra

    2013-01-01

    Due to market forces and technological evolution, Big Data computing is developing at an increasing rate. A wide variety of novel approaches and tools have emerged to tackle the challenges of Big Data, creating both more opportunities and more challenges for students and professionals in the field of data computation and analysis. Presenting a mix of industry cases and theory, Big Data Computing discusses the technical and practical issues related to Big Data in intelligent information management. Emphasizing the adoption and diffusion of Big Data tools and technologies in industry, the book i

  15. 50 CFR 32.46 - Nebraska.

    Science.gov (United States)

    2010-10-01

    ... Hunting. [Reserved] C. Big Game Hunting. We allow hunting of white-tailed deer in accordance with State.... Otherwise hunters must remove them from the refuge and properly dispose of them. C. Big Game Hunting. We.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D...

  16. 50 CFR 32.40 - Massachusetts.

    Science.gov (United States)

    2010-10-01

    .... [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow fishing in designated areas of the...] C. Big Game Hunting. We allow archery hunting of whitetail deer on designated areas of the refuge in... Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game...

  17. Fish Larvae Response to Biophysical Changes in the Gulf of California, Mexico (Winter-Summer

    Directory of Open Access Journals (Sweden)

    Raymundo Avendaño-Ibarra

    2013-01-01

    Full Text Available We analyzed the response of fish larvae assemblages to environmental variables and to physical macro- and mesoscale processes in the Gulf of California, during four oceanographic cruises (winter and summer 2005 and 2007. Physical data of the water column obtained through CTD casts, sea surface temperature, and chlorophyll a satellite imagery were used to detect mesoscale structures. Zooplankton samples were collected with standard Bongo net tows. Fish larvae assemblages responded to latitudinal and coastal-ocean gradients, related to inflow of water to the gulf, and to biological production. The 19°C and 21°C isotherms during winter, and 29°C and 31°C during summer, limited the distribution of fish larvae at the macroscale. Between types of eddy, the cyclonic (January registered high abundance, species richness, and zooplankton volume compared to the other anticyclonic (March and cyclonic (September. Thermal fronts (Big Islands of January and July affected the species distribution establishing strong differences between sides. At the mesoscale, eddy and fronts coincided with the isotherms mentioned previously, playing an important role in emphasizing the differences among species assemblages. The multivariate analysis indicated that larvae abundance was highly correlated with temperature and salinity and with chlorophyll a and zooplankton volume during winter and summer, respectively.

  18. Realizing User-Relevant Conceptual Model for the Ski Jump Venue of the Vancouver 2010 Winter Olympics

    Science.gov (United States)

    Teakles, Andrew; Mo, Ruping; Dierking, Carl F.; Emond, Chris; Smith, Trevor; McLennan, Neil; Joe, Paul I.

    2014-01-01

    As was the case for most other Olympic competitions, providing weather guidance for the ski jump and Nordic combined events involved its own set of unique challenges. The extent of these challenges was brought to light before the Vancouver 2010 Winter Olympics during a series of outflow wind events in the 2008/2009 winter season. The interactions with the race officials during the difficult race conditions brought on by the outflows provided a new perspective on the service delivery requirements for the upcoming Olympic Games. In particular, the turbulent nature of the winds and its impact on the ski jump practice events that season highlighted the need of race officials for nowcasting advice at very short time scales (from 2 min to 1 h) and forecast products tailored to their decision-making process. These realizations resulted in last minute modifications to the monitoring strategy leading up to the Olympic Games and required forecasters' conceptual models for flow within the Callaghan Valley to be downscaled further to reflect the evolution of turbulence at the ski jump site. The SNOW-V10 (Science of Nowcasting Olympic Weather for Vancouver 2010) team provided support for these efforts by supplying diagnostic case analyses of important events using numerical weather data and by enhancing the real-time monitoring capabilities at the ski jump venue.

  19. Winter to winter recurrence of atmospheric circulation anomalies over East Asia and its impact on winter surface air temperature anomalies.

    Science.gov (United States)

    Zhao, Xia; Yang, Guang

    2017-01-01

    The persistence of atmospheric circulation anomalies over East Asia shows a winter to winter recurrence (WTWR) phenomenon. Seasonal variations in sea level pressure anomalies and surface wind anomalies display significantly different characteristics between WTWR and non-WTWR years. The WTWR years are characterized by the recurrence of both a strong (weak) anomalous Siberian High and an East Asian winter monsoon over two successive winters without persistence through the intervening summer. However, anomalies during the non-WTWR years have the opposite sign between the current and ensuing winters. The WTWR of circulation anomalies contributes to that of surface air temperature anomalies (SATAs), which is useful information for improving seasonal and interannual climate predictions over East Asia and China. In the positive (negative) WTWR years, SATAs are cooler (warmer) over East Asia in two successive winters, but the signs of the SATAs are opposite in the preceding and subsequent winters during the non-WTWR years.

  20. From big bang to big crunch and beyond

    International Nuclear Information System (INIS)

    Elitzur, Shmuel; Rabinovici, Eliezer; Giveon, Amit; Kutasov, David

    2002-01-01

    We study a quotient Conformal Field Theory, which describes a 3+1 dimensional cosmological spacetime. Part of this spacetime is the Nappi-Witten (NW) universe, which starts at a 'big bang' singularity, expands and then contracts to a 'big crunch' singularity at a finite time. The gauged WZW model contains a number of copies of the NW spacetime, with each copy connected to the preceding one and to the next one at the respective big bang/big crunch singularities. The sequence of NW spacetimes is further connected at the singularities to a series of non-compact static regions with closed timelike curves. These regions contain boundaries, on which the observables of the theory live. This suggests a holographic interpretation of the physics. (author)

  1. BIG data - BIG gains? Empirical evidence on the link between big data analytics and innovation

    OpenAIRE

    Niebel, Thomas; Rasel, Fabienne; Viete, Steffen

    2017-01-01

    This paper analyzes the relationship between firms’ use of big data analytics and their innovative performance in terms of product innovations. Since big data technologies provide new data information practices, they create novel decision-making possibilities, which are widely believed to support firms’ innovation process. Applying German firm-level data within a knowledge production function framework we find suggestive evidence that big data analytics is a relevant determinant for the likel...

  2. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  3. 50 CFR 32.44 - Missouri.

    Science.gov (United States)

    2010-10-01

    ... approved nontoxic shot (see § 32.2(k)). C. Big Game Hunting. We allow hunting of deer and turkey on.... Upland Game Hunting. [Reserved] C. Big Game Hunting. We allow hunting of white-tailed deer on designated... Island Division to all upland game hunting from October 16 through December 31. C. Big Game Hunting. We...

  4. Anti-doping analyses at the Sochi Olympic and Paralympic Games 2014.

    Science.gov (United States)

    Sobolevsky, Tim; Krotov, Grigory; Dikunets, Marina; Nikitina, Maria; Mochalova, Elena; Rodchenkov, Grigory

    2014-01-01

    The laboratory anti-doping services during XXII Winter Olympic and XI Paralympic games in Sochi in 2014 were provided by a satellite laboratory facility located within the strictly secured Olympic Park. This laboratory, established and operated by the personnel of Antidoping Center, Moscow, has been authorized by the World Anti-Doping Agency (WADA) to conduct doping control analyses. The 4-floor building accommodated the most advanced analytical instrumentation and became a place of attraction for more than 50 Russian specialists and 25 foreign experts, including independent observers. In total, 2134 urine and 479 blood samples were delivered to the laboratory and analyzed during the Olympic Games (OG), and 403 urine and 108 blood samples - during the Paralympic Games (PG). The number of erythropoietin tests requested in urine was 946 and 166 at the OG and PG, respectively. Though included in the test distribution plan, a growth hormone analysis was cancelled by the Organizing Committee just before the Games. Several adverse analytical findings have been reported including pseudoephedrine (1 case), methylhexaneamine (4 cases), trimetazidine (1 case), dehydrochloromethyltestosterone (1 case), clostebol (1 case), and a designer stimulant N-ethyl-1-phenylbutan-2-amine (1 case). Copyright © 2014 John Wiley & Sons, Ltd.

  5. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  6. Winter is losing its cool

    Science.gov (United States)

    Feng, S.

    2017-12-01

    Winter seasons have significant societal impacts across all sectors ranging from direct human health to ecosystems, transportation, and recreation. This study quantifies the severity of winter and its spatial-temporal variations using a newly developed winter severity index and daily temperature, snowfall and snow depth. The winter severity and the number of extreme winter days are decreasing across the global terrestrial areas during 1901-2015 except the southeast United States and isolated regions in the Southern Hemisphere. These changes are dominated by winter warming, while the changes in daily snowfall and snow depth played a secondary role. The simulations of multiple CMIP5 climate models can well capture the spatial and temporal variations of the observed changes in winter severity and extremes during 1951-2005. The models are consistent in projecting a future milder winter under various scenarios. The winter severity is projected to decrease 60-80% in the middle-latitude Northern Hemisphere under the business-as-usual scenario. The winter arrives later, ends earlier and the length of winter season will be notably shorter. The changes in harsh winter in the polar regions are weak, mainly because the warming leads to more snowfall in the high latitudes.

  7. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  8. Benchmarking Big Data Systems and the BigData Top100 List.

    Science.gov (United States)

    Baru, Chaitanya; Bhandarkar, Milind; Nambiar, Raghunath; Poess, Meikel; Rabl, Tilmann

    2013-03-01

    "Big data" has become a major force of innovation across enterprises of all sizes. New platforms with increasingly more features for managing big datasets are being announced almost on a weekly basis. Yet, there is currently a lack of any means of comparability among such platforms. While the performance of traditional database systems is well understood and measured by long-established institutions such as the Transaction Processing Performance Council (TCP), there is neither a clear definition of the performance of big data systems nor a generally agreed upon metric for comparing these systems. In this article, we describe a community-based effort for defining a big data benchmark. Over the past year, a Big Data Benchmarking Community has become established in order to fill this void. The effort focuses on defining an end-to-end application-layer benchmark for measuring the performance of big data applications, with the ability to easily adapt the benchmark specification to evolving challenges in the big data space. This article describes the efforts that have been undertaken thus far toward the definition of a BigData Top100 List. While highlighting the major technical as well as organizational challenges, through this article, we also solicit community input into this process.

  9. Big data, big knowledge: big data for personalized healthcare.

    Science.gov (United States)

    Viceconti, Marco; Hunter, Peter; Hose, Rod

    2015-07-01

    The idea that the purely phenomenological knowledge that we can extract by analyzing large amounts of data can be useful in healthcare seems to contradict the desire of VPH researchers to build detailed mechanistic models for individual patients. But in practice no model is ever entirely phenomenological or entirely mechanistic. We propose in this position paper that big data analytics can be successfully combined with VPH technologies to produce robust and effective in silico medicine solutions. In order to do this, big data technologies must be further developed to cope with some specific requirements that emerge from this application. Such requirements are: working with sensitive data; analytics of complex and heterogeneous data spaces, including nontextual information; distributed data management under security and performance constraints; specialized analytics to integrate bioinformatics and systems biology information with clinical observations at tissue, organ and organisms scales; and specialized analytics to define the "physiological envelope" during the daily life of each patient. These domain-specific requirements suggest a need for targeted funding, in which big data technologies for in silico medicine becomes the research priority.

  10. BigDataBench: a Big Data Benchmark Suite from Internet Services

    OpenAIRE

    Wang, Lei; Zhan, Jianfeng; Luo, Chunjie; Zhu, Yuqing; Yang, Qiang; He, Yongqiang; Gao, Wanling; Jia, Zhen; Shi, Yingjie; Zhang, Shujie; Zheng, Chen; Lu, Gang; Zhan, Kent; Li, Xiaona; Qiu, Bizhu

    2014-01-01

    As architecture, systems, and data management communities pay greater attention to innovative big data systems and architectures, the pressure of benchmarking and evaluating these systems rises. Considering the broad use of big data systems, big data benchmarks must include diversity of data and workloads. Most of the state-of-the-art big data benchmarking efforts target evaluating specific types of applications or system software stacks, and hence they are not qualified for serving the purpo...

  11. Conociendo Big Data

    Directory of Open Access Journals (Sweden)

    Juan José Camargo-Vega

    2014-12-01

    Full Text Available Teniendo en cuenta la importancia que ha adquirido el término Big Data, la presente investigación buscó estudiar y analizar de manera exhaustiva el estado del arte del Big Data; además, y como segundo objetivo, analizó las características, las herramientas, las tecnologías, los modelos y los estándares relacionados con Big Data, y por último buscó identificar las características más relevantes en la gestión de Big Data, para que con ello se pueda conocer todo lo concerniente al tema central de la investigación.La metodología utilizada incluyó revisar el estado del arte de Big Data y enseñar su situación actual; conocer las tecnologías de Big Data; presentar algunas de las bases de datos NoSQL, que son las que permiten procesar datos con formatos no estructurados, y mostrar los modelos de datos y las tecnologías de análisis de ellos, para terminar con algunos beneficios de Big Data.El diseño metodológico usado para la investigación fue no experimental, pues no se manipulan variables, y de tipo exploratorio, debido a que con esta investigación se empieza a conocer el ambiente del Big Data.

  12. BigDansing

    KAUST Repository

    Khayyat, Zuhair

    2015-06-02

    Data cleansing approaches have usually focused on detecting and fixing errors with little attention to scaling to big datasets. This presents a serious impediment since data cleansing often involves costly computations such as enumerating pairs of tuples, handling inequality joins, and dealing with user-defined functions. In this paper, we present BigDansing, a Big Data Cleansing system to tackle efficiency, scalability, and ease-of-use issues in data cleansing. The system can run on top of most common general purpose data processing platforms, ranging from DBMSs to MapReduce-like frameworks. A user-friendly programming interface allows users to express data quality rules both declaratively and procedurally, with no requirement of being aware of the underlying distributed platform. BigDansing takes these rules into a series of transformations that enable distributed computations and several optimizations, such as shared scans and specialized joins operators. Experimental results on both synthetic and real datasets show that BigDansing outperforms existing baseline systems up to more than two orders of magnitude without sacrificing the quality provided by the repair algorithms.

  13. 50 CFR 32.59 - Rhode Island.

    Science.gov (United States)

    2010-10-01

    .... [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may.... [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may surf fish in the Atlantic Ocean and.... Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may surf fish in the Atlantic Ocean from the...

  14. 50 CFR 32.64 - Utah.

    Science.gov (United States)

    2010-10-01

    ... shells. C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishermen may fish on designated areas of the... area. B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved... turkey and quail. C. Big Game Hunting. We allow hunting of mule deer within Leota, Johnson, Brennan, and...

  15. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  16. Characterizing Big Data Management

    Directory of Open Access Journals (Sweden)

    Rogério Rossi

    2015-06-01

    Full Text Available Big data management is a reality for an increasing number of organizations in many areas and represents a set of challenges involving big data modeling, storage and retrieval, analysis and visualization. However, technological resources, people and processes are crucial to facilitate the management of big data in any kind of organization, allowing information and knowledge from a large volume of data to support decision-making. Big data management can be supported by these three dimensions: technology, people and processes. Hence, this article discusses these dimensions: the technological dimension that is related to storage, analytics and visualization of big data; the human aspects of big data; and, in addition, the process management dimension that involves in a technological and business approach the aspects of big data management.

  17. Big science

    CERN Multimedia

    Nadis, S

    2003-01-01

    " "Big science" is moving into astronomy, bringing large experimental teams, multi-year research projects, and big budgets. If this is the wave of the future, why are some astronomers bucking the trend?" (2 pages).

  18. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  19. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  20. 50 CFR 32.57 - Pennsylvania.

    Science.gov (United States)

    2010-10-01

    ... watercraft for big game hunting. D. Sport Fishing. We allow fishing on designated areas of the refuge in.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing... this chapter). C. Big Game Hunting. We allow hunting of deer, bear, and turkey on designated areas of...

  1. New winter hardy winter bread wheat cultivar (Triticum aestivum L. Voloshkova

    Directory of Open Access Journals (Sweden)

    Л. М. Голик

    2007-12-01

    Full Text Available Creation of Initial raw for breeding of winter wheat by change of the development type under low temperatures influence was described. Seeds of spring wheat were vernalized in aluminum weighting bottle. By using low temperatures at sawing of M2-6 at the begin ind of optimal terms of sawing of winter wheat, new winter-hardy variety of Voloshkova was bred.

  2. Big bang and big crunch in matrix string theory

    OpenAIRE

    Bedford, J; Papageorgakis, C; Rodríguez-Gómez, D; Ward, J

    2007-01-01

    Following the holographic description of linear dilaton null Cosmologies with a Big Bang in terms of Matrix String Theory put forward by Craps, Sethi and Verlinde, we propose an extended background describing a Universe including both Big Bang and Big Crunch singularities. This belongs to a class of exact string backgrounds and is perturbative in the string coupling far away from the singularities, both of which can be resolved using Matrix String Theory. We provide a simple theory capable of...

  3. 33 CFR 100.109 - Winter Harbor Lobster Boat Race, Winter Harbor, ME.

    Science.gov (United States)

    2010-07-01

    ... 33 Navigation and Navigable Waters 1 2010-07-01 2010-07-01 false Winter Harbor Lobster Boat Race, Winter Harbor, ME. 100.109 Section 100.109 Navigation and Navigable Waters COAST GUARD, DEPARTMENT OF HOMELAND SECURITY REGATTAS AND MARINE PARADES SAFETY OF LIFE ON NAVIGABLE WATERS § 100.109 Winter Harbor...

  4. 50 CFR 32.48 - New Hampshire.

    Science.gov (United States)

    2010-10-01

    ... launching areas outside the refuge. B. Upland Game Hunting. [Reserved] C. Big Game Hunting. We allow hunting.... We allow hunting of coyote (see C. Big Game Hunting), fox, raccoon, woodchuck, squirrel, porcupine... must pick up all dogs the same day you release them (see § 26.21(b) of this chapter). C. Big Game...

  5. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Science.gov (United States)

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  6. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    Science.gov (United States)

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  7. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

    Full Text Available Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD. Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1 individuals who played only computer games; (2 individuals who played computer games more than smartphone games; (3 individuals who played computer and smartphone games evenly; (4 individuals who played smartphone games more than computer games; (5 individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers (B = 0.457, odds ratio = 1.579. Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  8. Bliver big data til big business?

    DEFF Research Database (Denmark)

    Ritter, Thomas

    2015-01-01

    Danmark har en digital infrastruktur, en registreringskultur og it-kompetente medarbejdere og kunder, som muliggør en førerposition, men kun hvis virksomhederne gør sig klar til næste big data-bølge.......Danmark har en digital infrastruktur, en registreringskultur og it-kompetente medarbejdere og kunder, som muliggør en førerposition, men kun hvis virksomhederne gør sig klar til næste big data-bølge....

  9. Big data uncertainties.

    Science.gov (United States)

    Maugis, Pierre-André G

    2018-07-01

    Big data-the idea that an always-larger volume of information is being constantly recorded-suggests that new problems can now be subjected to scientific scrutiny. However, can classical statistical methods be used directly on big data? We analyze the problem by looking at two known pitfalls of big datasets. First, that they are biased, in the sense that they do not offer a complete view of the populations under consideration. Second, that they present a weak but pervasive level of dependence between all their components. In both cases we observe that the uncertainty of the conclusion obtained by statistical methods is increased when used on big data, either because of a systematic error (bias), or because of a larger degree of randomness (increased variance). We argue that the key challenge raised by big data is not only how to use big data to tackle new problems, but to develop tools and methods able to rigorously articulate the new risks therein. Copyright © 2016. Published by Elsevier Ltd.

  10. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  11. 50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.

    Science.gov (United States)

    2010-10-01

    .... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...

  12. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Soo-Hyun Paik; Hyun Cho; Ji-Won Chun; Jo-Eun Jeong; Dai-Jin Kim

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  13. 50 CFR 32.49 - New Jersey.

    Science.gov (United States)

    2010-10-01

    ... fishing area during zone 58 big game hunting season. 6. We will open Forked River and Lily Lake from legal... the field (see § 32.2(k)). B. Upland Game Hunting. [Reserved] C. Big Game Hunting. We allow hunting of... Beach Unit. 2. During the firearms big game seasons, you must wear, in a visible manner on head, chest...

  14. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  15. HARNESSING BIG DATA VOLUMES

    Directory of Open Access Journals (Sweden)

    Bogdan DINU

    2014-04-01

    Full Text Available Big Data can revolutionize humanity. Hidden within the huge amounts and variety of the data we are creating we may find information, facts, social insights and benchmarks that were once virtually impossible to find or were simply inexistent. Large volumes of data allow organizations to tap in real time the full potential of all the internal or external information they possess. Big data calls for quick decisions and innovative ways to assist customers and the society as a whole. Big data platforms and product portfolio will help customers harness to the full the value of big data volumes. This paper deals with technical and technological issues related to handling big data volumes in the Big Data environment.

  16. Big bang and big crunch in matrix string theory

    International Nuclear Information System (INIS)

    Bedford, J.; Ward, J.; Papageorgakis, C.; Rodriguez-Gomez, D.

    2007-01-01

    Following the holographic description of linear dilaton null cosmologies with a big bang in terms of matrix string theory put forward by Craps, Sethi, and Verlinde, we propose an extended background describing a universe including both big bang and big crunch singularities. This belongs to a class of exact string backgrounds and is perturbative in the string coupling far away from the singularities, both of which can be resolved using matrix string theory. We provide a simple theory capable of describing the complete evolution of this closed universe

  17. Big data a primer

    CERN Document Server

    Bhuyan, Prachet; Chenthati, Deepak

    2015-01-01

    This book is a collection of chapters written by experts on various aspects of big data. The book aims to explain what big data is and how it is stored and used. The book starts from  the fundamentals and builds up from there. It is intended to serve as a review of the state-of-the-practice in the field of big data handling. The traditional framework of relational databases can no longer provide appropriate solutions for handling big data and making it available and useful to users scattered around the globe. The study of big data covers a wide range of issues including management of heterogeneous data, big data frameworks, change management, finding patterns in data usage and evolution, data as a service, service-generated data, service management, privacy and security. All of these aspects are touched upon in this book. It also discusses big data applications in different domains. The book will prove useful to students, researchers, and practicing database and networking engineers.

  18. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  19. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  20. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  1. Game statistics for the island of Olkiluoto in 2010-2011

    International Nuclear Information System (INIS)

    Nieminen, M.; Niemi, M.; Jussila, I.

    2011-10-01

    The game statistics for the island of Olkiluoto were updated in the summer 2011 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2010-2011. The moose population is stable when compared with the previous year. The white-tailed deer population is stable or slightly increasing when compared with the previous year. The changes in the roe deer population are not accurately known, but population size varies somewhat from year to year. The number of hunted raccoon dogs approximately doubled in the latest hunting season. Altogether two waterfowl were hunted in 2010 (17 in the previous year). The populations of mountain hare and red squirrel are abundant, and the number of hunted mountain hares approximately doubled when compared with the previous hunting season. The brown hare population is still small. In the winter, there were observations of one lynx spending time in the area. (orig.)

  2. Game statistics for the island of Olkiluoto in 2010-2011

    Energy Technology Data Exchange (ETDEWEB)

    Nieminen, M. [Faunatica Oy, Espoo (Finland); Niemi, M. [Helsinki Univ. (Finland), Dept. of Forest Sciences; Jussila, I. [Turku Univ. (Finland), Satakunta Environmental Research Inst.

    2011-10-15

    The game statistics for the island of Olkiluoto were updated in the summer 2011 and compared with earlier statistics. Population size estimates are based on interviews of the local hunters. No moose or deer inventories were made in the winter 2010-2011. The moose population is stable when compared with the previous year. The white-tailed deer population is stable or slightly increasing when compared with the previous year. The changes in the roe deer population are not accurately known, but population size varies somewhat from year to year. The number of hunted raccoon dogs approximately doubled in the latest hunting season. Altogether two waterfowl were hunted in 2010 (17 in the previous year). The populations of mountain hare and red squirrel are abundant, and the number of hunted mountain hares approximately doubled when compared with the previous hunting season. The brown hare population is still small. In the winter, there were observations of one lynx spending time in the area. (orig.)

  3. Big Data in Science and Healthcare: A Review of Recent Literature and Perspectives. Contribution of the IMIA Social Media Working Group.

    Science.gov (United States)

    Hansen, M M; Miron-Shatz, T; Lau, A Y S; Paton, C

    2014-08-15

    As technology continues to evolve and rise in various industries, such as healthcare, science, education, and gaming, a sophisticated concept known as Big Data is surfacing. The concept of analytics aims to understand data. We set out to portray and discuss perspectives of the evolving use of Big Data in science and healthcare and, to examine some of the opportunities and challenges. A literature review was conducted to highlight the implications associated with the use of Big Data in scientific research and healthcare innovations, both on a large and small scale. Scientists and health-care providers may learn from one another when it comes to understanding the value of Big Data and analytics. Small data, derived by patients and consumers, also requires analytics to become actionable. Connectivism provides a framework for the use of Big Data and analytics in the areas of science and healthcare. This theory assists individuals to recognize and synthesize how human connections are driving the increase in data. Despite the volume and velocity of Big Data, it is truly about technology connecting humans and assisting them to construct knowledge in new ways. Concluding Thoughts: The concept of Big Data and associated analytics are to be taken seriously when approaching the use of vast volumes of both structured and unstructured data in science and health-care. Future exploration of issues surrounding data privacy, confidentiality, and education are needed. A greater focus on data from social media, the quantified self-movement, and the application of analytics to "small data" would also be useful.

  4. 50 CFR 32.25 - Colorado.

    Science.gov (United States)

    2010-10-01

    ... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National... the refuge waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved.... Big Game Hunting. [Reserved] D. Sport Fishing. We allow fishing at designated times and on designated...

  5. Microsoft big data solutions

    CERN Document Server

    Jorgensen, Adam; Welch, John; Clark, Dan; Price, Christopher; Mitchell, Brian

    2014-01-01

    Tap the power of Big Data with Microsoft technologies Big Data is here, and Microsoft's new Big Data platform is a valuable tool to help your company get the very most out of it. This timely book shows you how to use HDInsight along with HortonWorks Data Platform for Windows to store, manage, analyze, and share Big Data throughout the enterprise. Focusing primarily on Microsoft and HortonWorks technologies but also covering open source tools, Microsoft Big Data Solutions explains best practices, covers on-premises and cloud-based solutions, and features valuable case studies. Best of all,

  6. Influence of Mowing Artemisia tridentata ssp. wyomingensis on Winter Habitat for Wildlife

    Science.gov (United States)

    Davies, Kirk W.; Bates, Jonathan D.; Johnson, Dustin D.; Nafus, Aleta M.

    2009-07-01

    Mowing is commonly implemented to Artemisia tridentata ssp. wyomingensis (Beetle & A. Young) S.L. Welsh (Wyoming big sagebrush) plant communities to improve wildlife habitat, increase forage production for livestock, and create fuel breaks for fire suppression. However, information detailing the influence of mowing on winter habitat for wildlife is lacking. This information is crucial because many wildlife species depended on A. tridentata spp. wyomingensis plant communities for winter habitat and consume significant quantities of Artemisia during this time . Furthermore, information is generally limited describing the recovery of A. tridentata spp. wyomingensis to mowing and the impacts of mowing on stand structure. Stand characteristics and Artemisia leaf tissue crude protein (CP), acid detergent fiber (ADF), and neutral detergent fiber (NDF) concentrations were measured in midwinter on 0-, 2-, 4-, and 6-year-old fall-applied mechanical (mowed at 20 cm height) treatments and compared to adjacent untreated (control) areas. Mowing compared to the control decreased Artemisia cover, density, canopy volume, canopy elliptical area, and height ( P < 0.05), but all characteristics were recovering ( P < 0.05). Mowing A. tridentata spp. wyomingensis plant communities slightly increases the nutritional quality of Artemisia leaves ( P < 0.05), but it simultaneously results in up to 20 years of decrease in Artemisia structural characteristics. Because of the large reduction in A. tridentata spp. wyomingensis for potentially 20 years following mowing, mowing should not be applied in Artemisia facultative and obligate wildlife winter habitat. Considering the decline in A. tridentata spp. wyomingensis-dominated landscapes, we caution against mowing these communities.

  7. Summary big data

    CERN Document Server

    2014-01-01

    This work offers a summary of Cukier the book: "Big Data: A Revolution That Will Transform How we Live, Work, and Think" by Viktor Mayer-Schonberg and Kenneth. Summary of the ideas in Viktor Mayer-Schonberg's and Kenneth Cukier's book: " Big Data " explains that big data is where we use huge quantities of data to make better predictions based on the fact we identify patters in the data rather than trying to understand the underlying causes in more detail. This summary highlights that big data will be a source of new economic value and innovation in the future. Moreover, it shows that it will

  8. Simple gambling or sophisticated gaming? : applying game analysis methods to modern video slot machine games

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

    Slot machine games have become the most popular form of gambling worldwide. In Finland, their pervasiveness in public spaces and popularity makes them one of the most common form of gaming. However, in game studies, gambling games are often regarded as borderline games due to the player’s lack of control. In this thesis I ask whether modern video slot machine games can be considered as games and if so, what similarities there are between them and contemporary video games. To find out if m...

  9. Arboviral and other illnesses in travellers returning from Brazil, June 2013 to May 2016: implications for the 2016 Olympic and Paralympic Games.

    Science.gov (United States)

    Gautret, Philippe; Mockenhaupt, Frank; Grobusch, Martin P; Rothe, Camilla; von Sonnenburg, Frank; van Genderen, Perry J; Chappuis, Francois; Asgeirsson, Hilmir; Caumes, Eric; Bottieau, Emmanuel; Malvy, Denis; Lopez-Vélez, Rogelio; Jensenius, Mogens; Larsen, Carsten Schade; Castelli, Francesco; Rapp, Christophe; Field, Vanessa; Molina, Israel; Gkrania-Klotsas, Effrossyni; Florescu, Simin; Lalloo, David; Schlagenhauf, Patricia

    2016-07-07

    We evaluated EuroTravNet (a GeoSentinel subnetwork) data from June 2013 to May 2016 on 508 ill travellers returning from Brazil, to inform a risk analysis for Europeans visiting the 2016 Olympic and Paralympic Games in Brazil. Few dengue fever cases (n = 3) and no cases of chikungunya were documented during the 2013-15 Brazilian winter months, August and September, the period when the Games will be held. The main diagnoses were dermatological (37%), gastrointestinal (30%), febrile systemic illness (29%) and respiratory (11%). This article is copyright of The Authors, 2016.

  10. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

    The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks to digital distribution and social media platforms that support games. Thanks to the readily available internet connections and games using them, data of player behaviour can be acquired. This is where game analytics come in. What sort of player actions provide meaningful information that can be used to iterate the game? Typically game analytics is appl...

  11. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  12. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

    Full Text Available Perkembangan game saat ini sangat pesat sehingga banyak orang yang tertarik untuk memainkannya bahkan sampai lupa waktu,suatu game akan membuat orang tertarik dan penasaran karena didalam nya terdapat AI (artificial intelegent. Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. penelitian  ini menjelaskan tentang bagaimana orang dapat bermain game secara bersama-sama dengan menggunakan jaringan computer atau jaringan internet . Dua NPC yang dimaksud  adalahNPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan unity engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi dengan mengetahui respon dari NPC maka akan dapat menentukan strategi dalam game tersebut.

  13. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  14. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  15. Winter Weather Emergencies

    Science.gov (United States)

    Severe winter weather can lead to health and safety challenges. You may have to cope with Cold related health problems, including ... there are no guarantees of safety during winter weather emergencies, you can take actions to protect yourself. ...

  16. Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play.

    Science.gov (United States)

    Ewell, Patrick J; Guadagno, Rosanna E; Jones, Matthew; Dunn, Robert Andrew

    2016-07-01

    Popular video games often provide people with the option to play characters that are good or evil in nature, and yet, little is known about how individual differences in personality relate to the moral and ethical alignments people chose in their digital representations. We examined whether participants' pre-existing levels of moral disengagement and Big 5 scores predicted the alignments they selected for their avatar in video game play. Results revealed that men, relative to women, were more likely to play "bad guys" and that moral disengagement predicted this finding. Agreeableness and conscientiousness mediated the relationship between moral disengagement and alignment such that those higher in these two traits were more likely to play good characters.

  17. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  18. Big Social Data Analytics of Changes in Consumer Behaviour and Opinion of a TV Broadcaster

    DEFF Research Database (Denmark)

    Hennig, Anna; Åmodt, Anne-Sofie; Hernes, Henrik

    2016-01-01

    This paper examines the changes in consumer behaviour and opinions due to the transition from a public to a commercial broadcaster in the context of broadcasting international media events. By analyzing TV viewer ratings, Facebook activity and its sentiment, we aim to provide answers to how...... the transition from airing Winter Olympic Games on NRK to TV2 in Norway affected consumer behaviour and opinion.We used text classification and visual analytics methods on the business and social datasets. Our main finding is a clear link between negative sentiment and commercials. Despite positive change...

  19. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  20. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder

    NARCIS (Netherlands)

    Lemmens, J.S.; Hendriks, S.J.F.

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games.

  1. THE EFFECT OF COOPERATIVE AND INDIVIDUALISTIC GAMES ON WORD SPELLING: A STUDY OF YOUNG IRANIAN EFL LEARNERS

    Directory of Open Access Journals (Sweden)

    Shokooh SHAHZADEH

    2016-12-01

    Full Text Available This study builds on the instructional effectiveness and efficiency of two game approaches on word spelling of EFL beginners. The approaches under study were cooperative approach and individualistic approach. The participants of this study consisted of 59 fifth and sixth grade students from two elementary schools in the same district in Firoozeh, Neyshabur- Iran. They received 90 minutes instruction per week for a total of ten sessions in two groups of cooperative and individualistic. The results of the study indicated that there is not a significant difference between the performance of learners in cooperative and individualistic groups. A questionnaire was also given to the learners at the end in order to measure learners' attitude toward the games. The results showed that there is not a big difference between students' attitude toward learning spelling in cooperative group and individualistic group, and both groups have positive attitude toward the games. The researcher concluded that the combination of these two approaches seems more favorable.

  2. Big Data en surveillance, deel 1 : Definities en discussies omtrent Big Data

    NARCIS (Netherlands)

    Timan, Tjerk

    2016-01-01

    Naar aanleiding van een (vrij kort) college over surveillance en Big Data, werd me gevraagd iets dieper in te gaan op het thema, definities en verschillende vraagstukken die te maken hebben met big data. In dit eerste deel zal ik proberen e.e.a. uiteen te zetten betreft Big Data theorie en

  3. Characterizing Big Data Management

    OpenAIRE

    Rogério Rossi; Kechi Hirama

    2015-01-01

    Big data management is a reality for an increasing number of organizations in many areas and represents a set of challenges involving big data modeling, storage and retrieval, analysis and visualization. However, technological resources, people and processes are crucial to facilitate the management of big data in any kind of organization, allowing information and knowledge from a large volume of data to support decision-making. Big data management can be supported by these three dimensions: t...

  4. 50 CFR 32.35 - Kansas.

    Science.gov (United States)

    2010-10-01

    ... an area closed to turkey hunting. 6. Conditions A8 through A12 apply. C. Big Game Hunting. We allow... upland game. 4. We require the use of approved nontoxic shot (see § 32.2(k)). C. Big Game Hunting. We.... Conditions A1 through A6, and A8 apply. 2. We only allow shotguns for hunting on the refuge. C. Big Game...

  5. 50 CFR 32.1 - Opening of wildlife refuge areas to hunting.

    Science.gov (United States)

    2010-10-01

    ... Secretary that the opening of the area to the hunting of migratory game birds, upland game, or big game will...” shall annually be open to the hunting of migratory game birds, upland game, and big game subject to the... THE INTERIOR (CONTINUED) THE NATIONAL WILDLIFE REFUGE SYSTEM HUNTING AND FISHING General Provisions...

  6. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  7. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  8. Simulated big sagebrush regeneration supports predicted changes at the trailing and leading edges of distribution shifts

    Science.gov (United States)

    Schlaepfer, Daniel R.; Taylor, Kyle A.; Pennington, Victoria E.; Nelson, Kellen N.; Martin, Trace E.; Rottler, Caitlin M.; Lauenroth, William K.; Bradford, John B.

    2015-01-01

    Many semi-arid plant communities in western North America are dominated by big sagebrush. These ecosystems are being reduced in extent and quality due to economic development, invasive species, and climate change. These pervasive modifications have generated concern about the long-term viability of sagebrush habitat and sagebrush-obligate wildlife species (notably greater sage-grouse), highlighting the need for better understanding of the future big sagebrush distribution, particularly at the species' range margins. These leading and trailing edges of potential climate-driven sagebrush distribution shifts are likely to be areas most sensitive to climate change. We used a process-based regeneration model for big sagebrush, which simulates potential germination and seedling survival in response to climatic and edaphic conditions and tested expectations about current and future regeneration responses at trailing and leading edges that were previously identified using traditional species distribution models. Our results confirmed expectations of increased probability of regeneration at the leading edge and decreased probability of regeneration at the trailing edge below current levels. Our simulations indicated that soil water dynamics at the leading edge became more similar to the typical seasonal ecohydrological conditions observed within the current range of big sagebrush ecosystems. At the trailing edge, an increased winter and spring dryness represented a departure from conditions typically supportive of big sagebrush. Our results highlighted that minimum and maximum daily temperatures as well as soil water recharge and summer dry periods are important constraints for big sagebrush regeneration. Overall, our results confirmed previous predictions, i.e., we see consistent changes in areas identified as trailing and leading edges; however, we also identified potential local refugia within the trailing edge, mostly at sites at higher elevation. Decreasing

  9. Big Data in der Cloud

    DEFF Research Database (Denmark)

    Leimbach, Timo; Bachlechner, Daniel

    2014-01-01

    Technology assessment of big data, in particular cloud based big data services, for the Office for Technology Assessment at the German federal parliament (Bundestag)......Technology assessment of big data, in particular cloud based big data services, for the Office for Technology Assessment at the German federal parliament (Bundestag)...

  10. An analysis of cross-sectional differences in big and non-big public accounting firms' audit programs

    NARCIS (Netherlands)

    Blokdijk, J.H. (Hans); Drieenhuizen, F.; Stein, M.T.; Simunic, D.A.

    2006-01-01

    A significant body of prior research has shown that audits by the Big 5 (now Big 4) public accounting firms are quality differentiated relative to non-Big 5 audits. This result can be derived analytically by assuming that Big 5 and non-Big 5 firms face different loss functions for "audit failures"

  11. Big Data is invading big places as CERN

    CERN Multimedia

    CERN. Geneva

    2017-01-01

    Big Data technologies are becoming more popular with the constant grow of data generation in different fields such as social networks, internet of things and laboratories like CERN. How is CERN making use of such technologies? How machine learning is applied at CERN with Big Data technologies? How much data we move and how it is analyzed? All these questions will be answered during the talk.

  12. The big bang

    International Nuclear Information System (INIS)

    Chown, Marcus.

    1987-01-01

    The paper concerns the 'Big Bang' theory of the creation of the Universe 15 thousand million years ago, and traces events which physicists predict occurred soon after the creation. Unified theory of the moment of creation, evidence of an expanding Universe, the X-boson -the particle produced very soon after the big bang and which vanished from the Universe one-hundredth of a second after the big bang, and the fate of the Universe, are all discussed. (U.K.)

  13. Big Data Analysis for Personalized Health Activities: Machine Learning Processing for Automatic Keyword Extraction Approach

    Directory of Open Access Journals (Sweden)

    Jun-Ho Huh

    2018-04-01

    Full Text Available The obese population is increasing rapidly due to the change of lifestyle and diet habits. Obesity can cause various complications and is becoming a social disease. Nonetheless, many obese patients are unaware of the medical treatments that are right for them. Although a variety of online and offline obesity management services have been introduced, they are still not enough to attract the attention of users and are not much of help to solve the problem. Obesity healthcare and personalized health activities are the important factors. Since obesity is related to lifestyle habits, eating habits, and interests, I concluded that the big data analysis of these factors could deduce the problem. Therefore, I collected big data by applying the machine learning and crawling method to the unstructured citizen health data in Korea and the search data of Naver, which is a Korean portal company, and Google for keyword analysis for personalized health activities. It visualized the big data using text mining and word cloud. This study collected and analyzed the data concerning the interests related to obesity, change of interest on obesity, and treatment articles. The analysis showed a wide range of seasonal factors according to spring, summer, fall, and winter. It also visualized and completed the process of extracting the keywords appropriate for treatment of abdominal obesity and lower body obesity. The keyword big data analysis technique for personalized health activities proposed in this paper is based on individual’s interests, level of interest, and body type. Also, the user interface (UI that visualizes the big data compatible with Android and Apple iOS. The users can see the data on the app screen. Many graphs and pictures can be seen via menu, and the significant data values are visualized through machine learning. Therefore, I expect that the big data analysis using various keywords specific to a person will result in measures for personalized

  14. Small Big Data Congress 2017

    NARCIS (Netherlands)

    Doorn, J.

    2017-01-01

    TNO, in collaboration with the Big Data Value Center, presents the fourth Small Big Data Congress! Our congress aims at providing an overview of practical and innovative applications based on big data. Do you want to know what is happening in applied research with big data? And what can already be

  15. Big data opportunities and challenges

    CERN Document Server

    2014-01-01

    This ebook aims to give practical guidance for all those who want to understand big data better and learn how to make the most of it. Topics range from big data analysis, mobile big data and managing unstructured data to technologies, governance and intellectual property and security issues surrounding big data.

  16. Low Correlations between Intelligence and Big Five Personality Traits: Need to Broaden the Domain of Personality

    Directory of Open Access Journals (Sweden)

    Lazar Stankov

    2018-05-01

    Full Text Available The correlations between the measures of cognitive abilities and personality traits are known to be low. Our data based on the popular Big Five model of intelligence show that the highest correlations (up to r = 0.30 tend to occur with the Openness to Experience. Some recent developments in the studies of intelligence (e.g., emotional intelligence, complex problem solving and economic games indicate that this link may become stronger in future. Furthermore, our studies of the processes in the “no-man’s-land” between intelligence and personality suggest that the non-cognitive constructs are correlated with both. These include the measures of social conservatism and self-beliefs. Importantly, the Big Five measures do not tap into either the dark traits associated with social conservatism or self-beliefs that are known to be good predictors of academic achievement. This paper argues that the personality domain should be broadened to include new constructs that have not been captured by the lexical approach employed in the development of the Big Five model. Furthermore, since the measures of confidence have the highest correlation with cognitive performance, we suggest that the trait of confidence may be a driver that leads to the separation of fluid and crystallized intelligence during development.

  17. Big Data and Neuroimaging.

    Science.gov (United States)

    Webb-Vargas, Yenny; Chen, Shaojie; Fisher, Aaron; Mejia, Amanda; Xu, Yuting; Crainiceanu, Ciprian; Caffo, Brian; Lindquist, Martin A

    2017-12-01

    Big Data are of increasing importance in a variety of areas, especially in the biosciences. There is an emerging critical need for Big Data tools and methods, because of the potential impact of advancements in these areas. Importantly, statisticians and statistical thinking have a major role to play in creating meaningful progress in this arena. We would like to emphasize this point in this special issue, as it highlights both the dramatic need for statistical input for Big Data analysis and for a greater number of statisticians working on Big Data problems. We use the field of statistical neuroimaging to demonstrate these points. As such, this paper covers several applications and novel methodological developments of Big Data tools applied to neuroimaging data.

  18. Game, game, game and again game, de Jason Nelson: aspectos da contemporaneidade

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

    Full Text Available Embora pensadores como o escritor Mario Vargas Llosa afirmem que os tempos hodiernos têm como característica principal a frivolidade, por conta da velocidade e quantidade de informações a serem digeridas diariamente, artistas em sua pulsão criativa exploram tais paradoxos de grandeza/pequenez em suas obras de arte. Este artigo visa apreender na obra Game, game, game and again game aspectos da contemporaneidade, como o conceito de lúdico e a enorme gama de entretenimentos voltados a um público imerso na indústria da cultura, através da forma como eles são trabalhados junto a conceitos como interatividade como forma de coautoria da obra de arte, finitude artística e permanência no meio digital, e transmidialidade na criação estética.

  19. Big Data; A Management Revolution : The emerging role of big data in businesses

    OpenAIRE

    Blasiak, Kevin

    2014-01-01

    Big data is a term that was coined in 2012 and has since then emerged to one of the top trends in business and technology. Big data is an agglomeration of different technologies resulting in data processing capabilities that have been unreached before. Big data is generally characterized by 4 factors. Volume, velocity and variety. These three factors distinct it from the traditional data use. The possibilities to utilize this technology are vast. Big data technology has touch points in differ...

  20. Social big data mining

    CERN Document Server

    Ishikawa, Hiroshi

    2015-01-01

    Social Media. Big Data and Social Data. Hypotheses in the Era of Big Data. Social Big Data Applications. Basic Concepts in Data Mining. Association Rule Mining. Clustering. Classification. Prediction. Web Structure Mining. Web Content Mining. Web Access Log Mining, Information Extraction and Deep Web Mining. Media Mining. Scalability and Outlier Detection.

  1. Cryptography for Big Data Security

    Science.gov (United States)

    2015-07-13

    Cryptography for Big Data Security Book Chapter for Big Data: Storage, Sharing, and Security (3S) Distribution A: Public Release Ariel Hamlin1 Nabil...Email: arkady@ll.mit.edu ii Contents 1 Cryptography for Big Data Security 1 1.1 Introduction...48 Chapter 1 Cryptography for Big Data Security 1.1 Introduction With the amount

  2. Data: Big and Small.

    Science.gov (United States)

    Jones-Schenk, Jan

    2017-02-01

    Big data is a big topic in all leadership circles. Leaders in professional development must develop an understanding of what data are available across the organization that can inform effective planning for forecasting. Collaborating with others to integrate data sets can increase the power of prediction. Big data alone is insufficient to make big decisions. Leaders must find ways to access small data and triangulate multiple types of data to ensure the best decision making. J Contin Educ Nurs. 2017;48(2):60-61. Copyright 2017, SLACK Incorporated.

  3. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  4. Big Data in industry

    Science.gov (United States)

    Latinović, T. S.; Preradović, D. M.; Barz, C. R.; Latinović, M. T.; Petrica, P. P.; Pop-Vadean, A.

    2016-08-01

    The amount of data at the global level has grown exponentially. Along with this phenomena, we have a need for a new unit of measure like exabyte, zettabyte, and yottabyte as the last unit measures the amount of data. The growth of data gives a situation where the classic systems for the collection, storage, processing, and visualization of data losing the battle with a large amount, speed, and variety of data that is generated continuously. Many of data that is created by the Internet of Things, IoT (cameras, satellites, cars, GPS navigation, etc.). It is our challenge to come up with new technologies and tools for the management and exploitation of these large amounts of data. Big Data is a hot topic in recent years in IT circles. However, Big Data is recognized in the business world, and increasingly in the public administration. This paper proposes an ontology of big data analytics and examines how to enhance business intelligence through big data analytics as a service by presenting a big data analytics services-oriented architecture. This paper also discusses the interrelationship between business intelligence and big data analytics. The proposed approach in this paper might facilitate the research and development of business analytics, big data analytics, and business intelligence as well as intelligent agents.

  5. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  6. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  7. Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: trait differences for gaming addiction and social networking addiction.

    Science.gov (United States)

    Wang, Chong-Wen; Ho, Rainbow T H; Chan, Cecilia L W; Tse, Samson

    2015-03-01

    This study investigated the associations between personality traits, based on the Big Five model, and addictive behaviors to different online activities among adolescents. A sample of 920 participants was recruited from four secondary schools in different districts using random cluster sampling. A structured questionnaire, including demographic information, internet usage pattern, the Internet Addiction Test, the Game Addiction Scale, the Bergen Facebook Addiction Scale - Revised, and the Big Five Inventory, was administered to each participant. The results demonstrated a significant difference in personality traits for addictive behaviors related to different online activities. Specifically, higher neuroticism (β=0.15, p<0.001) and less conscientiousness (β=0.12, p<0.001) displayed significant associations with internet addiction in general; less conscientiousness (β=0.09, p<0.01) and low openness (β=0.06, p<0.05) were significantly associated with gaming addiction; and neuroticism (β=0.15, p<0.001) and extraversion (β=0.10, p<0.01) were significantly associated with social networking addiction. Our findings may provide a better understanding of the etiopathology of internet-related addictive behaviors and have implications for psychoeducation and psychotherapy programs. Copyright © 2014 Elsevier Ltd. All rights reserved.

  8. Big Data Analytics An Overview

    Directory of Open Access Journals (Sweden)

    Jayshree Dwivedi

    2015-08-01

    Full Text Available Big data is a data beyond the storage capacity and beyond the processing power is called big data. Big data term is used for data sets its so large or complex that traditional data it involves data sets with sizes. Big data size is a constantly moving target year by year ranging from a few dozen terabytes to many petabytes of data means like social networking sites the amount of data produced by people is growing rapidly every year. Big data is not only a data rather it become a complete subject which includes various tools techniques and framework. It defines the epidemic possibility and evolvement of data both structured and unstructured. Big data is a set of techniques and technologies that require new forms of assimilate to uncover large hidden values from large datasets that are diverse complex and of a massive scale. It is difficult to work with using most relational database management systems and desktop statistics and visualization packages exacting preferably massively parallel software running on tens hundreds or even thousands of servers. Big data environment is used to grab organize and resolve the various types of data. In this paper we describe applications problems and tools of big data and gives overview of big data.

  9. Games on Games. Game Design as Critical Reflexive Practice

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  10. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  11. 50 CFR 32.65 - Vermont.

    Science.gov (United States)

    2010-10-01

    ... September 1. We do not require a hunting permit for scouting. C. Big Game Hunting. We allow hunting of white..., Youth Deer Hunting Weekend, and muzzleloader big game season, you must wear in a visible manner on head... State Wildlife Management Areas. We require written approval from the refuge manager on your big game...

  12. 50 CFR 32.62 - Tennessee.

    Science.gov (United States)

    2010-10-01

    ... hunting for raccoon and opossum from legal sunset to legal sunrise. C. Big Game Hunting. We allow hunting... do not open for spring squirrel hunting. C. Big Game Hunting. We allow the hunting of white-tailed... hours for raccoon and opossum are legal sunset to legal sunrise. C. Big Game Hunting. We allow hunting...

  13. 50 CFR 32.68 - West Virginia.

    Science.gov (United States)

    2010-10-01

    ... between March 1 and the youth squirrel season in September. C. Big Game Hunting. We allow the hunting of... enter the refuge on foot. You may use hand-powered, two-wheeled carts for transporting big game. 3. You... big game hunting, we only allow ammunition containing a single lead projectile. We prohibit the use of...

  14. 50 CFR 32.55 - Oklahoma.

    Science.gov (United States)

    2010-10-01

    ... hunting. 5. You may only hunt big game during designated refuge seasons. D. Sport Fishing. We allow.... We prohibit off-road vehicle use (see § 27.31 of this chapter). C. Big Game Hunting. We allow hunting... permits and legal weapons apply for the current hunting season. C. Big Game Hunting. We allow hunting of...

  15. 50 CFR 32.22 - Arizona.

    Science.gov (United States)

    2010-10-01

    ... of the State quail season. C. Big Game Hunting. We allow hunting of desert bighorn sheep in Arizona... the refuge from June 1 through August 19. C. Big Game Hunting. We allow hunting of mule and white... regulations subject to the following conditions: 1. You may only hunt feral hog during big game seasons. Each...

  16. Urbanising Big

    DEFF Research Database (Denmark)

    Ljungwall, Christer

    2013-01-01

    Development in China raises the question of how big a city can become, and at the same time be sustainable, writes Christer Ljungwall of the Swedish Agency for Growth Policy Analysis.......Development in China raises the question of how big a city can become, and at the same time be sustainable, writes Christer Ljungwall of the Swedish Agency for Growth Policy Analysis....

  17. Big bang nucleosynthesis

    International Nuclear Information System (INIS)

    Boyd, Richard N.

    2001-01-01

    The precision of measurements in modern cosmology has made huge strides in recent years, with measurements of the cosmic microwave background and the determination of the Hubble constant now rivaling the level of precision of the predictions of big bang nucleosynthesis. However, these results are not necessarily consistent with the predictions of the Standard Model of big bang nucleosynthesis. Reconciling these discrepancies may require extensions of the basic tenets of the model, and possibly of the reaction rates that determine the big bang abundances

  18. Game theoretical framework in determining house prices

    Science.gov (United States)

    Saiddin, Nor Syuhadah; Zaibidi, Nerda Zura; Sulaiman, Nor Intan Saniah; Abidin, Norhaslinda Zainal

    2017-11-01

    Housing is a vital component in world's economic development as it provides big contribution of the wealth. The issue of high house prices, worrying several parties, especially middle income buyers in Malaysia. Basically, in housing, there are three main parties involved; buyer, property developer and government. Interaction between those parties will give an impact to the housing market, specifically house prices. The complexity of the interaction has increased due to the differences in each party's preferences and interest. In this research, the main objective is to develop the framework of the interactions among those parties using game theoretical approach. To do so, the preferences and target of each party are investigated and their constraints are established. From the framework, it offers some ideas on how the interaction occurs and how it affect the house prices.

  19. Computer and video game addiction-a comparison between game users and non-game users.

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  20. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

    Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2016-01-01

    Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when

  1. 50 CFR 32.69 - Wisconsin.

    Science.gov (United States)

    2010-10-01

    ... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... are 12-15 years of age, and by permit. C. Big Game Hunting. We allow hunting of white-tailed deer on... fishing. Leopold Wetland Management District A. Migratory Game Bird Hunting. We allow hunting of migratory...

  2. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    Science.gov (United States)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  3. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  4. The ethics of big data in big agriculture

    OpenAIRE

    Carbonell (Isabelle M.)

    2016-01-01

    This paper examines the ethics of big data in agriculture, focusing on the power asymmetry between farmers and large agribusinesses like Monsanto. Following the recent purchase of Climate Corp., Monsanto is currently the most prominent biotech agribusiness to buy into big data. With wireless sensors on tractors monitoring or dictating every decision a farmer makes, Monsanto can now aggregate large quantities of previously proprietary farming data, enabling a privileged position with unique in...

  5. The big data-big model (BDBM) challenges in ecological research

    Science.gov (United States)

    Luo, Y.

    2015-12-01

    The field of ecology has become a big-data science in the past decades due to development of new sensors used in numerous studies in the ecological community. Many sensor networks have been established to collect data. For example, satellites, such as Terra and OCO-2 among others, have collected data relevant on global carbon cycle. Thousands of field manipulative experiments have been conducted to examine feedback of terrestrial carbon cycle to global changes. Networks of observations, such as FLUXNET, have measured land processes. In particular, the implementation of the National Ecological Observatory Network (NEON), which is designed to network different kinds of sensors at many locations over the nation, will generate large volumes of ecological data every day. The raw data from sensors from those networks offer an unprecedented opportunity for accelerating advances in our knowledge of ecological processes, educating teachers and students, supporting decision-making, testing ecological theory, and forecasting changes in ecosystem services. Currently, ecologists do not have the infrastructure in place to synthesize massive yet heterogeneous data into resources for decision support. It is urgent to develop an ecological forecasting system that can make the best use of multiple sources of data to assess long-term biosphere change and anticipate future states of ecosystem services at regional and continental scales. Forecasting relies on big models that describe major processes that underlie complex system dynamics. Ecological system models, despite great simplification of the real systems, are still complex in order to address real-world problems. For example, Community Land Model (CLM) incorporates thousands of processes related to energy balance, hydrology, and biogeochemistry. Integration of massive data from multiple big data sources with complex models has to tackle Big Data-Big Model (BDBM) challenges. Those challenges include interoperability of multiple

  6. 50 CFR 32.33 - Indiana.

    Science.gov (United States)

    2010-10-01

    ... carry a compass while hunting on the refuge. C. Big Game Hunting. We allow hunting of white-tailed deer.... 4. We prohibit quail, squirrel, and rabbit hunting during refuge deer hunts. C. Big Game Hunting. We... at all times (see § 26.21(b) of this chapter). C. Big Game Hunting. We allow hunting of white-tailed...

  7. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

    and beautiful visualisations. However, we also need to ask what the tools of big data can do both for the Humanities and for more interpretative approaches and methods. Thus, we prefer to explore how the power of computation, new sensor technologies and massive storage can also help with video-based qualitative......For the last few years, we have witnessed a hype about the potential results and insights that quantitative big data can bring to the social sciences. The wonder of big data has moved into education, traffic planning, and disease control with a promise of making things better with big numbers...

  8. Social activities, self-efficacy, game attitudes, and game addiction.

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  9. Identifying Dwarfs Workloads in Big Data Analytics

    OpenAIRE

    Gao, Wanling; Luo, Chunjie; Zhan, Jianfeng; Ye, Hainan; He, Xiwen; Wang, Lei; Zhu, Yuqing; Tian, Xinhui

    2015-01-01

    Big data benchmarking is particularly important and provides applicable yardsticks for evaluating booming big data systems. However, wide coverage and great complexity of big data computing impose big challenges on big data benchmarking. How can we construct a benchmark suite using a minimum set of units of computation to represent diversity of big data analytics workloads? Big data dwarfs are abstractions of extracting frequently appearing operations in big data computing. One dwarf represen...

  10. Applications of Big Data in Education

    OpenAIRE

    Faisal Kalota

    2015-01-01

    Big Data and analytics have gained a huge momentum in recent years. Big Data feeds into the field of Learning Analytics (LA) that may allow academic institutions to better understand the learners' needs and proactively address them. Hence, it is important to have an understanding of Big Data and its applications. The purpose of this descriptive paper is to provide an overview of Big Data, the technologies used in Big Data, and some of the applications of Big Data in educa...

  11. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  12. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  13. Big Data Semantics

    NARCIS (Netherlands)

    Ceravolo, Paolo; Azzini, Antonia; Angelini, Marco; Catarci, Tiziana; Cudré-Mauroux, Philippe; Damiani, Ernesto; Mazak, Alexandra; van Keulen, Maurice; Jarrar, Mustafa; Santucci, Giuseppe; Sattler, Kai-Uwe; Scannapieco, Monica; Wimmer, Manuel; Wrembel, Robert; Zaraket, Fadi

    2018-01-01

    Big Data technology has discarded traditional data modeling approaches as no longer applicable to distributed data processing. It is, however, largely recognized that Big Data impose novel challenges in data and infrastructure management. Indeed, multiple components and procedures must be

  14. Comparative validity of brief to medium-length Big Five and Big Six personality questionnaires

    NARCIS (Netherlands)

    Thalmayer, A.G.; Saucier, G.; Eigenhuis, A.

    2011-01-01

    A general consensus on the Big Five model of personality attributes has been highly generative for the field of personality psychology. Many important psychological and life outcome correlates with Big Five trait dimensions have been established. But researchers must choose between multiple Big Five

  15. Visualization of radiation dose big data acquired by monitoring posts

    International Nuclear Information System (INIS)

    Hashimoto, Takeyuki; Jumonji, Hiromichi

    2014-01-01

    Currently, in Fukushima Prefecture, 3625 radiation dose monitoring posts is available, and the radiation data is acquired every 10 minutes. However, an effective visualization of such an enormous amount of data has not been sufficiently performed. In this study, pull out the meaningful information from the big data, to achieve an effective visualization. By comparing the physical attenuation with the radiation dose changes, we can predict the trend of environment attenuation. We visualize the influence of the environment by plotting the results to the map. As a result, the difference in the increase or decrease depending on the location appeared. Under the influence of snow cover, a phenomenon that radiation dose is reduced in winter were also seen. We considered that these results will be effective for the policies of decontamination and the estimation of the amount of snow as water resources. (author)

  16. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  17. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  18. Big data need big theory too.

    Science.gov (United States)

    Coveney, Peter V; Dougherty, Edward R; Highfield, Roger R

    2016-11-13

    The current interest in big data, machine learning and data analytics has generated the widespread impression that such methods are capable of solving most problems without the need for conventional scientific methods of inquiry. Interest in these methods is intensifying, accelerated by the ease with which digitized data can be acquired in virtually all fields of endeavour, from science, healthcare and cybersecurity to economics, social sciences and the humanities. In multiscale modelling, machine learning appears to provide a shortcut to reveal correlations of arbitrary complexity between processes at the atomic, molecular, meso- and macroscales. Here, we point out the weaknesses of pure big data approaches with particular focus on biology and medicine, which fail to provide conceptual accounts for the processes to which they are applied. No matter their 'depth' and the sophistication of data-driven methods, such as artificial neural nets, in the end they merely fit curves to existing data. Not only do these methods invariably require far larger quantities of data than anticipated by big data aficionados in order to produce statistically reliable results, but they can also fail in circumstances beyond the range of the data used to train them because they are not designed to model the structural characteristics of the underlying system. We argue that it is vital to use theory as a guide to experimental design for maximal efficiency of data collection and to produce reliable predictive models and conceptual knowledge. Rather than continuing to fund, pursue and promote 'blind' big data projects with massive budgets, we call for more funding to be allocated to the elucidation of the multiscale and stochastic processes controlling the behaviour of complex systems, including those of life, medicine and healthcare.This article is part of the themed issue 'Multiscale modelling at the physics-chemistry-biology interface'. © 2015 The Authors.

  19. Big Data and medicine: a big deal?

    Science.gov (United States)

    Mayer-Schönberger, V; Ingelsson, E

    2018-05-01

    Big Data promises huge benefits for medical research. Looking beyond superficial increases in the amount of data collected, we identify three key areas where Big Data differs from conventional analyses of data samples: (i) data are captured more comprehensively relative to the phenomenon under study; this reduces some bias but surfaces important trade-offs, such as between data quantity and data quality; (ii) data are often analysed using machine learning tools, such as neural networks rather than conventional statistical methods resulting in systems that over time capture insights implicit in data, but remain black boxes, rarely revealing causal connections; and (iii) the purpose of the analyses of data is no longer simply answering existing questions, but hinting at novel ones and generating promising new hypotheses. As a consequence, when performed right, Big Data analyses can accelerate research. Because Big Data approaches differ so fundamentally from small data ones, research structures, processes and mindsets need to adjust. The latent value of data is being reaped through repeated reuse of data, which runs counter to existing practices not only regarding data privacy, but data management more generally. Consequently, we suggest a number of adjustments such as boards reviewing responsible data use, and incentives to facilitate comprehensive data sharing. As data's role changes to a resource of insight, we also need to acknowledge the importance of collecting and making data available as a crucial part of our research endeavours, and reassess our formal processes from career advancement to treatment approval. © 2017 The Association for the Publication of the Journal of Internal Medicine.

  20. [Doping in disabled sports. Doping control activities at the Paralympic Games 1984-2008 and in Germany 1992-2008].

    Science.gov (United States)

    Thevis, Mario; Hemmersbach, Peter; Geyer, Hans; Schänzer, Wilhelm

    2009-12-15

    Activities concerning the fight against doping with regard to the Paralympic Games have been initiated in 1984, when first doping controls were conducted. The foundation of the International Paralympic Committee exactly 20 years ago (1989) considerably supported systematic sports drug-testing programs specifically designed to meet the particular challenges related to disabled sports, which yielded a variety of adverse analytical findings (e.g., with anabolic steroids, diuretics, corticosteroids, and stimulants) especially at Paralympic Summer Games. In Germany, doping controls for handicapped athletes were established in 1992 and have been conducted since by the National Paralympic Committee Germany and the National Anti-Doping Agency. Also here, various analogies in terms of antidoping rule violations were found in comparison to doping controls of nondisabled athletes. In the present article, available numbers of samples analyzed at Paralympic Summer and Winter Games as well as within the doping control program for disabled sports in Germany are summarized, and particularities concerning sample collection and the doping method termed boosting are presented.

  1. Assessing Big Data

    DEFF Research Database (Denmark)

    Leimbach, Timo; Bachlechner, Daniel

    2015-01-01

    In recent years, big data has been one of the most controversially discussed technologies in terms of its possible positive and negative impact. Therefore, the need for technology assessments is obvious. This paper first provides, based on the results of a technology assessment study, an overview...... of the potential and challenges associated with big data and then describes the problems experienced during the study as well as methods found helpful to address them. The paper concludes with reflections on how the insights from the technology assessment study may have an impact on the future governance of big...... data....

  2. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  3. Big data, big responsibilities

    Directory of Open Access Journals (Sweden)

    Primavera De Filippi

    2014-01-01

    Full Text Available Big data refers to the collection and aggregation of large quantities of data produced by and about people, things or the interactions between them. With the advent of cloud computing, specialised data centres with powerful computational hardware and software resources can be used for processing and analysing a humongous amount of aggregated data coming from a variety of different sources. The analysis of such data is all the more valuable to the extent that it allows for specific patterns to be found and new correlations to be made between different datasets, so as to eventually deduce or infer new information, as well as to potentially predict behaviours or assess the likelihood for a certain event to occur. This article will focus specifically on the legal and moral obligations of online operators collecting and processing large amounts of data, to investigate the potential implications of big data analysis on the privacy of individual users and on society as a whole.

  4. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  5. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  6. Comparative validity of brief to medium-length Big Five and Big Six Personality Questionnaires.

    Science.gov (United States)

    Thalmayer, Amber Gayle; Saucier, Gerard; Eigenhuis, Annemarie

    2011-12-01

    A general consensus on the Big Five model of personality attributes has been highly generative for the field of personality psychology. Many important psychological and life outcome correlates with Big Five trait dimensions have been established. But researchers must choose between multiple Big Five inventories when conducting a study and are faced with a variety of options as to inventory length. Furthermore, a 6-factor model has been proposed to extend and update the Big Five model, in part by adding a dimension of Honesty/Humility or Honesty/Propriety. In this study, 3 popular brief to medium-length Big Five measures (NEO Five Factor Inventory, Big Five Inventory [BFI], and International Personality Item Pool), and 3 six-factor measures (HEXACO Personality Inventory, Questionnaire Big Six Scales, and a 6-factor version of the BFI) were placed in competition to best predict important student life outcomes. The effect of test length was investigated by comparing brief versions of most measures (subsets of items) with original versions. Personality questionnaires were administered to undergraduate students (N = 227). Participants' college transcripts and student conduct records were obtained 6-9 months after data was collected. Six-factor inventories demonstrated better predictive ability for life outcomes than did some Big Five inventories. Additional behavioral observations made on participants, including their Facebook profiles and cell-phone text usage, were predicted similarly by Big Five and 6-factor measures. A brief version of the BFI performed surprisingly well; across inventory platforms, increasing test length had little effect on predictive validity. Comparative validity of the models and measures in terms of outcome prediction and parsimony is discussed.

  7. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  8. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  9. Big Machines and Big Science: 80 Years of Accelerators at Stanford

    Energy Technology Data Exchange (ETDEWEB)

    Loew, Gregory

    2008-12-16

    Longtime SLAC physicist Greg Loew will present a trip through SLAC's origins, highlighting its scientific achievements, and provide a glimpse of the lab's future in 'Big Machines and Big Science: 80 Years of Accelerators at Stanford.'

  10. Dual of big bang and big crunch

    International Nuclear Information System (INIS)

    Bak, Dongsu

    2007-01-01

    Starting from the Janus solution and its gauge theory dual, we obtain the dual gauge theory description of the cosmological solution by the procedure of double analytic continuation. The coupling is driven either to zero or to infinity at the big-bang and big-crunch singularities, which are shown to be related by the S-duality symmetry. In the dual Yang-Mills theory description, these are nonsingular as the coupling goes to zero in the N=4 super Yang-Mills theory. The cosmological singularities simply signal the failure of the supergravity description of the full type IIB superstring theory

  11. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  12. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  13. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  14. Winter maintenance performance measure.

    Science.gov (United States)

    2016-01-01

    The Winter Performance Index is a method of quantifying winter storm events and the DOTs response to them. : It is a valuable tool for evaluating the States maintenance practices, performing post-storm analysis, training : maintenance personnel...

  15. Comparative Validity of Brief to Medium-Length Big Five and Big Six Personality Questionnaires

    Science.gov (United States)

    Thalmayer, Amber Gayle; Saucier, Gerard; Eigenhuis, Annemarie

    2011-01-01

    A general consensus on the Big Five model of personality attributes has been highly generative for the field of personality psychology. Many important psychological and life outcome correlates with Big Five trait dimensions have been established. But researchers must choose between multiple Big Five inventories when conducting a study and are…

  16. Big data for health.

    Science.gov (United States)

    Andreu-Perez, Javier; Poon, Carmen C Y; Merrifield, Robert D; Wong, Stephen T C; Yang, Guang-Zhong

    2015-07-01

    This paper provides an overview of recent developments in big data in the context of biomedical and health informatics. It outlines the key characteristics of big data and how medical and health informatics, translational bioinformatics, sensor informatics, and imaging informatics will benefit from an integrated approach of piecing together different aspects of personalized information from a diverse range of data sources, both structured and unstructured, covering genomics, proteomics, metabolomics, as well as imaging, clinical diagnosis, and long-term continuous physiological sensing of an individual. It is expected that recent advances in big data will expand our knowledge for testing new hypotheses about disease management from diagnosis to prevention to personalized treatment. The rise of big data, however, also raises challenges in terms of privacy, security, data ownership, data stewardship, and governance. This paper discusses some of the existing activities and future opportunities related to big data for health, outlining some of the key underlying issues that need to be tackled.

  17. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  18. Game theory and experimental games the study of strategic interaction

    CERN Document Server

    Colman, Andrew M

    1982-01-01

    Game Theory and Experimental Games: The Study of Strategic Interaction is a critical survey of the essential ideas of game theory and the findings of empirical research on strategic interaction. Some experiments using lifelike simulations of familiar kinds of strategic interactions are presented, and applications of game theory to the study of voting, the theory of evolution, and moral philosophy are discussed.Comprised of 13 chapters, this volume begins with an informal definition of game theory and an outline of the types of social situations to which it applies. Games of skill, games of cha

  19. 50 CFR 32.54 - Ohio.

    Science.gov (United States)

    2010-10-01

    ... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D.... [Reserved] C. Big Game Hunting. We allow hunting of white-tailed deer on designated areas of the refuge in... WILDLIFE REFUGE SYSTEM HUNTING AND FISHING Refuge-Specific Regulations for Hunting and Fishing § 32.54 Ohio...

  20. Estimating winter survival of winter wheat by simulations of plant frost tolerance

    NARCIS (Netherlands)

    Bergjord Olsen, A.K.; Persson, T.; Wit, de A.; Nkurunziza, L.; Sindhøj, E.; Eckersten, H.

    2018-01-01

    Based on soil temperature, snow depth and the grown cultivar's maximum attainable level of frost tolerance (LT50c), the FROSTOL model simulates development of frost tolerance (LT50) and winter damage, thereby enabling risk calculations for winter wheat survival. To explore the accuracy of this

  1. Cognitive behavioral game design: a unified model for designing serious games.

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  2. Incorporating Yearly Derived Winter Wheat Maps Into Winter Wheat Yield Forecasting Model

    Science.gov (United States)

    Skakun, S.; Franch, B.; Roger, J.-C.; Vermote, E.; Becker-Reshef, I.; Justice, C.; Santamaría-Artigas, A.

    2016-01-01

    Wheat is one of the most important cereal crops in the world. Timely and accurate forecast of wheat yield and production at global scale is vital in implementing food security policy. Becker-Reshef et al. (2010) developed a generalized empirical model for forecasting winter wheat production using remote sensing data and official statistics. This model was implemented using static wheat maps. In this paper, we analyze the impact of incorporating yearly wheat masks into the forecasting model. We propose a new approach of producing in season winter wheat maps exploiting satellite data and official statistics on crop area only. Validation on independent data showed that the proposed approach reached 6% to 23% of omission error and 10% to 16% of commission error when mapping winter wheat 2-3 months before harvest. In general, we found a limited impact of using yearly winter wheat masks over a static mask for the study regions.

  3. Winter weather demand considerations.

    Science.gov (United States)

    2015-04-01

    Winter weather has varied effects on travel behavior. Using 418 survey responses from the Northern Virginia : commuting area of Washington, D.C. and binary logit models, this study examines travel related changes under : different types of winter wea...

  4. The influence of sowing period and seeding norm on autumn vegetation, winter hardiness and yield of winter cereal crops

    Directory of Open Access Journals (Sweden)

    Potapova G. N.

    2017-10-01

    Full Text Available the winter wheat and triticale in the middle part of the Ural Mountains haven’t been seeded before. The technology of winter crop cultivation should be improved due to the production of new varieties of winter rye. Winter hardiness and yield of winter rye are higher in comparison with winter triticale and especially with winter wheat. The sowing period and the seeding rate influence the amount of yield and winter hardiness. The winter hardiness of winter cereals and the yield of the rye variety Iset sowed on August 25 and the yield of the triticale variety Bashkir short-stalked and wheat Kazanskaya 560 sowed on August 15 were higher. It is important to sow winter grain in local conditions in the second half of August. The sowing this period allows to provide plants with the necessary amount of positive temperatures (450–500 °C. This helps the plants to form 3–4 shoots of tillering and a mass of 10 dry plants reaching 3–5 grams. The winter grain crops in the middle part of the Ural Mountains should be sown with seeding rates of 6 and 7 million of sprouting grains per 1 ha, and the seeds must be cultivated with fungicidal preparation before seeding.

  5. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  6. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  7. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  8. Another frame, another game? : Explaining framing effects in economic games

    NARCIS (Netherlands)

    Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.

    2016-01-01

    Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate

  9. Big Data: Implications for Health System Pharmacy.

    Science.gov (United States)

    Stokes, Laura B; Rogers, Joseph W; Hertig, John B; Weber, Robert J

    2016-07-01

    Big Data refers to datasets that are so large and complex that traditional methods and hardware for collecting, sharing, and analyzing them are not possible. Big Data that is accurate leads to more confident decision making, improved operational efficiency, and reduced costs. The rapid growth of health care information results in Big Data around health services, treatments, and outcomes, and Big Data can be used to analyze the benefit of health system pharmacy services. The goal of this article is to provide a perspective on how Big Data can be applied to health system pharmacy. It will define Big Data, describe the impact of Big Data on population health, review specific implications of Big Data in health system pharmacy, and describe an approach for pharmacy leaders to effectively use Big Data. A few strategies involved in managing Big Data in health system pharmacy include identifying potential opportunities for Big Data, prioritizing those opportunities, protecting privacy concerns, promoting data transparency, and communicating outcomes. As health care information expands in its content and becomes more integrated, Big Data can enhance the development of patient-centered pharmacy services.

  10. Generalized formal model of Big Data

    OpenAIRE

    Shakhovska, N.; Veres, O.; Hirnyak, M.

    2016-01-01

    This article dwells on the basic characteristic features of the Big Data technologies. It is analyzed the existing definition of the “big data” term. The article proposes and describes the elements of the generalized formal model of big data. It is analyzed the peculiarities of the application of the proposed model components. It is described the fundamental differences between Big Data technology and business analytics. Big Data is supported by the distributed file system Google File System ...

  11. BigWig and BigBed: enabling browsing of large distributed datasets.

    Science.gov (United States)

    Kent, W J; Zweig, A S; Barber, G; Hinrichs, A S; Karolchik, D

    2010-09-01

    BigWig and BigBed files are compressed binary indexed files containing data at several resolutions that allow the high-performance display of next-generation sequencing experiment results in the UCSC Genome Browser. The visualization is implemented using a multi-layered software approach that takes advantage of specific capabilities of web-based protocols and Linux and UNIX operating systems files, R trees and various indexing and compression tricks. As a result, only the data needed to support the current browser view is transmitted rather than the entire file, enabling fast remote access to large distributed data sets. Binaries for the BigWig and BigBed creation and parsing utilities may be downloaded at http://hgdownload.cse.ucsc.edu/admin/exe/linux.x86_64/. Source code for the creation and visualization software is freely available for non-commercial use at http://hgdownload.cse.ucsc.edu/admin/jksrc.zip, implemented in C and supported on Linux. The UCSC Genome Browser is available at http://genome.ucsc.edu.

  12. Altered Brain Reactivity to Game Cues After Gaming Experience.

    Science.gov (United States)

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  13. How Student Game Designers Design Learning into Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2017-01-01

    This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers....... The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital...... learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning...

  14. Brain activities associated with gaming urge of online gaming addiction.

    Science.gov (United States)

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  15. Games-to-teach or games-to-learn unlocking the power of digital game-based learning through performance

    CERN Document Server

    Chee, Yam San

    2016-01-01

    The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...

  16. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  17. Cognitive behavioral game design: a unified model for designing serious games

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

    Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.

  18. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    Science.gov (United States)

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  19. 50 CFR 32.47 - Nevada.

    Science.gov (United States)

    2010-10-01

    ... conditions: 1. Conditions A3 and A4 apply. 2. We only allow hunting on designated days. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Desert National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunting of bighorn sheep is permitted on...

  20. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training.Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  1. Enhancing Cognition with Video Games: A Multiple Game Training Study

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  2. Enhancing cognition with video games: a multiple game training study.

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  3. The nuclear winter

    International Nuclear Information System (INIS)

    Velikhow, Y.P.

    1986-01-01

    Nuclear winter is an example of possible secondary effects, and if we speak of secondary we are thinking of small-scale second-order effects, but a nuclear winter is not a second-order effect. If you calculate the amount of heat produced by a nuclear explosion, it is a very small amount which does not have any chance of changing the Earth's climate, but a nuclear explosion drives or stars some new mechanism - the mechanism of nuclear winter - after 100 megatons of dust are transferred to the upper atmosphere. Another example of such amplification is radioactive fall-out, especially long-life radioactive fall-out after the possible elimination of the nuclear power industry, nuclear storage and distribution of storage waste around the globe. This is a very powerful amplification mechanism

  4. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  5. Big data-driven business how to use big data to win customers, beat competitors, and boost profits

    CERN Document Server

    Glass, Russell

    2014-01-01

    Get the expert perspective and practical advice on big data The Big Data-Driven Business: How to Use Big Data to Win Customers, Beat Competitors, and Boost Profits makes the case that big data is for real, and more than just big hype. The book uses real-life examples-from Nate Silver to Copernicus, and Apple to Blackberry-to demonstrate how the winners of the future will use big data to seek the truth. Written by a marketing journalist and the CEO of a multi-million-dollar B2B marketing platform that reaches more than 90% of the U.S. business population, this book is a comprehens

  6. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  7. Girls Creating Games: Challenging Existing Assumptions about Game Content

    OpenAIRE

    Denner, Jill

    2005-01-01

    In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to the Interactive Digital Software Association’s 2003 survey, 72% of all video game players are male. This is unfortunate, as early game playing not only fosters specific cognitive and motor skills (Subrahmanyam, Kraut, Greenfield, & Gross, 2000), it is also a gateway to shaping the future of technology. How can we better attract, engage, and sustain the interests of girls in gaming? One str...

  8. Stalin's Big Fleet Program

    National Research Council Canada - National Science Library

    Mauner, Milan

    2002-01-01

    Although Dr. Milan Hauner's study 'Stalin's Big Fleet program' has focused primarily on the formation of Big Fleets during the Tsarist and Soviet periods of Russia's naval history, there are important lessons...

  9. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  10. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  11. Wildlife population and harvest trends in the United States: a technical document supporting the Forest Service 2010 RPA Assessment

    Science.gov (United States)

    Curtis H. Flather; Michael S. Knowles; Martin F. Jones; Carol Schilli

    2013-01-01

    The Forest and Rangeland Renewable Resources Planning Act (RPA) of 1974 requires periodic assessments of the condition and trends of the nation's renewable natural resources. Data from many sources were used to document recent historical trends in big game, small game, migratory game birds, furbearers, nongame, and imperiled species. Big game and waterfowl have...

  12. Five Big, Big Five Issues : Rationale, Content, Structure, Status, and Crosscultural Assessment

    NARCIS (Netherlands)

    De Raad, Boele

    1998-01-01

    This article discusses the rationale, content, structure, status, and crosscultural assessment of the Big Five trait factors, focusing on topics of dispute and misunderstanding. Taxonomic restrictions of the original Big Five forerunner, the "Norman Five," are discussed, and criticisms regarding the

  13. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

  14. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    Science.gov (United States)

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  15. Big data challenges

    DEFF Research Database (Denmark)

    Bachlechner, Daniel; Leimbach, Timo

    2016-01-01

    Although reports on big data success stories have been accumulating in the media, most organizations dealing with high-volume, high-velocity and high-variety information assets still face challenges. Only a thorough understanding of these challenges puts organizations into a position in which...... they can make an informed decision for or against big data, and, if the decision is positive, overcome the challenges smoothly. The combination of a series of interviews with leading experts from enterprises, associations and research institutions, and focused literature reviews allowed not only...... framework are also relevant. For large enterprises and startups specialized in big data, it is typically easier to overcome the challenges than it is for other enterprises and public administration bodies....

  16. Big Data and HPC collocation: Using HPC idle resources for Big Data Analytics

    OpenAIRE

    MERCIER , Michael; Glesser , David; Georgiou , Yiannis; Richard , Olivier

    2017-01-01

    International audience; Executing Big Data workloads upon High Performance Computing (HPC) infrastractures has become an attractive way to improve their performances. However, the collocation of HPC and Big Data workloads is not an easy task, mainly because of their core concepts' differences. This paper focuses on the challenges related to the scheduling of both Big Data and HPC workloads on the same computing platform. In classic HPC workloads, the rigidity of jobs tends to create holes in ...

  17. Extended non-local games and monogamy-of-entanglement games.

    Science.gov (United States)

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  18. Big Data as Governmentality

    DEFF Research Database (Denmark)

    Flyverbom, Mikkel; Madsen, Anders Koed; Rasche, Andreas

    This paper conceptualizes how large-scale data and algorithms condition and reshape knowledge production when addressing international development challenges. The concept of governmentality and four dimensions of an analytics of government are proposed as a theoretical framework to examine how big...... data is constituted as an aspiration to improve the data and knowledge underpinning development efforts. Based on this framework, we argue that big data’s impact on how relevant problems are governed is enabled by (1) new techniques of visualizing development issues, (2) linking aspects...... shows that big data problematizes selected aspects of traditional ways to collect and analyze data for development (e.g. via household surveys). We also demonstrate that using big data analyses to address development challenges raises a number of questions that can deteriorate its impact....

  19. Boarding to Big data

    Directory of Open Access Journals (Sweden)

    Oana Claudia BRATOSIN

    2016-05-01

    Full Text Available Today Big data is an emerging topic, as the quantity of the information grows exponentially, laying the foundation for its main challenge, the value of the information. The information value is not only defined by the value extraction from huge data sets, as fast and optimal as possible, but also by the value extraction from uncertain and inaccurate data, in an innovative manner using Big data analytics. At this point, the main challenge of the businesses that use Big data tools is to clearly define the scope and the necessary output of the business so that the real value can be gained. This article aims to explain the Big data concept, its various classifications criteria, architecture, as well as the impact in the world wide processes.

  20. Big data - a 21st century science Maginot Line? No-boundary thinking: shifting from the big data paradigm.

    Science.gov (United States)

    Huang, Xiuzhen; Jennings, Steven F; Bruce, Barry; Buchan, Alison; Cai, Liming; Chen, Pengyin; Cramer, Carole L; Guan, Weihua; Hilgert, Uwe Kk; Jiang, Hongmei; Li, Zenglu; McClure, Gail; McMullen, Donald F; Nanduri, Bindu; Perkins, Andy; Rekepalli, Bhanu; Salem, Saeed; Specker, Jennifer; Walker, Karl; Wunsch, Donald; Xiong, Donghai; Zhang, Shuzhong; Zhang, Yu; Zhao, Zhongming; Moore, Jason H

    2015-01-01

    Whether your interests lie in scientific arenas, the corporate world, or in government, you have certainly heard the praises of big data: Big data will give you new insights, allow you to become more efficient, and/or will solve your problems. While big data has had some outstanding successes, many are now beginning to see that it is not the Silver Bullet that it has been touted to be. Here our main concern is the overall impact of big data; the current manifestation of big data is constructing a Maginot Line in science in the 21st century. Big data is not "lots of data" as a phenomena anymore; The big data paradigm is putting the spirit of the Maginot Line into lots of data. Big data overall is disconnecting researchers and science challenges. We propose No-Boundary Thinking (NBT), applying no-boundary thinking in problem defining to address science challenges.

  1. Big Egos in Big Science

    DEFF Research Database (Denmark)

    Andersen, Kristina Vaarst; Jeppesen, Jacob

    In this paper we investigate the micro-mechanisms governing structural evolution and performance of scientific collaboration. Scientific discovery tends not to be lead by so called lone ?stars?, or big egos, but instead by collaboration among groups of researchers, from a multitude of institutions...

  2. Big Data and Big Science

    OpenAIRE

    Di Meglio, Alberto

    2014-01-01

    Brief introduction to the challenges of big data in scientific research based on the work done by the HEP community at CERN and how the CERN openlab promotes collaboration among research institutes and industrial IT companies. Presented at the FutureGov 2014 conference in Singapore.

  3. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  4. Challenges of Big Data Analysis.

    Science.gov (United States)

    Fan, Jianqing; Han, Fang; Liu, Han

    2014-06-01

    Big Data bring new opportunities to modern society and challenges to data scientists. On one hand, Big Data hold great promises for discovering subtle population patterns and heterogeneities that are not possible with small-scale data. On the other hand, the massive sample size and high dimensionality of Big Data introduce unique computational and statistical challenges, including scalability and storage bottleneck, noise accumulation, spurious correlation, incidental endogeneity, and measurement errors. These challenges are distinguished and require new computational and statistical paradigm. This article gives overviews on the salient features of Big Data and how these features impact on paradigm change on statistical and computational methods as well as computing architectures. We also provide various new perspectives on the Big Data analysis and computation. In particular, we emphasize on the viability of the sparsest solution in high-confidence set and point out that exogeneous assumptions in most statistical methods for Big Data can not be validated due to incidental endogeneity. They can lead to wrong statistical inferences and consequently wrong scientific conclusions.

  5. Game injuries in relation to game schedules in the National Basketball Association.

    Science.gov (United States)

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (pNBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  6. Foundations of game theory noncooperative games

    CERN Document Server

    Vorob’ev, Nicolai N

    1994-01-01

    The English edition differs only slightly from the Russian original. The main struc­ tural difference is that all the material on the theory of finite noncooperative games has been collected in Chapter 2, with renumbering of the material of the remain­ ing chapters. New sections have been added in this chapter: devoted to general questions of equilibrium theory in nondegenerate games, subsections 3.9-3.17, by N.N. Vorob'ev, Jr.; and § 4, by A.G. Chernyakov; and § 5, by N.N. Vorob'ev, Jr., on the computational complexity of the process of finding equilibrium points in finite games. It should also be mentioned that subsections 3.12-3.14 in Chapter 1 were written by E.B. Yanovskaya especially for the Russian edition. The author regrets that the present edition does not reflect the important game-theoretical achievements presented in the splendid monographs by E. van Damme (on the refinement of equilibrium principles for finite games), as well as those by J.e. Harsanyi and R. Selten, and by W. Giith and B. Ka...

  7. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  8. Big data is not a monolith

    CERN Document Server

    Ekbia, Hamid R; Mattioli, Michael

    2016-01-01

    Big data is ubiquitous but heterogeneous. Big data can be used to tally clicks and traffic on web pages, find patterns in stock trades, track consumer preferences, identify linguistic correlations in large corpuses of texts. This book examines big data not as an undifferentiated whole but contextually, investigating the varied challenges posed by big data for health, science, law, commerce, and politics. Taken together, the chapters reveal a complex set of problems, practices, and policies. The advent of big data methodologies has challenged the theory-driven approach to scientific knowledge in favor of a data-driven one. Social media platforms and self-tracking tools change the way we see ourselves and others. The collection of data by corporations and government threatens privacy while promoting transparency. Meanwhile, politicians, policy makers, and ethicists are ill-prepared to deal with big data's ramifications. The contributors look at big data's effect on individuals as it exerts social control throu...

  9. Learning by gaming - evaluation of an online game for children.

    Science.gov (United States)

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  10. Big universe, big data

    DEFF Research Database (Denmark)

    Kremer, Jan; Stensbo-Smidt, Kristoffer; Gieseke, Fabian Cristian

    2017-01-01

    , modern astronomy requires big data know-how, in particular it demands highly efficient machine learning and image analysis algorithms. But scalability is not the only challenge: Astronomy applications touch several current machine learning research questions, such as learning from biased data and dealing......, and highlight some recent methodological advancements in machine learning and image analysis triggered by astronomical applications....

  11. Prevalence of operator fatigue in winter maintenance operations.

    Science.gov (United States)

    Camden, Matthew C; Medina-Flintsch, Alejandra; Hickman, Jeffrey S; Bryce, James; Flintsch, Gerardo; Hanowski, Richard J

    2018-02-02

    Similar to commercial motor vehicle drivers, winter maintenance operators are likely to be at an increased risk of becoming fatigued while driving due to long, inconsistent shifts, environmental stressors, and limited opportunities for sleep. Despite this risk, there is little research concerning the prevalence of winter maintenance operator fatigue during winter emergencies. The purpose of this research was to investigate the prevalence, sources, and countermeasures of fatigue in winter maintenance operations. Questionnaires from 1043 winter maintenance operators and 453 managers were received from 29 Clear Road member states. Results confirmed that fatigue was prevalent in winter maintenance operations. Over 70% of the operators and managers believed that fatigue has a moderate to significant impact on winter maintenance operations. Approximately 75% of winter maintenance operators reported to at least sometimes drive while fatigued, and 96% of managers believed their winter maintenance operators drove while fatigued at least some of the time. Furthermore, winter maintenance operators and managers identified fatigue countermeasures and sources of fatigue related to winter maintenance equipment. However, the countermeasures believed to be the most effective at reducing fatigue during winter emergencies (i.e., naps) were underutilized. For example, winter maintenance operators reported to never use naps to eliminate fatigue. These results indicated winter maintenance operations are impacted by operator fatigue. These results support the increased need for research and effective countermeasures targeting winter maintenance operator fatigue. Copyright © 2018 Elsevier Ltd. All rights reserved.

  12. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  13. Poker Player Behavior After Big Wins and Big Losses

    OpenAIRE

    Gary Smith; Michael Levere; Robert Kurtzman

    2009-01-01

    We find that experienced poker players typically change their style of play after winning or losing a big pot--most notably, playing less cautiously after a big loss, evidently hoping for lucky cards that will erase their loss. This finding is consistent with Kahneman and Tversky's (Kahneman, D., A. Tversky. 1979. Prospect theory: An analysis of decision under risk. Econometrica 47(2) 263-292) break-even hypothesis and suggests that when investors incur a large loss, it might be time to take ...

  14. The Motivational Power of Game Communities - Engaged through Game Jamming

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik; Kofoed, Lise B.

    2013-01-01

    to develop games and to meet new people. We believe that the community building as well as the motivation and engagement due to social aspects and the desire to learn more about game development among participants at such events might have beneficial ripple effects, which are valuable to investigate more......Game jams have become a rapid growing phenomenon. Every year brings new and larger game jams. In this study, we closely followed the world’s largest single location game jam in order to explore the engagement among participants. The authors joined the organizing group of the Nordic Game Jam 2013......, and gained a favorable opportunity to observe the 470 game developers efforts during the 48 hours of non-stop development. The paper presents the results of two surveys conducted just before and after the event as well as observations during the game jam. The main motivational factors among participants were...

  15. Big Data and Chemical Education

    Science.gov (United States)

    Pence, Harry E.; Williams, Antony J.

    2016-01-01

    The amount of computerized information that organizations collect and process is growing so large that the term Big Data is commonly being used to describe the situation. Accordingly, Big Data is defined by a combination of the Volume, Variety, Velocity, and Veracity of the data being processed. Big Data tools are already having an impact in…

  16. Leren van games? Educatieve online games met EMERGO

    NARCIS (Netherlands)

    Nadolski, Rob

    2015-01-01

    Veel kinderen en volwassenen spelen regelmatig spellen (games) ter ontspanning en in toenemende mate zijn dit digitale games. Hoewel de mensheid al heel lang zulke entertainment games speelt is het pas relatief recent (ongeveer sinds de eerste helft van de vorige eeuw ) dat er aandacht is gekomen

  17. Big data in Finnish financial services

    OpenAIRE

    Laurila, M. (Mikko)

    2017-01-01

    Abstract This thesis aims to explore the concept of big data, and create understanding of big data maturity in the Finnish financial services industry. The research questions of this thesis are “What kind of big data solutions are being implemented in the Finnish financial services sector?” and “Which factors impede faster implementation of big data solutions in the Finnish financial services sector?”. ...

  18. Big data in fashion industry

    Science.gov (United States)

    Jain, S.; Bruniaux, J.; Zeng, X.; Bruniaux, P.

    2017-10-01

    Significant work has been done in the field of big data in last decade. The concept of big data includes analysing voluminous data to extract valuable information. In the fashion world, big data is increasingly playing a part in trend forecasting, analysing consumer behaviour, preference and emotions. The purpose of this paper is to introduce the term fashion data and why it can be considered as big data. It also gives a broad classification of the types of fashion data and briefly defines them. Also, the methodology and working of a system that will use this data is briefly described.

  19. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  20. CHERPAC: Evaluation of CHERPAC's performance for southern Finland

    International Nuclear Information System (INIS)

    Peterson, S.R.

    1996-01-01

    CHERPAC is a time-dependent stochastic (Latin Hypercube Sampling) compartment model using a combination of differential equations and transfer factors to calculate daily concentrations of 137 Cs in some foodstuffs and average monthly concentrations in others. Body burden and ingestion dose are calculated from modelled diets for an average man, woman and non-growing child (age 10). Dose is calculated also from inhalation, immersion in the plume and external irradiation from surfaces. Monthly average concentrations in soil, leafy vegetables (both field and greenhouse), non-leafy vegetables (field and greenhouse), potatoes, rootcrops other than potatoes, fruit, winter and spring grains, milk, cheese, beef, pork, eggs and poultry are calculated. Non-domestic pathways include monthly output for wild berries, big game (moose and deer), small game (rabbits, waterfowl, upland game birds), and mushrooms. Concentrations in freshwater fish are calculated from concentrations of 137 Cs in water. Dietary input of contaminated saltwater fish, as provided in the scenario description, was added. In addition, monthly average concentrations in the food fed cattle and in human diet are given as output. 17 refs, 22 figs

  1. White Ring; White ring

    Energy Technology Data Exchange (ETDEWEB)

    Aoki, H.; Yuzawa, H. [Nikken Sekkei Ltd., Osaka (Japan)

    1998-01-05

    White Ring is a citizen`s gymnasium used for figure skating and short track speed skating games of 18th Winter Olympic Games in 1998. White Ring is composed of a main-arena and a sub-arena. For the main-arena with an area 41mtimes66m, an ice link can be made by disengaging the potable floor and by flowing brine in the bridged polystyrene pipes embedded in the concrete floor. Due to the fortunate groundwater in this site, well water is used for the outside air treatment energy in 63% during heating and in 35% during cooling. Ammonia is used as a cooling medium for refrigerating facility. For the heating of audience area in the large space, heat load from the outside is reduced by enhancing the heat insulation performance of the roof of arena. The audience seats are locally heated using heaters. For the White Ring, high quality environment is realized for games through various functions of the large-scale roof of the large space. Success of the big event was expected. 15 figs., 4 tabs.

  2. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  3. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  4. Hubungan Antara Kontrol Diri Dengan Intensitas Bermain Game Online Pada Mahasiswa Pemain Game Online Di Game Center X Semarang

    OpenAIRE

    Budhi, Ferry Hernoyo; Indrawati, Endang Sri

    2016-01-01

    Penelitian ini bertujuan untuk mengetahui hubungan antara kontrol diri dengan intensitas bermain game online pada mahasiswa pemain game online di game center X Semarang. Populasi penelitian ini adalah mahasiswa yang bermain game online di game center X Semarang. Sampel penelitian berjumlah 70 orang yang dipilih menggunakan teknik convenient sampling. Pengumpulan data menggunakan dua buah skala psikologi, yaitu skala intensitas bermain game online (45 aitem valid dengan α= 0,944) dan skala kon...

  5. Big data bioinformatics.

    Science.gov (United States)

    Greene, Casey S; Tan, Jie; Ung, Matthew; Moore, Jason H; Cheng, Chao

    2014-12-01

    Recent technological advances allow for high throughput profiling of biological systems in a cost-efficient manner. The low cost of data generation is leading us to the "big data" era. The availability of big data provides unprecedented opportunities but also raises new challenges for data mining and analysis. In this review, we introduce key concepts in the analysis of big data, including both "machine learning" algorithms as well as "unsupervised" and "supervised" examples of each. We note packages for the R programming language that are available to perform machine learning analyses. In addition to programming based solutions, we review webservers that allow users with limited or no programming background to perform these analyses on large data compendia. © 2014 Wiley Periodicals, Inc.

  6. Changing the personality of a face: Perceived Big Two and Big Five personality factors modeled in real photographs.

    Science.gov (United States)

    Walker, Mirella; Vetter, Thomas

    2016-04-01

    General, spontaneous evaluations of strangers based on their faces have been shown to reflect judgments of these persons' intention and ability to harm. These evaluations can be mapped onto a 2D space defined by the dimensions trustworthiness (intention) and dominance (ability). Here we go beyond general evaluations and focus on more specific personality judgments derived from the Big Two and Big Five personality concepts. In particular, we investigate whether Big Two/Big Five personality judgments can be mapped onto the 2D space defined by the dimensions trustworthiness and dominance. Results indicate that judgments of the Big Two personality dimensions almost perfectly map onto the 2D space. In contrast, at least 3 of the Big Five dimensions (i.e., neuroticism, extraversion, and conscientiousness) go beyond the 2D space, indicating that additional dimensions are necessary to describe more specific face-based personality judgments accurately. Building on this evidence, we model the Big Two/Big Five personality dimensions in real facial photographs. Results from 2 validation studies show that the Big Two/Big Five are perceived reliably across different samples of faces and participants. Moreover, results reveal that participants differentiate reliably between the different Big Two/Big Five dimensions. Importantly, this high level of agreement and differentiation in personality judgments from faces likely creates a subjective reality which may have serious consequences for those being perceived-notably, these consequences ensue because the subjective reality is socially shared, irrespective of the judgments' validity. The methodological approach introduced here might prove useful in various psychological disciplines. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  7. The BigBOSS Experiment

    Energy Technology Data Exchange (ETDEWEB)

    Schelgel, D.; Abdalla, F.; Abraham, T.; Ahn, C.; Allende Prieto, C.; Annis, J.; Aubourg, E.; Azzaro, M.; Bailey, S.; Baltay, C.; Baugh, C.; /APC, Paris /Brookhaven /IRFU, Saclay /Marseille, CPPM /Marseille, CPT /Durham U. / /IEU, Seoul /Fermilab /IAA, Granada /IAC, La Laguna

    2011-01-01

    BigBOSS will obtain observational constraints that will bear on three of the four 'science frontier' questions identified by the Astro2010 Cosmology and Fundamental Phyics Panel of the Decadal Survey: Why is the universe accelerating; what is dark matter and what are the properties of neutrinos? Indeed, the BigBOSS project was recommended for substantial immediate R and D support the PASAG report. The second highest ground-based priority from the Astro2010 Decadal Survey was the creation of a funding line within the NSF to support a 'Mid-Scale Innovations' program, and it used BigBOSS as a 'compelling' example for support. This choice was the result of the Decadal Survey's Program Priorization panels reviewing 29 mid-scale projects and recommending BigBOSS 'very highly'.

  8. Video game addiction: The push to pathologize video games

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...

  9. Google BigQuery analytics

    CERN Document Server

    Tigani, Jordan

    2014-01-01

    How to effectively use BigQuery, avoid common mistakes, and execute sophisticated queries against large datasets Google BigQuery Analytics is the perfect guide for business and data analysts who want the latest tips on running complex queries and writing code to communicate with the BigQuery API. The book uses real-world examples to demonstrate current best practices and techniques, and also explains and demonstrates streaming ingestion, transformation via Hadoop in Google Compute engine, AppEngine datastore integration, and using GViz with Tableau to generate charts of query results. In addit

  10. Big data for dummies

    CERN Document Server

    Hurwitz, Judith; Halper, Fern; Kaufman, Marcia

    2013-01-01

    Find the right big data solution for your business or organization Big data management is one of the major challenges facing business, industry, and not-for-profit organizations. Data sets such as customer transactions for a mega-retailer, weather patterns monitored by meteorologists, or social network activity can quickly outpace the capacity of traditional data management tools. If you need to develop or manage big data solutions, you'll appreciate how these four experts define, explain, and guide you through this new and often confusing concept. You'll learn what it is, why it m

  11. The game of method: board games as support for teaching research courses

    Directory of Open Access Journals (Sweden)

    Felipe Drude Almeida

    2017-10-01

    Full Text Available This article proposes a board game to support the teaching of the principles of scientific research. Its methodology involves literature review, game testing, and game design. Its objective is to define good practices for the use of these games (analog or digital in the teaching of Scientific Methodology. The literature review identified some board games developed for this purpose: Snakes and Ladders, Defense of Hidgeon, The Game of Research and Cheats and Geeks. These games were evaluated through several game design and educational design categories, such as narrative, usability/interface, mechanics, gameplay, art/aesthetics, learning, sound, balance between entertainment/education and time to play. The article suggests good practices for the design of educational board games and presents the proposal of a board game for the teaching of scientific methodology.

  12. Direct sum matrix game with prisoner's dilemma and snowdrift game.

    Directory of Open Access Journals (Sweden)

    Chengzhang Ma

    Full Text Available A direct sum form is proposed for constructing a composite game from two 2 x 2 games, prisoner's dilemma and snowdrift game. This kind of direct sum form game is called a multiple roles game. The replicator dynamics of the multiple roles game with will-mixed populations is explored. The dynamical behaviors on square lattice are investigated by numerical simulation. It is found that the dynamical behaviors of population on square lattice depend on the mixing proportion of the two simple games. Mixing SD activities to pure PD population inhibits the proportion of cooperators in PD, and mixing PD activities to pure SD population stimulates the proportion of cooperators in SD. Besides spatial reciprocity, our results show that there are roles reciprocities between different types of individuals.

  13. Let the Game do the Talking: The influence of explicitness and game behavior on comprehension in an educational computer game

    NARCIS (Netherlands)

    Bergervoet, Erwin; van der Sluis, Frans; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Gavrilova, M.L.

    2011-01-01

    An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are

  14. Games, Gaming, and Gamification: Some Aspects of Motivation

    Science.gov (United States)

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  15. Social gaming rules : Changing people's behavior through games

    NARCIS (Netherlands)

    Vegt, N.J.H.; Visch, V.T.

    2013-01-01

    In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection

  16. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  17. Metabolic responses to Wii Fit™ video games at different game levels.

    Science.gov (United States)

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  18. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  19. Exploring complex and big data

    Directory of Open Access Journals (Sweden)

    Stefanowski Jerzy

    2017-12-01

    Full Text Available This paper shows how big data analysis opens a range of research and technological problems and calls for new approaches. We start with defining the essential properties of big data and discussing the main types of data involved. We then survey the dedicated solutions for storing and processing big data, including a data lake, virtual integration, and a polystore architecture. Difficulties in managing data quality and provenance are also highlighted. The characteristics of big data imply also specific requirements and challenges for data mining algorithms, which we address as well. The links with related areas, including data streams and deep learning, are discussed. The common theme that naturally emerges from this characterization is complexity. All in all, we consider it to be the truly defining feature of big data (posing particular research and technological challenges, which ultimately seems to be of greater importance than the sheer data volume.

  20. Big data in wildlife research: remote web-based monitoring of hibernating black bears.

    Science.gov (United States)

    Laske, Timothy G; Garshelis, David L; Iaizzo, Paul A

    2014-12-11

    Numerous innovations for the management and collection of "big data" have arisen in the field of medicine, including implantable computers and sensors, wireless data transmission, and web-based repositories for collecting and organizing information. Recently, human clinical devices have been deployed in captive and free-ranging wildlife to aid in the characterization of both normal physiology and the interaction of animals with their environment, including reactions to humans. Although these devices have had a significant impact on the types and quantities of information that can be collected, their utility has been limited by internal memory capacities, the efforts required to extract and analyze information, and by the necessity to handle the animals in order to retrieve stored data. We surgically implanted miniaturized cardiac monitors (1.2 cc, Reveal LINQ™, Medtronic Inc.), a newly developed human clinical system, into hibernating wild American black bears (N = 6). These devices include wireless capabilities, which enabled frequent transmissions of detailed physiological data from bears in their remote den sites to a web-based data storage and management system. Solar and battery powered telemetry stations transmitted detailed physiological data over the cellular network during the winter months. The system provided the transfer of large quantities of data in near-real time. Observations included changes in heart rhythms associated with birthing and caring for cubs, and in all bears, long periods without heart beats (up to 16 seconds) occurred during each respiratory cycle. For the first time, detailed physiological data were successfully transferred from an animal in the wild to a web-based data collection and management system, overcoming previous limitations on the quantities of data that could be transferred. The system provides an opportunity to detect unusual events as they are occurring, enabling investigation of the animal and site shortly

  1. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  2. Was there a big bang

    International Nuclear Information System (INIS)

    Narlikar, J.

    1981-01-01

    In discussing the viability of the big-bang model of the Universe relative evidence is examined including the discrepancies in the age of the big-bang Universe, the red shifts of quasars, the microwave background radiation, general theory of relativity aspects such as the change of the gravitational constant with time, and quantum theory considerations. It is felt that the arguments considered show that the big-bang picture is not as soundly established, either theoretically or observationally, as it is usually claimed to be, that the cosmological problem is still wide open and alternatives to the standard big-bang picture should be seriously investigated. (U.K.)

  3. BIG DATA-DRIVEN MARKETING: AN ABSTRACT

    OpenAIRE

    Suoniemi, Samppa; Meyer-Waarden, Lars; Munzel, Andreas

    2017-01-01

    Customer information plays a key role in managing successful relationships with valuable customers. Big data customer analytics use (BD use), i.e., the extent to which customer information derived from big data analytics guides marketing decisions, helps firms better meet customer needs for competitive advantage. This study addresses three research questions: What are the key antecedents of big data customer analytics use? How, and to what extent, does big data customer an...

  4. Serious Games for Health: Learning and healing with video games?

    OpenAIRE

    Sostmann, K; Tolks, D; Fischer, M; Buron, S

    2010-01-01

    Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios.Serious Games for Health (SGH) can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based o...

  5. Market Development of Video Games : Video game markets and marketing

    OpenAIRE

    Pu, Jun

    2010-01-01

    This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...

  6. Big Data Analytics in Medicine and Healthcare.

    Science.gov (United States)

    Ristevski, Blagoj; Chen, Ming

    2018-05-10

    This paper surveys big data with highlighting the big data analytics in medicine and healthcare. Big data characteristics: value, volume, velocity, variety, veracity and variability are described. Big data analytics in medicine and healthcare covers integration and analysis of large amount of complex heterogeneous data such as various - omics data (genomics, epigenomics, transcriptomics, proteomics, metabolomics, interactomics, pharmacogenomics, diseasomics), biomedical data and electronic health records data. We underline the challenging issues about big data privacy and security. Regarding big data characteristics, some directions of using suitable and promising open-source distributed data processing software platform are given.

  7. The trashing of Big Green

    International Nuclear Information System (INIS)

    Felten, E.

    1990-01-01

    The Big Green initiative on California's ballot lost by a margin of 2-to-1. Green measures lost in five other states, shocking ecology-minded groups. According to the postmortem by environmentalists, Big Green was a victim of poor timing and big spending by the opposition. Now its supporters plan to break up the bill and try to pass some provisions in the Legislature

  8. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  9. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    Science.gov (United States)

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  10. The Big Bang Singularity

    Science.gov (United States)

    Ling, Eric

    The big bang theory is a model of the universe which makes the striking prediction that the universe began a finite amount of time in the past at the so called "Big Bang singularity." We explore the physical and mathematical justification of this surprising result. After laying down the framework of the universe as a spacetime manifold, we combine physical observations with global symmetrical assumptions to deduce the FRW cosmological models which predict a big bang singularity. Next we prove a couple theorems due to Stephen Hawking which show that the big bang singularity exists even if one removes the global symmetrical assumptions. Lastly, we investigate the conditions one needs to impose on a spacetime if one wishes to avoid a singularity. The ideas and concepts used here to study spacetimes are similar to those used to study Riemannian manifolds, therefore we compare and contrast the two geometries throughout.

  11. Reframing Open Big Data

    DEFF Research Database (Denmark)

    Marton, Attila; Avital, Michel; Jensen, Tina Blegind

    2013-01-01

    Recent developments in the techniques and technologies of collecting, sharing and analysing data are challenging the field of information systems (IS) research let alone the boundaries of organizations and the established practices of decision-making. Coined ‘open data’ and ‘big data......’, these developments introduce an unprecedented level of societal and organizational engagement with the potential of computational data to generate new insights and information. Based on the commonalities shared by open data and big data, we develop a research framework that we refer to as open big data (OBD......) by employing the dimensions of ‘order’ and ‘relationality’. We argue that these dimensions offer a viable approach for IS research on open and big data because they address one of the core value propositions of IS; i.e. how to support organizing with computational data. We contrast these dimensions with two...

  12. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  13. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  14. 76 FR 59420 - Proposed Information Collection; Alaska Guide Service Evaluation

    Science.gov (United States)

    2011-09-26

    ... lands, we issue permits for commercial guide services, including big game hunting, sport fishing... information during the competitive selection process for big game and sport fishing guide permits to evaluate...

  15. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  16. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  17. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  18. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  19. LEARNING GAMES OR LEARNING STIMULATING GAMES: AN INDIRECT APPROACH TO LEARNING STIMULATING EFFECTS FROM OFF-THE-SHELF GAMES

    OpenAIRE

    Mats Wiklund; Peter Mozelius

    2014-01-01

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning m...

  20. 46 CFR 45.73 - Winter freeboard.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 2 2010-10-01 2010-10-01 false Winter freeboard. 45.73 Section 45.73 Shipping COAST GUARD, DEPARTMENT OF HOMELAND SECURITY (CONTINUED) LOAD LINES GREAT LAKES LOAD LINES Freeboards § 45.73 Winter freeboard. The minimum winter freeboard (fw) in inches is obtained by the formula: fw=f(s)+T s...

  1. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  2. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  3. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    Science.gov (United States)

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  4. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

    Simulation games can be used in nursing education to promote problem solving or to impart information. Most games focus upon one of the two areas: cognitive knowledge or affective knowledge. We call these types of games content games and process games, respectively. Simulation games of both types are used in nursing education. Since simulation gaming in nursing education is a relatively new teaching strategy much of its use has been haphazard. In order for a simulation game to be an effective teaching strategy; there must be a "fit" between the game and the instructional objectives. The game operator should analyze the components of each game used prior to playing the game, so he will be able to use the game appropriately. One disadvantage of gaming is that there is a risk of experiencing untoward reactions in the gaming experience. For this reason, the operator should support all the participants throughout the game. Finally, the game operator should assess the effectiveness of the gaming process through the debriefing session and through research. To extend our knowledge of the effects of simulation games, game operators can research the effect of simulation gaming on student motivation, cognitive learning, and affective learning.

  5. Medical big data: promise and challenges.

    Science.gov (United States)

    Lee, Choong Ho; Yoon, Hyung-Jin

    2017-03-01

    The concept of big data, commonly characterized by volume, variety, velocity, and veracity, goes far beyond the data type and includes the aspects of data analysis, such as hypothesis-generating, rather than hypothesis-testing. Big data focuses on temporal stability of the association, rather than on causal relationship and underlying probability distribution assumptions are frequently not required. Medical big data as material to be analyzed has various features that are not only distinct from big data of other disciplines, but also distinct from traditional clinical epidemiology. Big data technology has many areas of application in healthcare, such as predictive modeling and clinical decision support, disease or safety surveillance, public health, and research. Big data analytics frequently exploits analytic methods developed in data mining, including classification, clustering, and regression. Medical big data analyses are complicated by many technical issues, such as missing values, curse of dimensionality, and bias control, and share the inherent limitations of observation study, namely the inability to test causality resulting from residual confounding and reverse causation. Recently, propensity score analysis and instrumental variable analysis have been introduced to overcome these limitations, and they have accomplished a great deal. Many challenges, such as the absence of evidence of practical benefits of big data, methodological issues including legal and ethical issues, and clinical integration and utility issues, must be overcome to realize the promise of medical big data as the fuel of a continuous learning healthcare system that will improve patient outcome and reduce waste in areas including nephrology.

  6. Medical big data: promise and challenges

    Directory of Open Access Journals (Sweden)

    Choong Ho Lee

    2017-03-01

    Full Text Available The concept of big data, commonly characterized by volume, variety, velocity, and veracity, goes far beyond the data type and includes the aspects of data analysis, such as hypothesis-generating, rather than hypothesis-testing. Big data focuses on temporal stability of the association, rather than on causal relationship and underlying probability distribution assumptions are frequently not required. Medical big data as material to be analyzed has various features that are not only distinct from big data of other disciplines, but also distinct from traditional clinical epidemiology. Big data technology has many areas of application in healthcare, such as predictive modeling and clinical decision support, disease or safety surveillance, public health, and research. Big data analytics frequently exploits analytic methods developed in data mining, including classification, clustering, and regression. Medical big data analyses are complicated by many technical issues, such as missing values, curse of dimensionality, and bias control, and share the inherent limitations of observation study, namely the inability to test causality resulting from residual confounding and reverse causation. Recently, propensity score analysis and instrumental variable analysis have been introduced to overcome these limitations, and they have accomplished a great deal. Many challenges, such as the absence of evidence of practical benefits of big data, methodological issues including legal and ethical issues, and clinical integration and utility issues, must be overcome to realize the promise of medical big data as the fuel of a continuous learning healthcare system that will improve patient outcome and reduce waste in areas including nephrology.

  7. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  8. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  9. What is beyond the big five?

    Science.gov (United States)

    Saucier, G; Goldberg, L R

    1998-08-01

    Previous investigators have proposed that various kinds of person-descriptive content--such as differences in attitudes or values, in sheer evaluation, in attractiveness, or in height and girth--are not adequately captured by the Big Five Model. We report on a rather exhaustive search for reliable sources of Big Five-independent variation in data from person-descriptive adjectives. Fifty-three candidate clusters were developed in a college sample using diverse approaches and sources. In a nonstudent adult sample, clusters were evaluated with respect to a minimax criterion: minimum multiple correlation with factors from Big Five markers and maximum reliability. The most clearly Big Five-independent clusters referred to Height, Girth, Religiousness, Employment Status, Youthfulness and Negative Valence (or low-base-rate attributes). Clusters referring to Fashionableness, Sensuality/Seductiveness, Beauty, Masculinity, Frugality, Humor, Wealth, Prejudice, Folksiness, Cunning, and Luck appeared to be potentially beyond the Big Five, although each of these clusters demonstrated Big Five multiple correlations of .30 to .45, and at least one correlation of .20 and over with a Big Five factor. Of all these content areas, Religiousness, Negative Valence, and the various aspects of Attractiveness were found to be represented by a substantial number of distinct, common adjectives. Results suggest directions for supplementing the Big Five when one wishes to extend variable selection outside the domain of personality traits as conventionally defined.

  10. Big Data Analytics and Its Applications

    Directory of Open Access Journals (Sweden)

    Mashooque A. Memon

    2017-10-01

    Full Text Available The term, Big Data, has been authored to refer to the extensive heave of data that can't be managed by traditional data handling methods or techniques. The field of Big Data plays an indispensable role in various fields, such as agriculture, banking, data mining, education, chemistry, finance, cloud computing, marketing, health care stocks. Big data analytics is the method for looking at big data to reveal hidden patterns, incomprehensible relationship and other important data that can be utilize to resolve on enhanced decisions. There has been a perpetually expanding interest for big data because of its fast development and since it covers different areas of applications. Apache Hadoop open source technology created in Java and keeps running on Linux working framework was used. The primary commitment of this exploration is to display an effective and free solution for big data application in a distributed environment, with its advantages and indicating its easy use. Later on, there emerge to be a required for an analytical review of new developments in the big data technology. Healthcare is one of the best concerns of the world. Big data in healthcare imply to electronic health data sets that are identified with patient healthcare and prosperity. Data in the healthcare area is developing past managing limit of the healthcare associations and is relied upon to increment fundamentally in the coming years.

  11. Measuring the Promise of Big Data Syllabi

    Science.gov (United States)

    Friedman, Alon

    2018-01-01

    Growing interest in Big Data is leading industries, academics and governments to accelerate Big Data research. However, how teachers should teach Big Data has not been fully examined. This article suggests criteria for redesigning Big Data syllabi in public and private degree-awarding higher education establishments. The author conducted a survey…

  12. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming

  13. 77 FR 14565 - Information Collection Request Sent to the Office of Management and Budget (OMB) for Approval...

    Science.gov (United States)

    2012-03-12

    ... commercial guide services, including big game hunting, sport fishing, wildlife viewing, river trips, and... for big game and sport fishing guide permits to evaluate an applicant's ability to provide a quality...

  14. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  15. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  16. Online game-enhanced teaching in game theory

    OpenAIRE

    Badeau-Mahmoud, Sonia; Deloche, Regis; Koscielniak, Thierry

    2014-01-01

    Introducing digital educational games into class lessons can generate engagement, interactivity, and motivation. It can also result in an active participation of the students in the classroom. To achieve this goal, one teaching strategy is to use online digital games in teaching and learning situations. In our case, we wanted to test this strategy in an economics course, especially in a Game Theory lesson. We set up an experiment in two different lessons: the “Economie expérimentale” (...

  17. 77 FR 27245 - Big Stone National Wildlife Refuge, Big Stone and Lac Qui Parle Counties, MN

    Science.gov (United States)

    2012-05-09

    ... DEPARTMENT OF THE INTERIOR Fish and Wildlife Service [FWS-R3-R-2012-N069; FXRS1265030000S3-123-FF03R06000] Big Stone National Wildlife Refuge, Big Stone and Lac Qui Parle Counties, MN AGENCY: Fish and... plan (CCP) and environmental assessment (EA) for Big Stone National Wildlife Refuge (Refuge, NWR) for...

  18. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    Science.gov (United States)

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  19. The BigBoss Experiment

    Energy Technology Data Exchange (ETDEWEB)

    Schelgel, D.; Abdalla, F.; Abraham, T.; Ahn, C.; Allende Prieto, C.; Annis, J.; Aubourg, E.; Azzaro, M.; Bailey, S.; Baltay, C.; Baugh, C.; Bebek, C.; Becerril, S.; Blanton, M.; Bolton, A.; Bromley, B.; Cahn, R.; Carton, P.-H.; Cervanted-Cota, J.L.; Chu, Y.; Cortes, M.; /APC, Paris /Brookhaven /IRFU, Saclay /Marseille, CPPM /Marseille, CPT /Durham U. / /IEU, Seoul /Fermilab /IAA, Granada /IAC, La Laguna / /IAC, Mexico / / /Madrid, IFT /Marseille, Lab. Astrophys. / / /New York U. /Valencia U.

    2012-06-07

    BigBOSS is a Stage IV ground-based dark energy experiment to study baryon acoustic oscillations (BAO) and the growth of structure with a wide-area galaxy and quasar redshift survey over 14,000 square degrees. It has been conditionally accepted by NOAO in response to a call for major new instrumentation and a high-impact science program for the 4-m Mayall telescope at Kitt Peak. The BigBOSS instrument is a robotically-actuated, fiber-fed spectrograph capable of taking 5000 simultaneous spectra over a wavelength range from 340 nm to 1060 nm, with a resolution R = {lambda}/{Delta}{lambda} = 3000-4800. Using data from imaging surveys that are already underway, spectroscopic targets are selected that trace the underlying dark matter distribution. In particular, targets include luminous red galaxies (LRGs) up to z = 1.0, extending the BOSS LRG survey in both redshift and survey area. To probe the universe out to even higher redshift, BigBOSS will target bright [OII] emission line galaxies (ELGs) up to z = 1.7. In total, 20 million galaxy redshifts are obtained to measure the BAO feature, trace the matter power spectrum at smaller scales, and detect redshift space distortions. BigBOSS will provide additional constraints on early dark energy and on the curvature of the universe by measuring the Ly-alpha forest in the spectra of over 600,000 2.2 < z < 3.5 quasars. BigBOSS galaxy BAO measurements combined with an analysis of the broadband power, including the Ly-alpha forest in BigBOSS quasar spectra, achieves a FOM of 395 with Planck plus Stage III priors. This FOM is based on conservative assumptions for the analysis of broad band power (k{sub max} = 0.15), and could grow to over 600 if current work allows us to push the analysis to higher wave numbers (k{sub max} = 0.3). BigBOSS will also place constraints on theories of modified gravity and inflation, and will measure the sum of neutrino masses to 0.024 eV accuracy.

  20. Short-Term Forecasts Using NU-WRF for the Winter Olympics 2018

    Science.gov (United States)

    Srikishen, Jayanthi; Case, Jonathan L.; Petersen, Walter A.; Iguchi, Takamichi; Tao, Wei-Kuo; Zavodsky, Bradley T.; Molthan, Andrew

    2017-01-01

    The NASA Unified-Weather Research and Forecasting model (NU-WRF) will be included for testing and evaluation in the forecast demonstration project (FDP) of the International Collaborative Experiment -PyeongChang 2018 Olympic and Paralympic (ICE-POP) Winter Games. An international array of radar and supporting ground based observations together with various forecast and now-cast models will be operational during ICE-POP. In conjunction with personnel from NASA's Goddard Space Flight Center, the NASA Short-term Prediction Research and Transition (SPoRT) Center is developing benchmark simulations for a real-time NU-WRF configuration to run during the FDP. ICE-POP observational datasets will be used to validate model simulations and investigate improved model physics and performance for prediction of snow events during the research phase (RDP) of the project The NU-WRF model simulations will also support NASA Global Precipitation Measurement (GPM) Mission ground-validation physical and direct validation activities in relation to verifying, testing and improving satellite-based snowfall retrieval algorithms over complex terrain.

  1. Games at work: the recreational use of computer games during working hours.

    Science.gov (United States)

    Reinecke, Leonard

    2009-08-01

    The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.

  2. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  3. Big data and educational research

    OpenAIRE

    Beneito-Montagut, Roser

    2017-01-01

    Big data and data analytics offer the promise to enhance teaching and learning, improve educational research and progress education governance. This chapter aims to contribute to the conceptual and methodological understanding of big data and analytics within educational research. It describes the opportunities and challenges that big data and analytics bring to education as well as critically explore the perils of applying a data driven approach to education. Despite the claimed value of the...

  4. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  5. Game Transfer Phenomena in video game playing: a qualitative interview study

    OpenAIRE

    Ortiz de Gortari, AB; Aronsson, K; Griffiths, MD

    2011-01-01

    Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or pl...

  6. THE FREEDOM IN VIDEO GAME LOCALIZATION (How Indonesian Game Translator applied Carte Blanche of Translation to Preserve Game Experience

    Directory of Open Access Journals (Sweden)

    Agung Prasetyo Wibowo

    2017-12-01

    Full Text Available This paper addresses the issue of video game localisation in MMORPG video game that focusing on the freedom of the translator in transferring meaning in the in-game text assets of video games. Games, regardless of their forms, are the media of entertainments. Foreign audiences may have different expectations on how they wish to be entertained. They most certainly have their own canon of cultural references that they will put into relation to any content of the game. Localization has to take all these things into account, and subsequently the localization process can involve the addition, removal or replacement of elements of the product. Game localisation allows translators to transcreate the things that are necessary to preserve the game experience and to produce a fresh and engaging translation. In this paper, the writers cast a spotlight on translators, progressing from our analysis focused on games as translation texts and as products. The result of this paper shows about how the translator used the freedom of the translator or the degree of creativity that they may have when adapting the game. Concisely, the more complex and creative a storyline, the more useful transcreation may turn in the translation process.

  7. Thick-Big Descriptions

    DEFF Research Database (Denmark)

    Lai, Signe Sophus

    The paper discusses the rewards and challenges of employing commercial audience measurements data – gathered by media industries for profitmaking purposes – in ethnographic research on the Internet in everyday life. It questions claims to the objectivity of big data (Anderson 2008), the assumption...... communication systems, language and behavior appear as texts, outputs, and discourses (data to be ‘found’) – big data then documents things that in earlier research required interviews and observations (data to be ‘made’) (Jensen 2014). However, web-measurement enterprises build audiences according...... to a commercial logic (boyd & Crawford 2011) and is as such directed by motives that call for specific types of sellable user data and specific segmentation strategies. In combining big data and ‘thick descriptions’ (Geertz 1973) scholars need to question how ethnographic fieldwork might map the ‘data not seen...

  8. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    Science.gov (United States)

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  9. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    Science.gov (United States)

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a

  10. Video gaming and gaming addiction in transgender people: An exploratory study.

    Science.gov (United States)

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  11. Developing games with Magic Playground: a gesture-based game engine

    OpenAIRE

    Dehanov, Juana; Dias, José Miguel Salles; Bastos, Rafael; Cabral, Carolina

    2005-01-01

    ACE 134 This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1.

  12. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  13. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  14. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

  15. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  16. Big Data's Role in Precision Public Health.

    Science.gov (United States)

    Dolley, Shawn

    2018-01-01

    Precision public health is an emerging practice to more granularly predict and understand public health risks and customize treatments for more specific and homogeneous subpopulations, often using new data, technologies, and methods. Big data is one element that has consistently helped to achieve these goals, through its ability to deliver to practitioners a volume and variety of structured or unstructured data not previously possible. Big data has enabled more widespread and specific research and trials of stratifying and segmenting populations at risk for a variety of health problems. Examples of success using big data are surveyed in surveillance and signal detection, predicting future risk, targeted interventions, and understanding disease. Using novel big data or big data approaches has risks that remain to be resolved. The continued growth in volume and variety of available data, decreased costs of data capture, and emerging computational methods mean big data success will likely be a required pillar of precision public health into the future. This review article aims to identify the precision public health use cases where big data has added value, identify classes of value that big data may bring, and outline the risks inherent in using big data in precision public health efforts.

  17. Serious Games: improving the Learning Effect with Hybrid Games

    OpenAIRE

    Barhaug, Martin

    2017-01-01

    Previous work at NTNU has sparked an interest in hybrid board games. These kinds of games combine elements in digital and board games together. This has resulted in a platform called AnyBoard, which is a platform that makes it easier for developers to create and develop hybrid board games. The platform was created at NTNU and has been worked on by students and employees at the IDI institute. This thesis aims to investigate this platform, and look at the potential it has to influence learn...

  18. Big Data, indispensable today

    Directory of Open Access Journals (Sweden)

    Radu-Ioan ENACHE

    2015-10-01

    Full Text Available Big data is and will be used more in the future as a tool for everything that happens both online and offline. Of course , online is a real hobbit, Big Data is found in this medium , offering many advantages , being a real help for all consumers. In this paper we talked about Big Data as being a plus in developing new applications, by gathering useful information about the users and their behaviour.We've also presented the key aspects of real-time monitoring and the architecture principles of this technology. The most important benefit brought to this paper is presented in the cloud section.

  19. Antigravity and the big crunch/big bang transition

    Science.gov (United States)

    Bars, Itzhak; Chen, Shih-Hung; Steinhardt, Paul J.; Turok, Neil

    2012-08-01

    We point out a new phenomenon which seems to be generic in 4d effective theories of scalar fields coupled to Einstein gravity, when applied to cosmology. A lift of such theories to a Weyl-invariant extension allows one to define classical evolution through cosmological singularities unambiguously, and hence construct geodesically complete background spacetimes. An attractor mechanism ensures that, at the level of the effective theory, generic solutions undergo a big crunch/big bang transition by contracting to zero size, passing through a brief antigravity phase, shrinking to zero size again, and re-emerging into an expanding normal gravity phase. The result may be useful for the construction of complete bouncing cosmologies like the cyclic model.

  20. Antigravity and the big crunch/big bang transition

    Energy Technology Data Exchange (ETDEWEB)

    Bars, Itzhak [Department of Physics and Astronomy, University of Southern California, Los Angeles, CA 90089-2535 (United States); Chen, Shih-Hung [Perimeter Institute for Theoretical Physics, Waterloo, ON N2L 2Y5 (Canada); Department of Physics and School of Earth and Space Exploration, Arizona State University, Tempe, AZ 85287-1404 (United States); Steinhardt, Paul J., E-mail: steinh@princeton.edu [Department of Physics and Princeton Center for Theoretical Physics, Princeton University, Princeton, NJ 08544 (United States); Turok, Neil [Perimeter Institute for Theoretical Physics, Waterloo, ON N2L 2Y5 (Canada)

    2012-08-29

    We point out a new phenomenon which seems to be generic in 4d effective theories of scalar fields coupled to Einstein gravity, when applied to cosmology. A lift of such theories to a Weyl-invariant extension allows one to define classical evolution through cosmological singularities unambiguously, and hence construct geodesically complete background spacetimes. An attractor mechanism ensures that, at the level of the effective theory, generic solutions undergo a big crunch/big bang transition by contracting to zero size, passing through a brief antigravity phase, shrinking to zero size again, and re-emerging into an expanding normal gravity phase. The result may be useful for the construction of complete bouncing cosmologies like the cyclic model.

  1. Antigravity and the big crunch/big bang transition

    International Nuclear Information System (INIS)

    Bars, Itzhak; Chen, Shih-Hung; Steinhardt, Paul J.; Turok, Neil

    2012-01-01

    We point out a new phenomenon which seems to be generic in 4d effective theories of scalar fields coupled to Einstein gravity, when applied to cosmology. A lift of such theories to a Weyl-invariant extension allows one to define classical evolution through cosmological singularities unambiguously, and hence construct geodesically complete background spacetimes. An attractor mechanism ensures that, at the level of the effective theory, generic solutions undergo a big crunch/big bang transition by contracting to zero size, passing through a brief antigravity phase, shrinking to zero size again, and re-emerging into an expanding normal gravity phase. The result may be useful for the construction of complete bouncing cosmologies like the cyclic model.

  2. Game programmer's guide to Torque under the hood of the Torque game engine

    CERN Document Server

    Maurina , Edward F

    2006-01-01

    game programmer working with the Torque game engine must have ""The Game Programmer's Guide To Torque"": it teaches everything needed to design your own game, using experiences of game makers and industry veterans well versed in Torque technology. A Torque Game engine demo is included on an accompanying cd while step-by-step examples tell how to use it. Its focus on all the basics makes for an exceptional coverage for all levels of game programmer. -Bookwatch, August 2006

  3. Big data: een zoektocht naar instituties

    NARCIS (Netherlands)

    van der Voort, H.G.; Crompvoets, J

    2016-01-01

    Big data is a well-known phenomenon, even a buzzword nowadays. It refers to an abundance of data and new possibilities to process and use them. Big data is subject of many publications. Some pay attention to the many possibilities of big data, others warn us for their consequences. This special

  4. Data, Data, Data : Big, Linked & Open

    NARCIS (Netherlands)

    Folmer, E.J.A.; Krukkert, D.; Eckartz, S.M.

    2013-01-01

    De gehele business en IT-wereld praat op dit moment over Big Data, een trend die medio 2013 Cloud Computing is gepasseerd (op basis van Google Trends). Ook beleidsmakers houden zich actief bezig met Big Data. Neelie Kroes, vice-president van de Europese Commissie, spreekt over de ‘Big Data

  5. 50 CFR 32.27 - Delaware.

    Science.gov (United States)

    2010-10-01

    ... in the field. C. Big Game Hunting. We allow hunting of turkey and deer on designated areas of the.... D. Sport Fishing. [Reserved] Prime Hook National Wildlife Refuge A. Migratory Game Bird Hunting. We... manager. C. Big Game Hunting. We allow hunting of white-tailed deer on designated areas of the refuge in...

  6. 50 CFR 32.38 - Maine.

    Science.gov (United States)

    2010-10-01

    ... wild turkey, coyote (see big game) fox, raccoon, woodchuck, squirrel, porcupine, skunk, snowshoe hare... all dogs the same day you release them (see § 26.21(b) of this chapter). C. Big Game Hunting. We allow... § 32.2(i)). D. Sport Fishing. [Reserved] Moosehorn National Wildlife Refuge A. Migratory Game Bird...

  7. Serious game design principles: The impact of game design on learning outcomes

    Science.gov (United States)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  8. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  9. Gaming Personality and Game Dynamics in Online Discussion Instructions

    Science.gov (United States)

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

  10. Winter warming from large volcanic eruptions

    Science.gov (United States)

    Robock, Alan; Mao, Jianping

    1992-01-01

    An examination of the Northern Hemisphere winter surface temperature patterns after the 12 largest volcanic eruptions from 1883-1992 shows warming over Eurasia and North America and cooling over the Middle East which are significant at the 95-percent level. This pattern is found in the first winter after tropical eruptions, in the first or second winter after midlatitude eruptions, and in the second winter after high latitude eruptions. The effects are independent of the hemisphere of the volcanoes. An enhanced zonal wind driven by heating of the tropical stratosphere by the volcanic aerosols is responsible for the regions of warming, while the cooling is caused by blocking of incoming sunlight.

  11. Back translation reliability of TEOSQ in team game, individual game ...

    African Journals Online (AJOL)

    Back translation reliability of TEOSQ in team game, individual game and gender category. ... team and individual game with a specific focus to the dispositional approach on the athlete's performance in task and ... AJOL African Journals Online.

  12. Quantum correlation games

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Weigert, Stefan

    2004-01-01

    A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games

  13. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    Science.gov (United States)

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  14. Methods and tools for big data visualization

    OpenAIRE

    Zubova, Jelena; Kurasova, Olga

    2015-01-01

    In this paper, methods and tools for big data visualization have been investigated. Challenges faced by the big data analysis and visualization have been identified. Technologies for big data analysis have been discussed. A review of methods and tools for big data visualization has been done. Functionalities of the tools have been demonstrated by examples in order to highlight their advantages and disadvantages.

  15. The Gaming of Policy and the Politics of Gaming: A Review

    Science.gov (United States)

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  16. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  17. Problematic gaming exists and is an example of disordered gaming.

    Science.gov (United States)

    Griffiths, Mark D; Kuss, Daria J; Lopez-Fernandez, Olatz; Pontes, Halley M

    2017-09-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.

  18. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  19. A game theoretical approach for QoS provisioning in heterogeneous networks

    Directory of Open Access Journals (Sweden)

    A.S.M. Zadid Shifat

    2015-09-01

    Full Text Available With the proliferation of mobile phone users, interference management is a big concern in this neoteric years. To cope with this problem along with ensuring better Quality of Service (QoS, femtocell plays an imperious preamble in heterogeneous networks (HetNets for some of its noteworthy characteristics. In this paper, we propose a game theoretic algorithm along with dynamic channel allocation and hybrid access mechanism with self-organizing power control scheme. With a view to resolving prioritized access issue, the concept of primary and secondary users is applied. Existence of pure strategy Nash equilibrium (NE has been investigated and comes to a perfection that our proposed scheme can be adopted both increasing capacity and increasing revenue of operators considering optimal price for consumers.

  20. Big data analytics methods and applications

    CERN Document Server

    Rao, BLS; Rao, SB

    2016-01-01

    This book has a collection of articles written by Big Data experts to describe some of the cutting-edge methods and applications from their respective areas of interest, and provides the reader with a detailed overview of the field of Big Data Analytics as it is practiced today. The chapters cover technical aspects of key areas that generate and use Big Data such as management and finance; medicine and healthcare; genome, cytome and microbiome; graphs and networks; Internet of Things; Big Data standards; bench-marking of systems; and others. In addition to different applications, key algorithmic approaches such as graph partitioning, clustering and finite mixture modelling of high-dimensional data are also covered. The varied collection of themes in this volume introduces the reader to the richness of the emerging field of Big Data Analytics.