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Sample records for gaming strike division

  1. Positive Emotions Associated with "Counter-Strike" Game Playing.

    Shin, Mirim; Heard, Rob; Suo, Chao; Chow, Chin Moi

    2012-10-01

    Digital game playing engages people for long periods of time. The pleasure offered by digital games may explain the players' consumption of this activity. Games may elicit both positive and negative emotions, which can be measured by encephalography (EEG). The EEG alpha asymmetry index (AI) is different in positive and negative emotions and so may be used to distinguish positive from negative emotions that occur during gaming. We hypothesized that the "Counter-Strike" (CS) game (Valve Software, Bellevue, WA) is pleasurable and demonstrable with a positive EEG AI. Twelve male participants ages 18-30 years underwent EEG recordings continuously during and postgame. EEG was also recorded pregame for control conditions of baseline (sitting on a chair staring at a blank wall), movement (moving fingers on the computer keyboard with a blank screen), sound (listening to the sound of the CS game with a blank screen), and screen (watching the CS game without playing). Self-ratings of emotional responses were completed at pre-, during, and postgame. A significant decrease in the EEG AI was observed under the screen condition compared with baseline, whereas an increase was observed postgame compared with the screen condition. The participants demonstrated a positive EEG AI following the "shoot" events (shoot opponents) and negative emotions after the "being shot" events. Subjective ratings of emotional response indicated happiness during and postgame, but anger and arousal were reported only during the game. The overall results are consistent with the hypothesis that predominantly positive emotional reactions are elicited from playing the CS game and concur with positive subjective ratings of happiness. Future studies may explore the relationship of game pleasure and obsessive game play.

  2. Bidding in common value fair division games

    Brünner, Tobias; Becker, Alice

    2013-01-01

    In a fair division game an indivisible object with an unknown common value is owned by a group of individuals and should be allocated to one of them while the others are compensated monetarily. Implementing fair division games in the lab, we fi nd many occurrences of the winner's curse under the first-price rule but only few occurrences under the second-price rule. Moreover, bidding behavior is very heterogeneous across subjects. A considerable share of our subjects anticipates that other bid...

  3. Evolutionary dynamics of division of labor games with selfish agents

    Zhang, Jianlei; Li, Qiaoyu; Zhang, Chunyan

    2017-11-01

    The division of labor is one of the most basic and widely studied aspects of collective behavior in natural systems. Studies of division of labor are concerned with the integration of the individual worker behavior into a colony level task organization and with the question of how the regulation of the division of labor may contribute to the colony efficiency. This paper investigates the evolution of the division of labor with three strategies by employing the evolutionary game theory. Thus, these available strategies are, respectively, strategy A (performing task A), strategy B (performing task B), and strategy D (not performing any task but only free riding others' contributions). And, two typical networks (i.e., BA scale-free network and lattice network) are employed here for describing the interaction structure among agents. The theoretical analysis together with simulation results reveal that the division of labor can evolve and leads to players that differ in their tendency to take on a given task. The conditions under which the division of labor evolves depend on the costs for performing the task, the benefits led by performing the task, and the interaction structures among the players who are involved with division of labor games.

  4. Argoball: A Dynamic-Rules Game for Teaching Striking-and-Fielding Game Tactics

    Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W.

    2008-01-01

    Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…

  5. [The problem of divisions, wagers, and game theory].

    Cléro, Jean-Pierre

    2011-01-01

    This article looks at the "problem of the divisions" - a dialogue between two persons or more - to bring out its structure, in which religious and ethical elements are intermingled. It then offers a reevaluation of the argument of the wager, which is seen here as a sort of prefiguration of game theory rather than as the solution to a problem of probabilities. Although their correspondence suggests that Fermat and Pascal believed they were offering a solution to the same problem, they were not - as written by Fermat, the problem of divisions is a problem of probabilities, but ultimately Fermat did not solve the same problem as Pascal.

  6. Performance profile of NCAA Division I men’s basketball games and training sessions

    D Conte

    2016-05-01

    Full Text Available This study aimed to analyse live and stoppage time phases, their ratio, and action played on half and full court in college basketball games. Differences were assessed for the entire games and between halves. Moreover, differences of the live/stoppage time ratio were analysed between games and game-based conditioning drills. Ten games as well as fifteen defensive, fourteen offensive and six scrimmage-type drills of the same division I men’s college team (13 players were analysed using time-motion analysis technique. Live and stoppage time were classified in five classes of duration: 1-20, 21-40, 41-60, 61-80, >80 seconds. Half court actions started and finished in the same half court. Full court actions were classified as transfer (TR phases when at least 3 teammates crossed the mid-court line. TR phases were then classified in 5 classes of frequency: 1TR, 2TR, 3TR, 4TR, and >4TR. The results revealed no statistically significant differences between games or between halves for the considered parameters. The only significant difference was observed for live/stoppage time ratio between halves (p<0.001. Furthermore, a significant difference of the live/stoppage ratio was found between games and game-based drills (p<0.01. Post-hoc analysis demonstrated significant differences of scrimmage-type drills in comparison to games, and defensive and offensive drills (p<0.05, whereas no differences emerged for the other pairwise comparisons. The absence of differences between games in the analysed parameters might be important to characterize the model of performance in division I men’s college games. Furthermore, these results encourage coaches to use game-based conditioning drills to replicate the LT/ST ratio documented during games.

  7. THE DIAGNOSIS AND CONTROL OF GAME DISEASES Division of ...

    dering infection of human Yellow fever in certain monkeys and bush-babies in Africa (Mc- ... in research work on the infectious diseases of game. .... The prophylactic vaccination of some of the animals in a park against the most important.

  8. Prototype prosperity-diversity game for the Laboratory Development Division of Sandia National Laboratories

    VanDevender, P.; Berman, M.; Savage, K.

    1996-02-01

    The Prosperity Game conducted for the Laboratory Development Division of National Laboratories on May 24--25, 1995, focused on the individual and organizational autonomy plaguing the Department of Energy (DOE)-Congress-Laboratories` ability to manage the wrenching change of declining budgets. Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Each Prosperity Game is unique in that both the game format and the player contributions vary from game to game. This particular Prosperity Game was played by volunteers from Sandia National Laboratories, Eastman Kodak, IBM, and AT&T. Since the participants fully control the content of the games, the specific outcomes will be different when the team for each laboratory, Congress, DOE, and the Laboratory Operating Board (now Laboratory Operations Board) is composed of executives from those respective organizations. Nevertheless, the strategies and implementing agreements suggest that the Prosperity Games stimulate cooperative behaviors and may permit the executives of the institutions to safely explore the consequences of a family of DOE concert.

  9. Using mini-games for learning multiplication and division: A longitudinal effect study

    Bakker, M.

    2014-01-01

    This thesis reports the findings of a three-year longitudinal research project set up to investigate the effectiveness of employing online mini-games for the learning of multiplication and division, including multiplicative fact knowledge (declarative knowledge), multiplicative operation skills

  10. How Not to Strike it Rich: Semantics, Pragmatics, and Semiotics of a Massachusetts Lottery Game Card

    Butters, Ronald R.

    2004-01-01

    In 2001, the Massachusetts State Lottery Commission released for sale a new "instant lottery ticket" "scratch-and-play" game card named "Caesars [sic] Palace[R]" (played by scratching the surface of each card at designated spots to reveal hidden numbers or images). It offered ten grand prizes of $1,000,000 each and a…

  11. Quantification of Competitive Game Demands of NCAA Division I College Football Players Using Global Positioning Systems.

    Wellman, Aaron D; Coad, Sam C; Goulet, Grant C; McLellan, Christopher P

    2016-01-01

    The aim of the present study was to examine the competitive physiological movement demands of National Collegiate Athletic Association (NCAA) Division I college football players using portable global positioning system (GPS) technology during games and to examine positional groups within offensive and defensive teams, to determine if a player's physiological requirements during games are influenced by playing position. Thirty-three NCAA Division I Football Bowl Subdivision football players were monitored using GPS receivers with integrated accelerometers (GPSports) during 12 regular season games throughout the 2014 season. Individual data sets (n = 295) from players were divided into offensive and defensive teams and subsequent position groups. Movement profile characteristics, including total, low-intensity, moderate-intensity, high-intensity, and sprint running distances (m), sprint counts, and acceleration and deceleration efforts, were assessed during games. A one-way ANOVA and post-hoc Bonferroni statistical analysis were used to determine differences in movement profiles between each position group within offensive and defensive teams. For both offensive and defensive teams, significant (p ≤ 0.05) differences exist between positional groups for game physical performance requirements. The results of the present study identified that wide receivers and defensive backs completed significantly (p ≤ 0.05) greater total distance, high-intensity running, sprint distance, and high-intensity acceleration and deceleration efforts than their respective offensive and defensive positional groups. Data from the present study provide novel quantification of position-specific physical demands of college football games and support the use of position-specific training in the preparation of NCAA Division I college football players for competition.

  12. Evaluation of strength and conditioning measures with game success in Division I collegiate volleyball: A retrospective study.

    Bunn, Jennifer A; Ryan, Greg A; Button, Gabriel R; Zhang, S

    2017-08-04

    The purpose of this study was to retrospectively assess relationships between strength and conditioning (SC) measures and game performance in Division I volleyball. Five years of SC and game data were collected from one women's Division I collegiate team, n = 76. SC measures included: T-drill, 18.3 m sprint, back squat, hang clean, vertical jump, and broad jump. All game and SC stats were normalized to Z-scores. Analyses included assessing SC differences by position, and multiple stepwise regression to assess relationships between game and SC stats. There was a significant difference by position for broad jump (p =.002), 18.3 m sprint (p =.036), vertical (p game performance and SC measures were significantly correlated (r = .439, p game success by position as follows: defensive specialist stats with squat and total strength; setters game stats with hang cleans, T-drill, and broad jump; pin hitter game stats with vertical, squat, and total strength; middle blockers game stats with broad jump. These data indicate that SC measures correlate well with game performance and are specific by position. These data could help SC coaches create a more precise training approach to focus on improving specific measures by position, which could then translate to improved game performance. These data could also help coaches with talent identification to determine playing time and rotations to maximize player ability and achieve success.

  13. Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive

    Rodríguez, Bruno

    2017-01-01

    Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were r...

  14. Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies.

    Suenderhauf, Claudia; Walter, Anna; Lenz, Claudia; Lang, Undine E; Borgwardt, Stefan

    2016-09-01

    Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders. This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia. Copyright © 2016. Published by Elsevier Ltd.

  15. [Sports injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Division].

    Wang, Fengzhe; Chen, Zhian; Pan, Shinong; Liao, Wei; Zhan, Yuhua; Zheng, Liqiang; Wang, Yitong; Lu, Chunxue; Fu, Wei; Zhang, Xiaogang; Liang, Hongjun; Guo, Qiyong

    2015-05-05

    To retrospectively analyse the medical imaging examination results of the injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Divison. Collected and analyzed the health information and medical imaging examination results from Shengjing Hospital of China Medical University during the two games. There was 9 cases of sports injuries in the 2008 Olympic Games, mainly for knee, ankle ligament injury and muscle sprain, 36 cases of sports injuries in the 2013 China National Games, mainly for head traumas (9 cases), knee injuries (7 cases), ankle injuries (7 cases), shoulder injures (4 cases). Competitions of high risk of being injured were wrestling (10 cases), track and field (8 cases), American football (6 cases). The most common cause of illness were respiratory system (60 cases) and the digestive system (27 cases) in the total 233 cases illnesses in the China National Games. Different sports have different characteristic, regularity and mechanism of injury. Medical imaging examination has important value in the diagnosis of injury during large games. The respiratory system and digestive system are the most common illnesses and affect the athletes training and competition as important as injuries. So illness is the focus on the medical care assurance of the large games.

  16. Informal roles within eSport teams : a content analysis of the game 'Counter-Strike: Global Offensive

    Drenthe, Rolf

    2016-01-01

    Informal roles are roles that are not formally prescribed by a group or organization and are being established through group interaction that takes place among group members. Previous literature has identified twelve roles within traditional sport, however to date limited research has been done within the field of role development within competitive computer gaming (eSports). The purpose of the present study was to explore the informal roles within the eSport setting and i...

  17. Quantification of Accelerometer Derived Impacts Associated With Competitive Games in National Collegiate Athletic Association Division I College Football Players.

    Wellman, Aaron D; Coad, Sam C; Goulet, Grant C; McLellan, Christopher P

    2017-02-01

    Wellman, AD, Coad, SC, Goulet, GC, and McLellan, CP. Quantification of accelerometer derived impacts associated with competitive games in National Collegiate Athletic Association division I college football players. J Strength Cond Res 31(2): 330-338, 2017-The aims of the present study were to (a) examine positional impact profiles of National Collegiate Athletic Association (NCAA) division I college football players using global positioning system (GPS) and integrated accelerometry (IA) technology and (b) determine if positional differences in impact profiles during competition exist within offensive and defensive teams. Thirty-three NCAA division I Football Bowl Subdivision players were monitored using GPS and IA (GPSports) during 12 regular season games throughout the 2014 season. Individual player data sets (n = 294) were divided into offensive and defensive teams, and positional subgroups. The intensity, number, and distribution of impact forces experienced by players during competition were recorded. Positional differences were found for the distribution of impacts within offensive and defensive teams. Wide receivers sustained more very light and light to moderate (5-6.5 G force) impacts than other position groups, whereas the running backs were involved in more severe (>10 G force) impacts than all offensive position groups, with the exception of the quarterbacks (p ≤ 0.05). The defensive back and linebacker groups were subject to more very light (5.0-6.0 G force) impacts, and the defensive tackle group sustained more heavy and very heavy (7.1-10 G force) impacts than other defensive positions (p ≤ 0.05). Data from the present study provide novel quantification of positional impact profiles related to the physical demands of college football games and highlight the need for position-specific monitoring and training in the preparation for the impact loads experienced during NCAA division I football competition.

  18. Cooperative option of pursuit game with two pursuers and one evader. A strong stability of division variety

    Viktor D. Shiryayev

    2017-06-01

    Full Text Available Introduction: The article deals with a simple differential game on the plane of pursuit with two consistently active players and one evader E; the game is considered in the form of the characteristic function. Materials and Methods: The geometric constructions and methods are used for solving the problem. The security zone of the escapee is bounded by the Apollonius circle, the pursuit team uses a strategy of parallel approach. Results: A method of finding the optimal players strategies and the optimal players’ trajectory is proposed. The way of forming the characteristic function is provided. All the variety of division is considered as a solution. However, the use of the results of cooperative theory of differential games is impossible without solving the problems associated with the specifics of differential equations of motion. Foremost, it is the problem of dynamic stability of optimality principles. The article introduces an auxiliary function of making the redistribution of winnings in time, keeping his total winnings throughout the game. The dynamic stability of the cooperative solution is determined with the help of this function. Strong dynamic stability of the entire set of solutions is shown. Discussion and Conclusions: The obtained results are consistent with similar research of other authors. Further research in this field can be used in the development of methods for “regularization” of optimality principles, for which the condition of dynamic stability is always fulfilled.

  19. Striking Clepsydras

    Nam, Moon-Hyon

    The term "Striking Clepsydra" is a shortened translation of the Korean name Jagyeongnu (自擊漏, tzu-chi lou in Chinese, literally "automatic-striking water-clock"). It was given to the two monumental time-keeping installations built by chief court engineer Yeong-sil Jang in AD 1432-38 under King Sejong (r. AD 1418-50) of the Joseon dynasty (1392-1910) in Seoul. These were housed separately in the Gyeongbok palace complex as major installations of the Royal Observatory Ganuidae equipped during 1432-38. One was the Striking Palace Clepsydra Borugangnu that was employed as the standard time-keeper from 1434, and the other was the Striking Heavenly Clepsydra Heumgyeonggangnu that was put into use not only as the symbol of Neo-Confucian ideology from 1438, but also as a demonstrational orrery and time-keeper. These were restored several times through the dynasty after loss by fires and warfare, and clepsydra-making technologies were succeeded by the development of armillary clocks in 1669. The National Palace Museum of Korea recreated the 1434 Striking Palace Clepsydra of King Sejong, and the replica was installed for permanent exhibition from November 2007.

  20. Relationship between Physiological Off-Ice Testing, On-Ice Skating, and Game Performance in Division I Women's Ice Hockey Players.

    Boland, Michelle; Miele, Emily M; Delude, Katie

    2017-10-07

    The purpose was to identify off-ice testing variables that correlate to skating and game performance in Division I collegiate women ice hockey players. Twenty female, forward and defensive players (19.95 ± 1.35 yr) were assessed for weight, height, percent fat mass (%FAT), bone mineral density, predicted one repetition maximum (RM) absolute and relative (REL%) bench press (BP) and hex bar deadlift (HDL), lower body explosive power, anaerobic power, countermovement vertical jump (CMJ), maximum inspiratory pressure (MIP), and on-ice repeated skate sprint (RSS) performance. The on-ice RSS test included 6 timed 85.6 m sprints with participants wearing full hockey equipment; fastest time (FT), average time (AT) and fatigue index (FI) for the first length skate (FLS; 10 m) and total length skate (TLS; 85.6 m) were used for analysis. Game performance was evaluated with game statistics: goals, assists, points, plus-minus, and shots on goal (SOG). Correlation coefficients were used to determine relationships. Percent fat mass was positively correlated (p Game performance in women ice hockey players may be enhanced by greater MIP, repeat acceleration ability, and mode-specific training. Faster skating times were associated with lower %FAT. Skating performance in women ice hockey players may be enhanced by improving body composition, anaerobic power, and both lower and upper body strength in off-ice training.

  1. Preemptive strikes: Fear, hope, and defensive aggression.

    Halevy, Nir

    2017-02-01

    Preemptive strikes are costly and harmful. Existing models of defensive aggression focus narrowly on the role fear plays in motivating preemptive strikes. Theoretically integrating the literatures on conflict, decision making, and emotion, the current research investigated how specific emotions associated with certainty or uncertainty, including fear, anger, disgust, hope, and happiness, influence preemptive strikes. Study 1 demonstrated that hope negatively predicts defensive exits from relationships in choice dilemmas. Studies 2 and 3 experimentally manipulated risk of being attacked in an incentivized, interactive decision making task-the Preemptive Strike Game. Risk of being attacked fueled preemptive strikes; reduced feelings of hope partially mediated this effect in Study 3. Studies 4 and 5 investigated preemptive strikes under uncertainty (rather than risk). In Study 4, reasoning about the factors that make one trustful of others curbed preemptive strikes; cogitating about the factors that underlie discrete emotions, however, did not influence defensive aggression. Study 5 demonstrated that the valence and uncertainty appraisals of incidental emotions interact in shaping preemptive strikes. Specifically, recalling an autobiographical emotional experience that produced hope significantly decreased attack rates relative to fear, happiness, and a control condition. Fear, anger, disgust, and happiness were either unrelated to preemptive strikes or showed inconsistent relationships with preemptive strikes across the 5 studies. These findings shed light on how emotions shape defensive aggression, advance knowledge on strategic choice under risk and uncertainty, and demonstrate hope's positive effects on social interactions and relationships. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  2. Gaming

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  3. The role of visual perception measures used in sports vision programmes in predicting actual game performance in Division I collegiate hockey players.

    Poltavski, Dmitri; Biberdorf, David

    2015-01-01

    Abstract In the growing field of sports vision little is still known about unique attributes of visual processing in ice hockey and what role visual processing plays in the overall athlete's performance. In the present study we evaluated whether visual, perceptual and cognitive/motor variables collected using the Nike SPARQ Sensory Training Station have significant relevance to the real game statistics of 38 Division I collegiate male and female hockey players. The results demonstrated that 69% of variance in the goals made by forwards in 2011-2013 could be predicted by their faster reaction time to a visual stimulus, better visual memory, better visual discrimination and a faster ability to shift focus between near and far objects. Approximately 33% of variance in game points was significantly related to better discrimination among competing visual stimuli. In addition, reaction time to a visual stimulus as well as stereoptic quickness significantly accounted for 24% of variance in the mean duration of the player's penalty time. This is one of the first studies to show that some of the visual skills that state-of-the-art generalised sports vision programmes are purported to target may indeed be important for hockey players' actual performance on the ice.

  4. Lightning Often Strikes Twice

    2005-01-01

    Contrary to popular misconception, lightning often strikes the same place twice. Certain conditions are just ripe for a bolt of electricity to come zapping down; and a lightning strike is powerful enough to do a lot of damage wherever it hits. NASA created the Accurate Location of Lightning Strikes technology to determine the ground strike point of lightning and prevent electrical damage in the immediate vicinity of the Space Shuttle launch pads at Kennedy Space Center. The area surrounding the launch pads is enmeshed in a network of electrical wires and components, and electronic equipment is highly susceptible to lightning strike damage. The accurate knowledge of the striking point is important so that crews can determine which equipment or system needs to be retested following a strike. Accurate to within a few yards, this technology can locate a lightning strike in the perimeter of the launch pad. As an added bonus, the engineers, then knowing where the lightning struck, can adjust the variables that may be attracting the lightning, to create a zone that will be less susceptible to future strikes.

  5. Options with Extreme Strikes

    Lingjiong Zhu

    2015-07-01

    Full Text Available In this short paper, we study the asymptotics for the price of call options for very large strikes and put options for very small strikes. The stock price is assumed to follow the Black–Scholes models. We analyze European, Asian, American, Parisian and perpetual options and conclude that the tail asymptotics for these option types fall into four scenarios.

  6. Computational Fair Division

    Branzei, Simina

    Fair division is a fundamental problem in economic theory and one of the oldest questions faced through the history of human society. The high level scenario is that of several participants having to divide a collection of resources such that everyone is satisfied with their allocation -- e.g. two...... heirs dividing a car, house, and piece of land inherited. The literature on fair division was developed in the 20th century in mathematics and economics, but computational work on fair division is still sparse. This thesis can be seen as an excursion in computational fair division divided in two parts....... The first part tackles the cake cutting problem, where the cake is a metaphor for a heterogeneous divisible resource such as land, time, mineral deposits, and computer memory. We study the equilibria of classical protocols and design an algorithmic framework for reasoning about their game theoretic...

  7. Algab õppus "Saber Strike"

    2014-01-01

    Täna algab Eestis, Lätis ja Leedus Ameerika Ühendriikide Euroopa väekoondise õppus "Saber Strike", mille eesmärk on maaväeüksuste koostöö harjutamine. Õppusest võtab osa üle 2000 kaitseväelase Baltimaadest, USAst, Ühendkuningriigist, Taanist, Norrast, Soomest ja Saksamaalt. Eestist osaleb õppusel ligi 400 kaitseväelast

  8. The Poster Strikes Back

    Christensen, Line Hjorth

    2005-01-01

    The paper discusses fundamental issues in relation to placing graphic design in locations such as museums of decorative arts and living history museums. Based on my Ph.D. project on British commercial posters of the interwar years and approached from a combined perspective of museology, semiotics...... and design history, I argue that the poster during the interwar years inhabits a new active position. By exploiting and challenging the commercial and aesthetic paradox out of which it arose, the poster ‘strikes back' as a museologized, exhibited object. Rather than being absorbed into the city swirl...

  9. Global strike hypersonic weapons

    Lewis, Mark J.

    2017-11-01

    Beginning in the 1940's, the United States has pursued the development of hypersonic technologies, enabling atmospheric flight in excess of five times the speed of sound. Hypersonic flight has application to a range of military and civilian applications, including commercial transport, space access, and various weapons and sensing platforms. A number of flight tests of hypersonic vehicles have been conducted by countries around the world, including the United States, Russia, and China, that could lead the way to future hypersonic global strike weapon systems. These weapons would be especially effective at penetrating conventional defenses, and could pose a significant risk to national security.

  10. Delayed Post Mortem Predation in Lightning Strike Carcasses ...

    Campbell Murn

    An adult giraffe was struck dead by lightning on a game farm outside. Phalaborwa, South Africa in March 2014. Interestingly, delayed post-mortem predation occurred on the carcass, which according to the farm owners was an atypical phenomenon for the region. Delayed post-mortem scavenging on lightning strike ...

  11. Mathematical games, abstract games

    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.

  12. Egalitarianism in Multi-Choice Games

    Brânzei, R.; Llorca, N.; Sánchez-Soriano, J.; Tijs, S.H.

    2007-01-01

    In this paper we introduce the equal division core for arbitrary multi-choice games and the constrained egalitarian solution for con- vex multi-choice games, using a multi-choice version of the Dutta-Ray algorithm for traditional convex games. These egalitarian solutions for multi-choice games have

  13. The Art of Video Games

    Johnson, Mark M.

    2012-01-01

    The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…

  14. EDITORIAL: Dearing strikes again!

    Dobson Honorary Editor, Ken

    1996-05-01

    Extra-territorial readers of this journal must surely hover between amazement and boredom at the periodic references to the time and energy spent in England in reviewing, changing, re-reviewing and re-changing its educational programmes from ages 5-18. (Scotland has its own educational system and seems to be doing quite well, thank you.) Recently, Sir Ron Dearing, the Government's educational trouble-shooter, who in a few short months managed to sort out the 5-16 curriculum to the satisfaction (more or less) of both Establishment and politicians, was given the task of redefining the principles underlying the education of 16-19 year-olds. In March 1996 he produced a report that has been greeted, initially at least, with the universal approval of the press and politicians of all parties. The main and century-old problem with the English educational system is the deep divide between academic (pre-university) and vocational education. This may reflect the broad division between `gentlemen' and players (artisans) that seems to be a feature of English society, and which may be too wide for a mere education system to bridge. A second problem has been the perceived narrowness, due to overspecialization into just three subjects, of pre-university courses, which has tended to produce yet another divide - between arts graduates (interesting, lively, well-read, cultured) and science graduates (boring, uncouth, illiterate). However, the rather boringly titled Review of Qualifications for 16-19 Year Olds, Summary ReportFootnote is at least clear in its intentions of bridging both gaps. It reviews the continuing decline in the popularity of mathematics and science subjects as pre-university (A-level) courses, and records that the parallel vocational courses (GNVQ) in science do not yet match their status and their acceptance by employers, and people in general. It accepts the failure of Advanced Supplementary courses to provide a broadening of the 16-19 curriculum. It makes many

  15. VARIATION OF STRIKE INCENTIVES IN DEEP REDUCTIONS; FINAL

    G.H. CANAVAN

    2001-01-01

    This note studies the sensitivity of strike incentives to deep offensive force reductions using exchange, cost, and game theoretic decision models derived and discussed in companion reports. As forces fall, weapon allocations shift from military to high value targets, with the shift being half complete at about 1,000 weapons. By 500 weapons, the first and second strikes are almost totally on high value. The dominant cost for striking first is that of damage to one's high value, which is near total absent other constraints, and hence proportional to preferences for survival of high value. Changes in military costs are largely offsetting, so total first strike costs change little. The resulting costs at decision nodes are well above the costs of inaction, so the preferred course is inaction for all offensive reductions studied. As the dominant cost for striking first is proportional to the preference for survival of high value. There is a wide gap between the first strike cost and that of inaction for the parameters studied here. These conclusions should be insensitive to significant reductions in the preference for survival of high value, which is the most sensitive parameter

  16. Continental United States Hurricane Strikes

    National Oceanic and Atmospheric Administration, Department of Commerce — The Continental U.S. Hurricane Strikes Poster is our most popular poster which is updated annually. The poster includes all hurricanes that affected the U.S. since...

  17. [Physicians' strikes--ethical considerations].

    Glick, Shimon; Schwarzfuchs, Dan

    2012-01-01

    Strikes in general represent a solution based on a form of coercion. Historically, the striker caused direct damage to his employer, who was responsible for the perceived unfair treatment of the employee. In the case of strikes in the public sector, the employer is generally not harmed, but innocent citizens suffer in order to pressure the government agencies, a questionable practice from an ethical viewpoint. Physicians' strikes have more serious ethical problems. They cause suffering and death to innocent citizens. They violate the ethical codes to which physicians have committed themselves as professionals, and they seriously impair the trust of the public in physicians. Better and more ethical ways to provide fair compensation for physicians must be employed, perhaps like those used for judges and members of the IDF.

  18. Miners' strike 1984-85

    Brown, L; Salter, S [comps.

    1985-01-01

    References relating to the 1984-85 UK miners strike are listed under the following subject headings: events and analysis - a chronological record; short term effects - coal stocks and supplies, electricity supplies, financial, industrial and economic; the miners and their leadership; social aspects - civil liberties, media coverage, mining communities, picketing, policing, the future; pit closures. 240 references.

  19. Online Games

    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 ...

  20. Strikes in Serbia since 2000 to 2005

    Novaković Nada

    2005-01-01

    In this article author deals with main characteristics of strikes in Serbia within the period 2000–2005. Analysis starts with thesis that strike is open class conflict within class divided society. Therefore strike is radical form of trade union struggle for workers rights. Main questions in the analysis were: on social structure as a background of strikes, on organizations and trade unions included in it, on effects of strikes in Serbia in the given period. Main thesis of the article is that...

  1. The $-game

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

    We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In contrast with previous MG, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. The emergent properties of the price dynamics and of the wealth of agents are strikingly different from those found in MG. As the memory of agents is increased, we find a phase transition between a self-sustained speculative phase in which a ``stubborn majority'' of agents effectively collaborate to arbitrage a market-maker for their mutual benefit and a phase where the market-maker always arbitrages the agents. A subset of agents exhibit a sustained non-equilibrium risk-return profile.

  2. Respecting the right to strike

    Staff Association

    2015-01-01

    Since two years the representatives of the employers in the ILO, a tripartite multilateral body responsible for guaranteeing the correct application of an international labour code, try to weaken the global work regulations. On the occasion of the Global Day of Action for the right to strike at the invitation of the Geneva community of Union action (Communauté genevoise d’action syndicale) and the Swiss Trade Union Association (Union syndicale suisse) around noon on Wednesday 18th February some fifty staff representatives of international organizations gathered on the place des Nations in Geneva to reaffirm the importance of this fundamental right, too often flouted. A delegation of the CERN Staff Association was also present. In a short speech, the Staff Association said that, while being one of the fundamental human rights, to be efficient the right to strike must be used intelligently. It must be implemented taking into account the sensitivities of the professional environment and r...

  3. Distribution center consolidation games

    Klijn, F.; Slikker, M.

    2005-01-01

    We study a location-inventory model to analyze the impact of consolidation of distribution centers on facility and inventory costs. We introduce a cooperative game and show that when demand processes are i.i.d. the core is non-empty, i.e., consolidation allows for a stable division of the minimal

  4. Strike one! Aluminum. Strike two! Maple. Will EAB be strike three?

    Brian Boltz; Jan. Wiedenbeck

    2010-01-01

    Baseball bats made out of white ash (Fraxinus americana L.) have been the standard for professional baseball since the beginning of the game in 1849. Until the mid- to late-1970s, ash was the principal material used for all baseball (and softball) bats -- major league, minor league, adult, and youth. The market share of baseball bats made from wood...

  5. Productive Gaming

    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...

  6. When the Ocean Strikes Back

    Gebauer, Mirjam

    2013-01-01

    The disaster scenario is one of the predominant settings we find unfold in the pop-cultural imagination, namely in films and novels. In recent years, as increased awareness of environmental issues affect the agendas of public debate, we also see local and increasingly global environmental disasters...... is evolving caused by an intelligent life form of the deep sea striking back at mankind. This article aims at discussing in what ways The Swarm uses elements and patterns of the pop-cultural disaster imagination, specifically the disaster and science fiction movie of the 1990s. Furthermore, it investigates...

  7. Women, transition and strikes in Serbia

    Novaković, Nada G.

    2014-01-01

    The author, in a sociological way, describes and analyzes the concepts of transition, privatization and strikes in Serbia, particularly the place of women in it. It examines the most important economic and social causes and consequences of these phenomena. The main hypothesis is: women's strikes in the Serbian transition are less efficient than strikes and public protests of women in the developed world and the second Yugoslavia. A strike is a class conflict, in which the workers are fighting...

  8. Supermodular Games and Potential Games

    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

  9. 14 CFR 35.38 - Lightning strike.

    2010-01-01

    ... 14 Aeronautics and Space 1 2010-01-01 2010-01-01 false Lightning strike. 35.38 Section 35.38... STANDARDS: PROPELLERS Tests and Inspections § 35.38 Lightning strike. The applicant must demonstrate, by... lightning strike without causing a major or hazardous propeller effect. The limit to which the propeller has...

  10. Playing with labour: the labour registration game

    Leesberg, J.; Valencia, E.

    1992-01-01

    Description of a method to register labour allocation patterns of small-scale producer families through a self-registration 'game'. Division of tasks between men and women become visible through this method

  11. Game theory : Noncooperative games

    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

  12. Differential games

    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

  13. Convex games versus clan games

    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

  14. Convex Games versus Clan Games

    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

  15. Game on! : Evaluation malaria games

    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

  16. Game mechanics : advanced game design

    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

  17. Share opportunity sets and cooperative games

    Caprari, E.; Patrone, F.; Pusillo, L.; Tijs, S.H.; Torre, A.

    2008-01-01

    In many share problems there is ana priorigiven a natural set of possible divisions to solve the sharing problem. Cooperative games related to such share sets are introduced, which may be helpful in solving share problems. Relations between properties of share sets and properties of games are

  18. Share Opportunity Sets and Cooperative Games

    Caprari, E.; Patrone, F.; Pusillo, L.; Tijs, S.H.; Torre, A.

    2006-01-01

    In many share problems there is a priori given a natural set of possible divisions to solve the sharing problem.Cooperative games related to such share sets are introduced, which may be helpful in solving share problems.Relations between properties of share sets and properties of games are

  19. Estimating the Impact of Bird Strikes

    Metz, I.C.; Muhlhausen, Thorsten; Ellerbroek, J.; Hoekstra, J.M.

    2018-01-01

    Bird strikes have the potential to cause severe damage to aircraft. Therefore, measures to reduce the risk of bird strikes are performed at airports. However, this risk is not limited to the airport but is increased in the arrival and departure corridors as well. Consequently, a significant amount

  20. Option Strike Price and Managerial Investment Decisions

    刘鸿雁; 张维

    2003-01-01

    The manager′s investment decisions is modeled when the manager is risk-averse and has stock options as compensation. It is found that the strike price of options is crucial to the investment incentives of managers, and that the correct value, or interval of values, of managerial stock option strike price can bring stockholder and manager interests in agreement.

  1. Effects of mathematics computer games on special education students' multiplicative reasoning ability

    Bakker, M.; Heuvel-Panhuizen, M.H.A.M. van den; Robitzsch, A.

    2016-01-01

    This study examined the effects of a teacher-delivered intervention with online mathematics mini-games on special education students' multiplicative reasoning ability (multiplication and division). The games involved declarative, procedural, as well as conceptual knowledge of multiplicative

  2. Personalised gaming

    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

  3. Game Studies

    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

  4. Game theory

    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....

  5. Lightning Strike in Pregnancy With Fetal Injury.

    Galster, Kellen; Hodnick, Ryan; Berkeley, Ross P

    2016-06-01

    Injuries from lightning strikes are an infrequent occurrence, and are only rarely noted to involve pregnant victims. Only 13 cases of lightning strike in pregnancy have been previously described in the medical literature, along with 7 additional cases discovered within news media reports. This case report presents a novel case of lightning-associated injury in a patient in the third trimester of pregnancy, resulting in fetal ischemic brain injury and long-term morbidity, and reviews the mechanics of lightning strikes along with common injury patterns of which emergency providers should be aware. Copyright © 2016 Wilderness Medical Society. Published by Elsevier Inc. All rights reserved.

  6. Instructional games and activities for criticality safety training

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclear Regulatory Commission (NRC) fuel facility inspectors

  7. Expeditionary Strike Group: Command Structure Design Support

    Hutchins, Susan G; Kemple, William G; Kleinman, David L; Hocevar, Susan P

    2005-01-01

    An Expeditionary Strike Group (ESG) is a new capability mix that combines the combat power of three surface combatants and one submarine with an Amphibious Readiness Group/ Marine Expeditionary Unit...

  8. Feature Hepatitis: Hepatitis Can Strike Anyone

    ... Navigation Bar Home Current Issue Past Issues Feature Hepatitis Hepatitis Can Strike Anyone Past Issues / Spring 2009 Table ... from all walks of life are affected by hepatitis, especially hepatitis C, the most common form of ...

  9. Writerly Gaming: Political Gaming

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  10. The appeal of playing online first person shooter games

    Jansz, J.; Tanis, M.A.

    2007-01-01

    First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online

  11. (ludo) game

    Dr Obe

    participants make decisions with or without the intervention of ... formulation of game theory started in 1944 with the publication of the book ... Nearly all games require seeing patterns, making plans, searching ..... utility/ outcome. •. Players will ...

  12. [Game addiction].

    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.

  13. Casual Games

    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....

  14. Women, transition and strikes in Serbia

    Novaković Nada G.

    2014-01-01

    Full Text Available The author, in a sociological way, describes and analyzes the concepts of transition, privatization and strikes in Serbia, particularly the place of women in it. It examines the most important economic and social causes and consequences of these phenomena. The main hypothesis is: women's strikes in the Serbian transition are less efficient than strikes and public protests of women in the developed world and the second Yugoslavia. A strike is a class conflict, in which the workers are fighting for their social and economic rights, threatened by the capitalist class. Elites in government and state authorities protect the interests of big capital at the detriment of the interests of the majority of workers. Exploring women's strikes in transition reveals the nature of the social and political system. Their strikes in enterprises, the blocking of public spaces and public protests are systemic, ie. class determined. As the transition was very fast, the resistance of the strikers was inefficient, and the protests of women became an expression of desperation against the loss of jobs and basic resources for lifehood. In short, this research is about the main causes, the organizational forms and the consequences of strikes in which the majority were women. For this purpose, the author chose to describe an array of strikes in the industries and the companies where women are most employed. The choice of strikes in the economic sector is not accidental, but a consequence of the fact that the women there were the most vulnerable. Women in public institutions and companies had much higher financial and social position. They are less likely to strike and publicly protested. After 2000, these strikes were more successful than worker's strikes in textile, food processing, manufacturing and trade. Relationship between the government and the public towards them was tainted by self-interest and selective. The main criterion for the selection of companies and

  15. Game Spaces

    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...

  16. Cell Division Synchronization

    The report summarizes the progress in the design and construction of automatic equipment for synchronizing cell division in culture by periodic...Concurrent experiments in hypothermic synchronization of algal cell division are reported.

  17. The stem cell division theory of cancer.

    López-Lázaro, Miguel

    2018-03-01

    All cancer registries constantly show striking differences in cancer incidence by age and among tissues. For example, lung cancer is diagnosed hundreds of times more often at age 70 than at age 20, and lung cancer in nonsmokers occurs thousands of times more frequently than heart cancer in smokers. An analysis of these differences using basic concepts in cell biology indicates that cancer is the end-result of the accumulation of cell divisions in stem cells. In other words, the main determinant of carcinogenesis is the number of cell divisions that the DNA of a stem cell has accumulated in any type of cell from the zygote. Cell division, process by which a cell copies and separates its cellular components to finally split into two cells, is necessary to produce the large number of cells required for living. However, cell division can lead to a variety of cancer-promoting errors, such as mutations and epigenetic mistakes occurring during DNA replication, chromosome aberrations arising during mitosis, errors in the distribution of cell-fate determinants between the daughter cells, and failures to restore physical interactions with other tissue components. Some of these errors are spontaneous, others are promoted by endogenous DNA damage occurring during quiescence, and others are influenced by pathological and environmental factors. The cell divisions required for carcinogenesis are primarily caused by multiple local and systemic physiological signals rather than by errors in the DNA of the cells. As carcinogenesis progresses, the accumulation of DNA errors promotes cell division and eventually triggers cell division under permissive extracellular environments. The accumulation of cell divisions in stem cells drives not only the accumulation of the DNA alterations required for carcinogenesis, but also the formation and growth of the abnormal cell populations that characterize the disease. This model of carcinogenesis provides a new framework for understanding the

  18. When Push Comes to Shove: Strikes in Higher Education.

    Magney, John

    2002-01-01

    To provide a better sense of how academic unions handle a strike situation, examines six unions who, between 1996 and 2000, went through strikes. Discusses the key issues and outcomes of the strikes. (EV)

  19. Division of Finance Homepage

    Top Department of Administration logo Alaska Department of Administration Division of Finance Search Search the Division of Finance site DOF State of Alaska Finance Home Content Area Accounting Charge Cards You are here Administration / Finance Division of Finance Updates IRIS Expenditure Object Codes

  20. Argonne Physics Division Colloquium

    [Argonne Logo] [DOE Logo] Physics Division Home News Division Information Contact PHY Org Chart Physics Division Colloquium Auditorium, Building 203, Argonne National Laboratory Fridays at 11:00 AM 2017 : Sereres Johnston 15 Sep 2017 Joint Physics and Materials Science Colloquium J. C. Séamus Davis, Cornell

  1. Game theory.

    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.

  2. Video games.

    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.

  3. Video games as American popular culture

    Wolf, Mark J.P.

    2017-01-01

    Video games have moved, possibly surpassing even movies, into a central role in American popular culture in a relatively short time, and today there is increasing evidence that the video game console –to some extent, as much as the personal computer– has emerged as a central media device through which “convergence culture” is taking place. In the world of massively multiplayer online games, new (and very real) economies and cultures have evolved with striking rapidity, while on a very differe...

  4. Video games are exciting: a European study of video game-induced seizures and epilepsy.

    Kasteleijn-Nolst Trenité, D G A; Martins da Silva, A; Ricci, S; Rubboli, G; Tassinari, C A; Lopes, J; Bettencourt, M; Oosting, J; Segers, J P

    2002-06-01

    Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV (P Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].

  5. Impact of lightning strikes on hospital functions.

    Mortelmans, Luc J M; Van Springel, Gert L J; Van Boxstael, Sam; Herrijgers, Jan; Hoflacks, Stefaan

    2009-01-01

    Two regional hospitals were struck by lightning during a one-month period. The first hospital, which had 236 beds, suffered a direct strike to the building. This resulted in a direct spread of the power peak and temporary failure of the standard power supply. The principle problems, after restoring standard power supply, were with the fire alarm system and peripheral network connections in the digital radiology systems. No direct impact on the hardware could be found. Restarting the servers resolved all problems. The second hospital, which had 436 beds, had a lightning strike on the premises and mainly experienced problems due to induction. All affected installations had a cable connection from outside in one way or another. The power supplies never were endangered. The main problem was the failure of different communication systems (telephone, radio, intercom, fire alarm system). Also, the electronic entrance control went out. During the days after the lightening strike, multiple software problems became apparent, as well as failures of the network connections controlling the technical support systems. There are very few ways to prepare for induction problems. The use of fiber-optic networks can limit damage. To the knowledge of the authors, these are the first cases of lightning striking hospitals in medical literature.

  6. Positional games

    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.

  7. Emotional Gaming

    Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  8. Simulation games

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  9. Game physics

    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

  10. Serious Games

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  11. Design Games

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  12. Video games

    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...

  13. On infinitely divisible semimartingales

    Basse-O'Connor, Andreas; Rosiński, Jan

    2015-01-01

    to non Gaussian infinitely divisible processes. First we show that the class of infinitely divisible semimartingales is so large that the natural analog of Stricker's theorem fails to hold. Then, as the main result, we prove that an infinitely divisible semimartingale relative to the filtration generated...... by a random measure admits a unique decomposition into an independent increment process and an infinitely divisible process of finite variation. Consequently, the natural analog of Stricker's theorem holds for all strictly representable processes (as defined in this paper). Since Gaussian processes...... are strictly representable due to Hida's multiplicity theorem, the classical Stricker's theorem follows from our result. Another consequence is that the question when an infinitely divisible process is a semimartingale can often be reduced to a path property, when a certain associated infinitely divisible...

  14. Quantifying the Chasm: Exploring the Impact of the BCS on Total Football Revenues for Division One Football Programs from 2002-2012

    Caro, Cary A.

    2014-01-01

    The Bowl Championship Series served as a collection of bowl games that were designed to crown the national champion in Division One football. The BCS created two classifications of institutions in Division football, those that were granted automatic access (AQ) to the post-season games, and those that were not (non-AQ). The BCS also generated…

  15. College Students' Perceptions of University Identification and Football Game Day Attire

    Crosby, Melanie; Kim, Soyoung; Hathcote, Jan

    2006-01-01

    The purpose of this study was to determine the rationale behind football game day attire and to establish whether organizational identification, perceived organizational prestige, and game day participation influenced clothing choice. By identifying the game day clothing habits of female college students attending Division I-A schools throughout…

  16. Division of atomic physics

    Kroell, S.

    1994-01-01

    The Division of Atomic Physics, Lund Institute of Technology (LTH), is responsible for the basic physics teaching in all subjects at LTH and for specialized teaching in Optics, Atomic Physics, Atomic and Molecular Spectroscopy and Laser Physics. The Division has research activities in basic and applied optical spectroscopy, to a large extent based on lasers. It is also part of the Physics Department, Lund University, where it forms one of eight divisions. Since the beginning of 1980 the research activities of our division have been centred around the use of lasers. The activities during the period 1991-1992 is described in this progress reports

  17. Central hyperadrenergic state after lightning strike.

    Parsaik, Ajay K; Ahlskog, J Eric; Singer, Wolfgang; Gelfman, Russell; Sheldon, Seth H; Seime, Richard J; Craft, Jennifer M; Staab, Jeffrey P; Kantor, Birgit; Low, Phillip A

    2013-08-01

    To describe and review autonomic complications of lightning strike. Case report and laboratory data including autonomic function tests in a subject who was struck by lightning. A 24-year-old man was struck by lightning. Following that, he developed dysautonomia, with persistent inappropriate sinus tachycardia and autonomic storms, as well as posttraumatic stress disorder (PTSD) and functional neurologic problems. The combination of persistent sinus tachycardia and episodic exacerbations associated with hypertension, diaphoresis, and agitation was highly suggestive of a central hyperadrenergic state with superimposed autonomic storms. Whether the additional PTSD and functional neurologic deficits were due to a direct effect of the lightning strike on the central nervous system or a secondary response is open to speculation.

  18. ["Bell-striking" Saying of Acupuncture Therapy].

    Zhao, Jing-Sheng

    2017-04-25

    As an analogy, a prototype of "bell-striking" is proposed in the present paper for exploring the basic properties, major elements, and potential mechanisms of acupuncture stimulation. On the strength of analysis on the physiological basis of acupuncture effect, several fundamental aspects of acupuncture are summarized as a) the body-surface stimulating characters, b) general and local effects, and c) triggering the auto-regulative function of the organism, which mimics the "bell-striking" response. Namely, when stroke, bell will chime, otherwise, chiming will not be heard. During analyzing special contents of acupuncture theory, its formative background should not be separated, and it is improper to take, modern medical theory of the human body as the guiding thinking way for researching the ancient Chinese medical literature.

  19. Proliferation of Precision Strike: Issues for Congress

    2012-05-14

    industrial base. Finally, should Congress legislate requirements for DOD to develop precision strike countermeasures and then provide funding for that...Defense, Part 187 – Environmental Effects Abroad of Major Department of Defense Actions, Section 187.3: Definitions. 32 Bryan Clark and Dan Whiteneck...so many missiles ... referring to reports of Venezuelan arms flowing to Colombian guerrillas.... The Chavez regime also has close ties with

  20. Participation and Interaction in Projects : A Game-Theoretic Analysis

    Polevoy, G.

    2016-01-01

    Much of what agents (people, robots, etc.) do is dividing effort between several activities. In order to facilitate efficient divisions, we study contributions to such activities and advise on stable divisions that result in high social
    welfare. To this end, for each model (game), we find the

  1. Stress distribution of metatarsals during forefoot strike versus rearfoot strike: A finite element study.

    Li, Shudong; Zhang, Yan; Gu, Yaodong; Ren, James

    2017-12-01

    Due to the limitations of experimental approaches, comparison of the internal deformation and stresses of the human man foot between forefoot and rearfoot landing is not fully established. The objective of this work is to develop an effective FE modelling approach to comparatively study the stresses and energy in the foot during forefoot strike (FS) and rearfoot strike (RS). The stress level and rate of stress increase in the Metatarsals are established and the injury risk between these two landing styles is evaluated and discussed. A detailed subject specific FE foot model is developed and validated. A hexahedral dominated meshing scheme was applied on the surface of the foot bones and skin. An explicit solver (Abaqus/Explicit) was used to stimulate the transient landing process. The deformation and internal energy of the foot and stresses in the metatarsals are comparatively investigated. The results for forefoot strike tests showed an overall higher average stress level in the metatarsals during the entire landing cycle than that for rearfoot strike. The increase rate of the metatarsal stress from the 0.5 body weight (BW) to 2 BW load point is 30.76% for forefoot strike and 21.39% for rearfoot strike. The maximum rate of stress increase among the five metatarsals is observed on the 1st metatarsal in both landing modes. The results indicate that high stress level during forefoot landing phase may increase potential of metatarsal injuries. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. Gait Retraining From Rearfoot Strike to Forefoot Strike does not change Running Economy.

    Roper, Jenevieve Lynn; Doerfler, Deborah; Kravitz, Len; Dufek, Janet S; Mermier, Christine

    2017-12-01

    Gait retraining is a method for management of patellofemoral pain, which is a common ailment among recreational runners. The present study investigated the effects of gait retraining from rearfoot strike to forefoot strike on running economy, heart rate, and respiratory exchange ratio immediately post-retraining and one-month post-retraining in recreational runners with patellofemoral pain. Knee pain was also measured. Sixteen participants (n=16) were randomly placed in the control (n=8) or experimental (n=8) group. A 10-minute treadmill RE test was performed by all subjects. The experimental group performed eight gait retraining running sessions where foot strike pattern was switched from rearfoot strike to forefoot strike, while the control group received no intervention. There were no significant differences for running economy (p=0.26), respiratory exchange ratio (p=0.258), or heart rate (p=0.248) between the groups. Knee pain reported on a visual analog scale was also significantly reduced (pstrike to forefoot strike did not affect running economy up to one-month post-retraining while reducing running-related patellofemoral pain. © Georg Thieme Verlag KG Stuttgart · New York.

  3. Epistemic Games

    Shaffer, David Williamson

    2005-01-01

    In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…

  4. Division: The Sleeping Dragon

    Watson, Anne

    2012-01-01

    Of the four mathematical operators, division seems to not sit easily for many learners. Division is often described as "the odd one out". Pupils develop coping strategies that enable them to "get away with it". So, problems, misunderstandings, and misconceptions go unresolved perhaps for a lifetime. Why is this? Is it a case of "out of sight out…

  5. "Hot hand" on strike: bowling data indicates correlation to recent past results, not causality.

    Gur Yaari

    Full Text Available Recently, the "hot hand" phenomenon regained interest due to the availability and accessibility of large scale data sets from the world of sports. In support of common wisdom and in contrast to the original conclusions of the seminal paper about this phenomenon by Gilovich, Vallone and Tversky in 1985, solid evidences were supplied in favor of the existence of this phenomenon in different kinds of data. This came after almost three decades of ongoing debates whether the "hot hand" phenomenon in sport is real or just a mis-perception of human subjects of completely random patterns present in reality. However, although this phenomenon was shown to exist in different sports data including basketball free throws and bowling strike rates, a somehow deeper question remained unanswered: are these non random patterns results of causal, short term, feedback mechanisms or simply time fluctuations of athletes performance. In this paper, we analyze large amounts of data from the Professional Bowling Association(PBA. We studied the results of the top 100 players in terms of the number of available records (summed into more than 450,000 frames. By using permutation approach and dividing the analysis into different aggregation levels we were able to supply evidence for the existence of the "hot hand" phenomenon in the data, in agreement with previous studies. Moreover, by using this approach, we were able to demonstrate that there are, indeed, significant fluctuations from game to game for the same player but there is no clustering of successes (strikes and failures (non strikes within each game. Thus we were lead to the conclusion that bowling results show correlation to recent past results but they are not influenced by them in a causal manner.

  6. Computer games and fine motor skills.

    Borecki, Lukasz; Tolstych, Katarzyna; Pokorski, Mieczyslaw

    2013-01-01

    The study seeks to determine the influence of computer games on fine motor skills in young adults, an area of incomplete understanding and verification. We hypothesized that computer gaming could have a positive influence on basic motor skills, such as precision, aiming, speed, dexterity, or tremor. We examined 30 habitual game users (F/M - 3/27; age range 20-25 years) of the highly interactive game Counter Strike, in which players impersonate soldiers on a battlefield, and 30 age- and gender-matched subjects who declared never to play games. Selected tests from the Vienna Test System were used to assess fine motor skills and tremor. The results demonstrate that the game users scored appreciably better than the control subjects in all tests employed. In particular, the players did significantly better in the precision of arm-hand movements, as expressed by a lower time of errors, 1.6 ± 0.6 vs. 2.8 ± 0.6 s, a lower error rate, 13.6 ± 0.3 vs. 20.4 ± 2.2, and a shorter total time of performing a task, 14.6 ± 2.9 vs. 32.1 ± 4.5 s in non-players, respectively; p computer games on psychomotor functioning. We submit that playing computer games may be a useful training tool to increase fine motor skills and movement coordination.

  7. Acute transient hemiparesis induced by lightning strike.

    Rahmani, Seyed Hesam; Faridaalaee, Gholamreza; Jahangard, Samira

    2015-07-01

    According to data from the National Oceanic and Atmospheric Administration,in the years from 1959 to 1994, lightning was responsible for more than 3000 deaths and nearly 10,000 casualties. The most important characteristic features of lightning injuries are multisystem involvement and widely variable severity. Lightning strikes are primarily a neurologic injury that affects all 3 components of the nervous system: central, autonomic,and peripheral. Neurologic complications of lightning strikes vary from transient benign symptoms to permanent disability. Many patients experience a temporary paralysis called keraunoparalysis. Here we reported a 22-year-old mountaineer man with complaining of left sided hemiparesis after being hit by a lightning strike in the mountain 3 hours ago. There was no loss of consciousness at hitting time. On arrival the patient was alert, awake and hemodynamically stable. In neurologic examination cranial nerves were intact, left sided upper and lower extremity muscle force was I/V with a combination of complete sensory loss, and right-sided muscle force and sensory examination were normal. There is not any evidence of significant vascular impairment in the affected extremities. Brain MRI and CT scan and cervical MRI were normal. During 2 days of admission, with intravenous hydration, heparin 5000 unit SC q12hr and physical therapy of the affected limbs, motor and sensory function improved and was normal except mild paresthesia. He was discharged 1 day later for outpatient follow up while vitamin B1 100mg orally was prescribed.Paresthesia improved after 3 days without further sequels.

  8. Foot-strike pattern and performance in a marathon.

    Kasmer, Mark E; Liu, Xue-Cheng; Roberts, Kyle G; Valadao, Jason M

    2013-05-01

    To determine prevalence of heel strike in a midsize city marathon, if there is an association between foot-strike classification and race performance, and if there is an association between foot-strike classification and gender. Foot-strike classification (forefoot, midfoot, heel, or split strike), gender, and rank (position in race) were recorded at the 8.1-km mark for 2112 runners at the 2011 Milwaukee Lakefront Marathon. 1991 runners were classified by foot-strike pattern, revealing a heel-strike prevalence of 93.67% (n = 1865). A significant difference between foot-strike classification and performance was found using a Kruskal-Wallis test (P strike. No significant difference between foot-strike classification and gender was found using a Fisher exact test. In addition, subgroup analysis of the 126 non-heel strikers found no significant difference between shoe wear and performance using a Kruskal-Wallis test. The high prevalence of heel striking observed in this study reflects the foot-strike pattern of most mid-distance to long-distance runners and, more important, may predict their injury profile based on the biomechanics of a heel-strike running pattern. This knowledge can help clinicians appropriately diagnose, manage, and train modifications of injured runners.

  9. Divisible ℤ-modules

    Futa Yuichi

    2016-03-01

    Full Text Available In this article, we formalize the definition of divisible ℤ-module and its properties in the Mizar system [3]. We formally prove that any non-trivial divisible ℤ-modules are not finitely-generated.We introduce a divisible ℤ-module, equivalent to a vector space of a torsion-free ℤ-module with a coefficient ring ℚ. ℤ-modules are important for lattice problems, LLL (Lenstra, Lenstra and Lovász base reduction algorithm [15], cryptographic systems with lattices [16] and coding theory [8].

  10. 2002 Bird Strike Committee USA/Canada Conference

    Dolbeer, Richard

    2002-01-01

    Over 380 people from 20 countries and 17 exhibitors attended the 4th annual joint meeting of Bird Strike Committee-USA and Bird Strike Committee Canada in Sacramento, California on October 21-24, 2002...

  11. effect of strikes on management and planning of educational ...

    Global Journal

    Strike is an event that consumes and waste a lot of time which implies that ... from this paper. KEYWORDS: Strikes, Management, Planning, Educational, Activities, Universities ..... employers; and Introduction of new technology which affect the ...

  12. BIRD/WILDLIFE STRIKE CONTROL FOR SAFER AIR ...

    Osondu

    2012-06-05

    Jun 5, 2012 ... Keywords: bird/wildlife, strike, aviation, hazard, control. Introduction ... Ethiopian Journal of Environmental Studies and Management EJESM Vol. 5 No. 3 2012 .... Aircraft Bird. Strike Avoidance Rader System (ABARS) and.

  13. Systematizing game learning analytics for serious games

    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

  14. Strike-slip tectonics during rift linkage

    Pagli, C.; Yun, S. H.; Ebinger, C.; Keir, D.; Wang, H.

    2017-12-01

    The kinematics of triple junction linkage and the initiation of transforms in magmatic rifts remain debated. Strain patterns from the Afar triple junction provide tests of current models of how rifts grow to link in area of incipient oceanic spreading. Here we present a combined analysis of seismicity, InSAR and GPS derived strain rate maps to reveal that the plate boundary deformation in Afar is accommodated primarily by extensional tectonics in the Red Sea and Gulf of Aden rifts, and does not require large rotations about vertical axes (bookshelf faulting). Additionally, models of stress changes and seismicity induced by recent dykes in one sector of the Afar triple junction provide poor fit to the observed strike-slip earthquakes. Instead we explain these patterns as rift-perpendicular shearing at the tips of spreading rifts where extensional strains terminate against less stretched lithosphere. Our results demonstrate that rift-perpendicular strike-slip faulting between rift segments achieves plate boundary linkage during incipient seafloor spreading.

  15. Natural games

    Anttila, Jani; Annila, Arto

    2011-10-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem.

  16. Properties of Lightning Strike Protection Coatings

    Gagne, Martin

    Composite materials are being increasingly used by many industries. In the case of aerospace companies, those materials are installed on their aircraft to save weight, and thus, fuel costs. These aircraft are lighter, but the loss of electrical conductivity makes aircraft vulnerable to lightning strikes, which hit commercial aircrafts on average once per year. This makes lightning strike protection very important, and while current metallic expanded copper foils offer good protection, they increase the weight of composites. Therefore, under the CRIAQ COMP-502 project, a team of industrial partners and academic researchers are investigating new conductive coatings with the following characteristics: High electromagnetic protection, high mechanical resistance, good environmental protection, manufacturability and moderate cost. The main objectives of this thesis, as part of this project, was to determine the main characteristics, such as electrical and tribomechanical properties, of conductive coatings on composite panels. Their properties were also to be tested after destructive tests such as current injection and environmental testing. Bombardier Aerospace provided the substrate, a composite of carbon fiber reinforced epoxy matrix, and the current commercial product, a surfacing film that includes an expanded copper foil used to compare with the other coatings. The conductive coatings fabricated by the students are: silver nanoparticles inside a binding matrix (PEDOT:PSS or a mix of Epoxy and PEDOT:PSS), silvered carbon nanofibers embedded in the surfacing film, cold sprayed tin, graphene oxide functionalized with silver nanowires, and electroless plated silver. Additionally as part of the project and thesis, magnetron sputtered aluminum coated samples were fabricated. There are three main types of tests to characterize the conductive coatings: electrical, mechanical and environmental. Electrical tests consist of finding the sheet resistance and specific resistivity

  17. Golden Games

    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.

  18. Playing Games with Timed Games

    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....

  19. Theoretical physics division

    Anon.

    1980-01-01

    Research activities of the theoretical physics division for 1979 are described. Short summaries are given of specific research work in the following fields: nuclear structure, nuclear reactions, intermediate energy physics, elementary particles [fr

  20. Evaluating the Effects of a Bird Strike Advisory System

    Metz, I.C.; Mühlhausen, T; Ellerbroek, J.; Hoekstra, J.M.

    2016-01-01

    Bird strikes have operational impacts and cause economic loss to the aviation industry. In the worst case, the damages resulting from bird strikes lead to crashes. The highest risk for bird strikes lies in the area below 3000 ft and thus mainly in airport environments. Despite intense efforts from

  1. effects of strike cost on economic development in nigeria

    USER

    same firm, in other firms even in other industries (Kempner, 1980). For example ... The main purpose of this paper is to examine the strike cost and productivity in. Nigeria. ... Obnoxious Policies: Workers do go on strike when management makes obnoxious ... ASUU had to go on strike; the FGN had rescinded the decision.

  2. Natural games

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  3. Game development tool essentials

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  4. Egalitarism of the prenucleolus for cooperative games

    Driessen, T.

    1994-12-31

    The prenucleolus is a well-known solution concept for cooperative games in characteristic function form which is always contained in the prekernel. In fact, the prenucleolus concept is based on the idea of excess. The current paper examines the set of efficient payoff vectors in an n person game which attain their maximal excesses at the (n {minus} 2)-person coalitions. It is established that, under a certain condition on the worth of (n {minus} 2)-person coalitions in the n-person game, the intersection of the relevant set with the prekernel is either empty or a singleton. A description of that single point is provided in terms of the egalitarian division of the remaining total worth, given that each player is already paid a special kind of an average of the player`s contributions with respect to (n {minus} 2)-person coalitions. The latter division rule is called the egalitarian non-average contribution (ENAC)-method. The main purpose of the paper is to present conditions on the game to guarantee that the ENAC-method agrees with the prenucleolus concept. The main sufficient condition expresses that the maximal excesses at the ENAC solution in the n-person game are determined by the (n {minus} 2)-person coalitions. A reformulation of the main sufficient condition in terms of the data of the game itself is added. Finally three types of conditions which are stronger than the main sufficient condition, are listed.

  5. Game mechanics engine

    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...

  6. Forward to the Past: Strikes and Striking as Dialogue by other ...

    In Nigeria, from the colonial period to the present, the employment of strikes and protests by nationalists, Nigerian workers and civil society groups has been established as one of the potent means of conveying viewpoints, positions as well as the demand for equality, fairness, social justice and reforms. It has been used as ...

  7. A bird strike handbook for base-level managers

    Payson, R. P.; Vance, J. D.

    1984-09-01

    To help develop more awareness about bird strikes and bird strike reduction techniques, this thesis compiled all relevant information through an extensive literature search, review of base-level documents, and personal interviews. The final product--A Bird Strike Handbook for Base-Level Managers--provides information on bird strike statistics, methods to reduce the strike hazards, and means to obtain additional assistance. The handbook is organized for use by six major base agencies: Maintenance, Civil Engineering, Operations, Air Field Management, Safety, and Air Traffic Control. An appendix follows at the end.

  8. Drinking Game Studies

    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....

  9. Strikes and solidarity: coalfield conflict in Britain, 1889-1966

    Roy Church; Quentin Outram [University of East Anglia, Norwich (United Kingdom)

    2002-05-01

    This book investigates the history of strike activity in the British coal mining industry, a byword for industrial militancy since the late nineteenth century. Contents: 1. Interpreting coalfield conflict: focus and formulations; 2. Tradition and modernity: the mining industry 1889-1940; 3. Employers and workers: organizations and strategies; 4. Employers and workers: ideologies, attitudes and political orientations; 5. Configurations of strike activity; 6. Strike participation and solidarity before 1912; 7. Strikes, organization and consciousness in 1912 and after; 8. Conflictual context? The 'isolated mass' revisited; 9. Mining and modernity: size, sectionalism and solidarity; 10. The foundations of strike propensity; 11. Miners and management: agency and action; 12. Industrial relations and strikes after nationalization; 13. International perspectives; 14. Myths and realities: strikes, solidarity and 'militant miners'.

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

    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

  11. General game playing

    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

  12. Serious Games

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...

  13. Serious Games

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  14. Theoretical Division progress report

    Cooper, N.G.

    1979-04-01

    This report presents highlights of activities in the Theoretical (T) Division from October 1976-January 1979. The report is divided into three parts. Part I presents an overview of the Division: its unique function at the Los Alamos Scientific Laboratory (LASL) and within the scientific community as a whole; the organization of personnel; the main areas of research; and a survey of recent T-Division initiatives. This overview is followed by a survey of the 13 groups within the Division, their main responsibilities, interests, and expertise, consulting activities, and recent scientific accomplisments. The remainder of the report, Parts II and III, is devoted to articles on selected research activities. Recent efforts on topics of immediate interest to energy and weapons programs at LASL and elsewhere are described in Part II, Major National Programs. Separate articles present T-Divison contributions to weapons research, reactor safety and reactor physics research, fusion research, laser isotope separation, and other energy research. Each article is a compilation of independent projects within T Division, all related to but addressing different aspects of the major program. Part III is organized by subject discipline, and describes recent scientific advances of fundamental interest. An introduction, defining the scope and general nature of T-Division efforts within a given discipline, is followed by articles on the research topics selected. The reporting is done by the scientists involved in the research, and an attempt is made to communicate to a general audience. Some data are given incidentally; more technical presentations of the research accomplished may be found among the 47 pages of references. 110 figures, 5 tables

  15. Power Dissipation in Division

    Liu, Wei; Nannarelli, Alberto

    2008-01-01

    A few classes of algorithms to implement division in hardware have been used over the years: division by digit-recurrence, by reciprocal approximation by iterative methods and by polynomial approximation. Due to the differences in the algorithms, a comparison among their implementation in terms o...... of performance and precision is sometimes hard to make. In this work, we use power dissipation and energy consumption as metrics to compare among those different classes of algorithms. There are no previous works in the literature presenting such a comparison....

  16. Digital Arithmetic: Division Algorithms

    Montuschi, Paolo; Nannarelli, Alberto

    2017-01-01

    Division is one of the basic arithmetic operations supported by every computer system. The operation can be performed and implemented by either hardware or software, or by a combination of the two. Although division is not as frequent as addition and multiplication, nowadays, most processors impl...... significant hardware resources and is more suitable for software implementation on the existing multiply units. The purpose of this entry is to provide an introductory survey using a presentation style suitable for the interested non-specialist readers as well....

  17. Geological Effects on Lightning Strike Distributions

    Berdahl, J. Scott

    2016-05-16

    Recent advances in lightning detection networks allow for detailed mapping of lightning flash locations. Longstanding rumors of geological influence on cloud-to-ground (CG) lightning distribution and recent commercial claims based on such influence can now be tested empirically. If present, such influence could represent a new, cheap and efficient geophysical tool with applications in mineral, hydrothermal and oil exploration, regional geological mapping, and infrastructure planning. This project applies statistical analysis to lightning data collected by the United States National Lightning Detection Network from 2006 through 2015 in order to assess whether the huge range in electrical conductivities of geological materials plays a role in the spatial distribution of CG lightning. CG flash densities are mapped for twelve areas in the contiguous United States and compared to elevation and geology, as well as to the locations of faults, railroads and tall towers including wind turbines. Overall spatial randomness is assessed, along with spatial correlation of attributes. Negative and positive polarity lightning are considered separately and together. Topography and tower locations show a strong influence on CG distribution patterns. Geology, faults and railroads do not. This suggests that ground conductivity is not an important factor in determining lightning strike location on scales larger than current flash location accuracies, which are generally several hundred meters. Once a lightning channel is established, however, ground properties at the contact point may play a role in determining properties of the subsequent stroke.

  18. Serious Games: Video Games for Good?

    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…

  19. NATURE AND DRIVING FORCES OF STRIKE MOVEMENT IN MOLDOVA IN LATE 1980S

    Галина Евгеньевна Слободянюк

    2016-12-01

    Full Text Available The article discloses the nature and driving forces of the republican protest strike movement in Moldova in the period of perestroika reformsand its impact on the emergence and development of the civil conflict,which became the catalyst for the territorial division of the republic and the creation of the self-proclaimed Transnistrian statehood.In the article there is presented the analysis of the process of formationand activity of the strike movement. The author shows that the United Council of LabourUnionswas the initiator, organizer and the main acting force of the protest of the workers' movement, defending the civil and constitutional rights of the Russian-speaking population of the Transdnistrian region of the Moldavian SSR. The article allows getting an idea of the ways and methods of struggle of the working movement against the Soviet Moldavia nationalist representatives of the Popular front, which operated on the territory of the republic of Moldova. Particular attention is paid to the reasons of occurrence and major activities of the strike movement.Moreover, there are analyzed the consequences of these actions for the further political development of Moldova.

  20. Preventive strike vs. false targets and protection in defense strategy

    Levitin, Gregory; Hausken, Kjell

    2011-01-01

    A defender allocates its resource between defending an object passively and striking preventively against an attacker seeking to destroy the object. With no preventive strike the defender distributes its entire resource between deploying false targets, which the attacker cannot distinguish from the genuine object, and protecting the object. If the defender strikes preventively, the attacker's vulnerability depends on its protection and on the defender's resource allocated to the strike. If the attacker survives, the object's vulnerability depends on the attacker's revenge attack resource allocated to the attacked object. The optimal defense resource distribution between striking preventively, deploying the false targets and protecting the object is analyzed. Two cases of the attacker strategy are considered: when the attacker attacks all of the targets and when it chooses a number of targets to attack. An optimization model is presented for making a decision about the efficiency of the preventive strike based on the estimated attack probability, dependent on a variety of model parameters.

  1. Global Games

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  2. Urban Games

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

    Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...

  3. Gaming conservation

    Fletcher, Robert

    2017-01-01

    This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to

  4. Division of Agriculture

    Department of Natural Resources logo, color scheme Department of Natural Resources Division of Agriculture Search Search DNR's site DNR State of Alaska Toggle main menu visibility Agriculture Home Programs Asset Disposals Alaska Caps Progam Board of Agriculture & Conservation Farm To School Program Grants

  5. Solid State Division

    Green, P.H.; Watson, D.M.

    1989-08-01

    This report contains brief discussions on work done in the Solid State Division of Oak Ridge National Laboratory. The topics covered are: Theoretical Solid State Physics; Neutron scattering; Physical properties of materials; The synthesis and characterization of materials; Ion beam and laser processing; and Structure of solids and surfaces

  6. Solid State Division

    Green, P.H.; Watson, D.M. (eds.)

    1989-08-01

    This report contains brief discussions on work done in the Solid State Division of Oak Ridge National Laboratory. The topics covered are: Theoretical Solid State Physics; Neutron scattering; Physical properties of materials; The synthesis and characterization of materials; Ion beam and laser processing; and Structure of solids and surfaces. (LSP)

  7. Order Division Automated System.

    Kniemeyer, Justin M.; And Others

    This publication was prepared by the Order Division Automation Project staff to fulfill the Library of Congress' requirement to document all automation efforts. The report was originally intended for internal use only and not for distribution outside the Library. It is now felt that the library community at-large may have an interest in the…

  8. Theoretical Physics Division

    This report is a survey of the studies done in the Theoretical Physics Division of the Nuclear Physics Institute; the subjects studied in theoretical nuclear physics were the few-nucleon problem, nuclear structure, nuclear reactions, weak interactions, intermediate energy and high energy physics. In this last field, the subjects studied were field theory, group theory, symmetry and strong interactions [fr

  9. Israel: the Division before Peace

    Ferran Izquierdo Brichs

    2000-01-01

    Full Text Available The process of the Middle East peace negotiations at the beginning of the 1990s has its roots in the changes in the international system and in Israeli society. The end of the Cold War, the Gulf War in 1990-1991 and globalization forced all the region’s actors to resituate themselves within the new international context. However, Israeli society neither experienced the international changes in the same way as its neighbors nor did it undergo the same evolutionduring the conflict with the Arabs. Because of this, the debate over peace and the future of the occupied territories became a factor for political and ideological division. Influencing this debate were revised conceptions on security, the economy, and the role Israel should play in the world. The Middle East peace talks began because the strongest side in the conflict, Israel’s Labor government, came to perceive that the maintenance of the status quo was negative forits interests. From the Israeli point of view, the conflict had long been considered a zero-sum game despite the Palestinian’s compromises since the construction of the Palestinian State involved handing over part of the territory claimed by the Jews. Recent changes in the perceptions of Israeli’s own interests, though, led some sectors of Jewish society to re-think and diminish the supposed incompatibility between Palestine nationalism and Zionism, which then opened the doors towards peace. For the Labor government, the territorial occupation of all Palestine was no longer a central objective. In fact, the basic interests of the Labor party’s policies shifted due to the globalization of the international system. For Likud and the Zionist revisionists, however, the occupation and the colonization of Eretz Israel still form the basic ideology of the State –of its reason for being– for which even today both are associated with the national interest, together with Israel’s very survival. Seen this way, Israel

  10. [Lecture Games] Python programming game

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

    Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for theg...

  11. Children on hunger strike: child abuse or legitimate protest?

    Mok, A.; Nelson, E. A.; Murphy, J.; Hampson, A.; Hendriks, J. H.

    1996-01-01

    The issue of children on hunger strike (voluntary total fasting) has not been reported before. The World Medical Association Declaration of Tokyo 1975 and the Declaration of Malta 1991 (revised 1992) provide clinicians with guidelines for the management of adult patients on hunger strike but do not mention children. We report the management of 14 Vietnamese children, aged 1 to 12 years, who took part in a hunger strike at a refugee detention centre in Hong Kong.

  12. The effect of hand dominance on martial arts strikes.

    Neto, Osmar Pinto; Silva, Jansen Henrique; Marzullo, Ana Carolina de Miranda; Bolander, Richard P; Bir, Cynthia A

    2012-08-01

    The main goal of this study was to compare dominant and non-dominant martial arts palm strikes under different circumstances that usually happen during martial arts and combative sports applications. Seven highly experienced (10±5 years) right hand dominant Kung Fu practitioners performed strikes with both hands, stances with left or right lead legs, and with the possibility or not of stepping towards the target (moving stance). Peak force was greater for the dominant hand strikes (1593.76±703.45 N vs. 1042.28±374.16 N; p<.001), whereas no difference was found in accuracy between the hands (p=.141). Additionally, peak force was greater for the strikes with moving stance (1448.75±686.01 N vs. 1201.80±547.98 N; p=.002) and left lead leg stance (1378.06±705.48 N vs. 1269.96±547.08 N). Furthermore, the difference in peak force between strikes with moving and stationary stances was statistically significant only for the strikes performed with a left lead leg stance (p=.007). Hand speed was higher for the dominant hand strikes (5.82±1.08 m/s vs. 5.24±0.78 m/s; p=.001) and for the strikes with moving stance (5.79±1.01 m/s vs. 5.29±0.90 m/s; p<.001). The difference in hand speed between right and left hand strikes was only significant for strikes with moving stance. In summary, our results suggest that the stronger palm strike for a right-handed practitioner is a right hand strike on a left lead leg stance moving towards the target. Copyright © 2011 Elsevier B.V. All rights reserved.

  13. Artists' Game Mods and the New Public Sphere

    Brin, Sarah

    2011-01-01

    in mainstream media, contemporary North American artists are working with videogames as a means to engage the public in a discussion of the repercussions and possibilities of an increasingly digitized world. Artists’ games like Anne-Marie Schleiner, Brody Condon and Joan Leandre’s Velvet Strike (2002) and Zach...

  14. A game is a game is a game

    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....

  15. Foot strike patterns after obstacle clearance during running.

    Scholten, Shane D; Stergiou, Nicholas; Hreljac, Alan; Houser, Jeremy; Blanke, Daniel; Alberts, L Russell

    2002-01-01

    Running over obstacles of sufficient height requires heel strike (HS) runners to make a transition in landing strategy to a forefoot (FF) strike, resulting in similar ground reaction force patterns to those observed while landing from a jump. Identification of the biomechanical variables that distinguish between the landing strategies may offer some insight into the reasons that the transition occurs. The purpose of this study was to investigate the difference in foot strike patterns and kinetic parameters of heel strike runners between level running and running over obstacles of various heights. Ten heel strike subjects ran at their self-selected pace under seven different conditions: unperturbed running (no obstacle) and over obstacles of six different heights (10%, 12.5%, 15%, 17.5%, 20%, and 22.5% of their standing height). The obstacle was placed directly before a Kistler force platform. Repeated measures ANOVAs were performed on the subject means of selected kinetic parameters. The statistical analysis revealed significant differences (P strike patterns were affected by the increased obstacle height. Between the 12.5% and 15% obstacle conditions, the group response changed from a heel strike to a forefoot strike pattern. At height > 15%, the pattern was more closely related to the foot strike patterns found in jumping activities. This strategy change may represent a gait transition effected as a mechanism to protect against increased impact forces. Greater involvement of the ankle and the calf muscles could have assisted in attenuating the increased impact forces while maintaining speed after clearing the obstacle.

  16. Debunking the viper's strike: harmless snakes kill a common assumption.

    Penning, David A; Sawvel, Baxter; Moon, Brad R

    2016-03-01

    To survive, organisms must avoid predation and acquire nutrients and energy. Sensory systems must correctly differentiate between potential predators and prey, and elicit behaviours that adjust distances accordingly. For snakes, strikes can serve both purposes. Vipers are thought to have the fastest strikes among snakes. However, strike performance has been measured in very few species, especially non-vipers. We measured defensive strike performance in harmless Texas ratsnakes and two species of vipers, western cottonmouths and western diamond-backed rattlesnakes, using high-speed video recordings. We show that ratsnake strike performance matches or exceeds that of vipers. In contrast with the literature over the past century, vipers do not represent the pinnacle of strike performance in snakes. Both harmless and venomous snakes can strike with very high accelerations that have two key consequences: the accelerations exceed values that can cause loss of consciousness in other animals, such as the accelerations experienced by jet pilots during extreme manoeuvres, and they make the strikes faster than the sensory and motor responses of mammalian prey and predators. Both harmless and venomous snakes can strike faster than the blink of an eye and often reach a target before it can move. © 2016 The Author(s).

  17. An Agent Based approach to design Serious Game

    Manuel Gentile

    2014-06-01

    Full Text Available Serious games are designed to train and educate learners, opening up new learning approaches like exploratory learning and situated cognition.  Despite growing interest in these games, their design is still an artisan process.On the basis of experiences in designing computer simulation, this paper proposes an agent-based approach to guide the design process of a serious game. The proposed methodology allows the designer to strike the right equilibrium between educational effectiveness and entertainment, realism and complexity.The design of the PNPVillage game is used as a case study. The PNPVillage game aims to introduce and foster an entrepreneurial mindset among young students. It was implemented within the framework of the European project “I  can… I cannot… I go!” Rev.2

  18. Defining Game Mechanics

    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...

  19. Models and games

    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

  20. Teaching Using Computer Games

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  1. Alena Lidzhieva, About Games

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

    Alena talks about traditional games, including khorma khotn, tsagan monda, mongn bus, nyarn shinj, and games played with ankle bones. Tsagan monda was a game played at night by several people. The rule is simple: A ball made of white cow skin is pushed into a hole. Games with ankle bones were reserved only for boys. Girls did not play such games. Arcadia

  2. A decade of U.S. Air Force bat strikes

    Peurach, Suzanne C.; Dove, Carla J.; Stepko, Laura

    2009-01-01

    From 1997 through 2007, 821 bat strikes were reported to the U.S. Air Force (USAF) Safety Center by aircraft personnel or ground crew and sent to the National Museum of Natural History, Smithsonian Institution, for identification. Many samples were identified by macroscopic and or microscopic comparisons with bat specimens housed in the museum and augmented during the last 2 years by DNA analysis. Bat remains from USAF strikes during this period were received at the museum from 40 states in the United States and from 20 countries. We confirmed that 46% of the strikes were caused by bats, but we did not identify them further; we identified 5% only to the family or genus level, and 49% to the species level. Fifty-five of the 101 bat-strike samples submitted for DNA analysis have been identified to the species level. Twenty-five bat species have been recorded striking USAF planes worldwide. The Brazilian free-tailed bat (Tadarida brasiliensis; n = 173) is the species most commonly identified in USAF strike impacts, followed by the red bat (Lasiurus borealis; n = 83). Bat strikes peak during the spring and fall, with >57% occurring from August through October; 82% of the reports that included time of strike were recorded between 2100 and 0900 hours. More than 12% of the bat strikes were reported at >300 m above ground level (AGL). Although $825,000 and >50% of this sum was attributable to 5 bat-strike incidents. Only 5 bats from the 10 most damaging bat strikes were identified to the species level, either because we did not receive remains with the reports or the sample was insufficient for identification.

  3. Podcast: The Electronic Crimes Division

    Sept 26, 2016. Chris Lukas, the Special Agent in Charge of the Electronic Crimes Division within the OIG's Office of Investigations talks about computer forensics, cybercrime in the EPA and his division's role in criminal investigations.

  4. Division of Integrity and Materials

    Zdarek, J.

    1995-01-01

    The organization structure is described of the Division of Integrity and Materials, Institute of Nuclear Research plc, Rez, and the main fields of their activities given. Listed are the major research projects of the Division in 1994. (Z.S.)

  5. 2016 T Division Lightning Talks

    Ramsey, Marilyn Leann [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Adams, Luke Clyde [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Ferre, Gregoire Robing [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Grantcharov, Vesselin [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Iaroshenko, Oleksandr [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Krishnapriyan, Aditi [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Kurtakoti, Prajvala Kishore [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Le Thien, Minh Quan [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Lim, Jonathan Ng [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Low, Thaddeus Song En [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Lystrom, Levi Aaron [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Ma, Xiaoyu [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Nguyen, Hong T. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Pogue, Sabine Silvia [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Orandle, Zoe Ann [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Reisner, Andrew Ray [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Revard, Benjamin Charles [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Roy, Julien [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Sandor, Csanad [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Slavkova, Kalina Polet [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Weichman, Kathleen Joy [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Wu, Fei [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division; Yang, Yang [Los Alamos National Lab. (LANL), Los Alamos, NM (United States). Theoretical Division

    2016-11-29

    These are the slides for all of the 2016 T Division lightning talks. There are 350 pages worth of slides from different presentations, all of which cover different topics within the theoretical division at Los Alamos National Laboratory (LANL).

  6. 2017 T Division Lightning Talks

    Ramsey, Marilyn Leann [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Abeywardhana, Jayalath AMM [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Adams, Colin Mackenzie [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Adams, Luke Clyde [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Carter, Austin Lewis [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Ducru, Pablo Philippe [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Duignan, Thomas John [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Gifford, Brendan Joel [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Hills, Benjamin Hale [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Hoffman, Kentaro Jack [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Khair, Adnan Ibne [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Kochanski, Kelly Anne Pribble [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Ledwith, Patrick John [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Leveillee, Joshua Anthony [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Lewis, Sina Genevieve [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Ma, Xiaoyu [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Merians, Hugh Drake [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Moore, Bryan Alexander [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Nijjar, Parmeet Kaur [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Oles, Vladyslav [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Olszewski, Maciej W. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Philipbar, Brad Montgomery [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Reisner, Andrew Ray [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Roberts, David Benjamin [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Rufa, Dominic Antonio [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Sifain, Andrew E. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Smith, Justin Steven [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Smith, Lauren Taylor Wisbey [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Svolos, Lampros [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Thibault, Joshua Ryan [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Ushijima-Mwesigwa, Hayato Montezuma [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Weaver, Claire Marie [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Witzen, Wyatt Andrew [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Zentgraf, Sabine Silvia [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Alred, John Michael [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2017-10-06

    All members of the T Division Community, students, staff members, group leaders, division management, and other interested individuals are invited to come and support the following student(s) as they present their Lightning Talks.

  7. Preliminary study of coach verbal behaviour according to game actions

    Guzmán Luján, José Francisco; Calpe Gómez, Vicente

    2012-01-01

    The aim of this study was to analyse the interaction between game actions in high-level handball and verbal behaviour performed by the coach. For this purpose, a match of the 1st National Division of male Spanish handball was analysed. The type of behaviour and the content of the message reported by the coach were recorded using a modified version of Coaching Behaviour Assessment System (CBAS) and Coach Analysis and Intervention System (CAIS). About game actions, they were grouped into positi...

  8. Authoring of digital games via card games

    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...

  9. Division of Labor

    Oke, Muse; Zaher, Manal S.; Hamdan, Samir

    2014-01-01

    The first assignment of DNA polymerases at the eukaryotic replication fork was possible after the in vitro reconstitution of the simian virus 40 (SV40) replication system. In this system, DNA polymerase α (Pol α) provides both leading and lagging strands with RNA-DNA primers that are extended by DNA polymerase δ (Pol δ). Extrapolating the architecture of the replication fork from the SV40 model system to an actual eukaryotic cell has been challenged by the discovery of a third DNA polymerase in Saccharomyces cerevisiae, DNA polymerase ε (Pol ε). A division of labor has been proposed for the eukaryotic replication fork whereby Pol ε replicates the leading strand and Pol δ replicates the lagging strand. However, an alternative model of unequal division of labor in which Pol δ can still participate in leading-strand synthesis is plausible.

  10. Division of Labor

    Oke, Muse

    2014-09-12

    The first assignment of DNA polymerases at the eukaryotic replication fork was possible after the in vitro reconstitution of the simian virus 40 (SV40) replication system. In this system, DNA polymerase α (Pol α) provides both leading and lagging strands with RNA-DNA primers that are extended by DNA polymerase δ (Pol δ). Extrapolating the architecture of the replication fork from the SV40 model system to an actual eukaryotic cell has been challenged by the discovery of a third DNA polymerase in Saccharomyces cerevisiae, DNA polymerase ε (Pol ε). A division of labor has been proposed for the eukaryotic replication fork whereby Pol ε replicates the leading strand and Pol δ replicates the lagging strand. However, an alternative model of unequal division of labor in which Pol δ can still participate in leading-strand synthesis is plausible.

  11. Flow Game

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  12. 3. Theoretical Physics Division

    For the period September 1980 - Aug 1981, the studies in theoretical physics divisions have been compiled under the following headings: in nuclear physics, nuclear structure, nuclear reactions and intermediate energies; in particle physics, NN and NantiN interactions, dual topological unitarization, quark model and quantum chromodynamics, classical and quantum field theories, non linear integrable equations and topological preons and Grand unified theories. A list of publications, lectures and meetings is included [fr

  13. The Game of Tri

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

    The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)

  14. Play the MRI Game

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  15. Play the Electrocardiogram Game

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  16. Martial arts striking hand peak acceleration, accuracy and consistency.

    Neto, Osmar Pinto; Marzullo, Ana Carolina De Miranda; Bolander, Richard P; Bir, Cynthia A

    2013-01-01

    The goal of this paper was to investigate the possible trade-off between peak hand acceleration and accuracy and consistency of hand strikes performed by martial artists of different training experiences. Ten male martial artists with training experience ranging from one to nine years volunteered to participate in the experiment. Each participant performed 12 maximum effort goal-directed strikes. Hand acceleration during the strikes was obtained using a tri-axial accelerometer block. A pressure sensor matrix was used to determine the accuracy and consistency of the strikes. Accuracy was estimated by the radial distance between the centroid of each subject's 12 strikes and the target, whereas consistency was estimated by the square root of the 12 strikes mean squared distance from their centroid. We found that training experience was significantly correlated to hand peak acceleration prior to impact (r(2)=0.456, p =0.032) and accuracy (r(2)=0. 621, p=0.012). These correlations suggest that more experienced participants exhibited higher hand peak accelerations and at the same time were more accurate. Training experience, however, was not correlated to consistency (r(2)=0.085, p=0.413). Overall, our results suggest that martial arts training may lead practitioners to achieve higher striking hand accelerations with better accuracy and no change in striking consistency.

  17. Orthotic intervention in forefoot and rearfoot strike running patterns.

    Stackhouse, Carrie Laughton; Davis, Irene McClay; Hamill, Joseph

    2004-01-01

    To compare the differential effect of custom orthoses on the lower extremity mechanics of a forefoot and rearfoot strike pattern. Fifteen subjects ran with both a forefoot and a rearfoot strike pattern with and without orthoses. Lower extremity kinematic and kinetic variables were compared between strike pattern and orthotic conditions. Foot orthoses have been shown to be effective in controlling excessive rearfoot motion in rearfoot strikers. The effect of orthotic intervention on rearfoot motion in forefoot strikers has not been previously reported. Five trials were collected for each condition. Peak rearfoot eversion, eversion excursion, eversion velocity, peak inversion moment, and inversion work were compared between conditions. Kinematic variables in the sagittal plane of the rearfoot and in the frontal and sagittal plane of the knee were also determined. Increased rearfoot excursions and velocities and decreased peak eversion were noted in the forefoot strike pattern compared to the rearfoot strike pattern. Orthotic intervention, however,did not significantly change rearfoot motion in either strike pattern. Reductions in internal rotation and abduction of the knee were noted with orthotic intervention. Foot orthoses do not differentially effect rearfoot motion of a rearfoot strike and a forefoot strike running pattern. Orthotic intervention has a larger and more systematic effect on rearfoot kinetics compared to rearfoot kinematics.

  18. Teaching Striking Skills in Elementary Physical Education Using Woodball

    Chang, Seung Ho; Lee, Jihyun

    2017-01-01

    Object control (OC) skills are a part of fundamental motor skills and basic functional skills, which work as a prerequisite to becoming a skilled performer in many sports. Of various OC skills, striking is one of the most difficult to master due to a variety of interrelated movement components. A form of vertical or underarm striking is a more…

  19. Negotiation Games

    Philipp Hoffmann

    2015-01-01

    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for...

  20. Sovereignty Games

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  1. Board game

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  2. Division Quilts: A Measurement Model

    Pratt, Sarah S.; Lupton, Tina M.; Richardson, Kerri

    2015-01-01

    As teachers seek activities to assist students in understanding division as more than just the algorithm, they find many examples of division as fair sharing. However, teachers have few activities to engage students in a quotative (measurement) model of division. Efraim Fischbein and his colleagues (1985) defined two types of whole-number…

  3. Mapping Urban Social Divisions

    Susan Ball

    2010-05-01

    Full Text Available Against the background of increased levels of interest in space and images beyond the field of geography, this article (re- introduces earlier work on the semiotics of maps undertaken by geographers in the 1960s. The data limitations, purpose and cultural context in which a user interprets a map's codes and conventions are highlighted in this work, which remains relevant to the interpretation of maps—new and old—forty years later. By means of drawing on geography's contribution to the semiotics of maps, the article goes on to examine the concept of urban social divisions as represented in map images. Using a small number of map images, including two of the most widely known maps of urban social division in Europe and North America, the roles of context, data and purpose in the production and interpretation of maps are discussed. By presenting the examples chronologically the article shows that although advances in data collection and manipulation have allowed researchers to combine different social variables in maps of social division, and to interact with map images, work by geographers on the semiotics of maps is no less relevant today than when it was first proposed forty years ago. URN: urn:nbn:de:0114-fqs1002372

  4. Strike kinematics and performance in juvenile ball pythons (Python regius).

    Ryerson, William G; Tan, Weimin

    2017-08-01

    The rapid strike of snakes has interested researchers for decades. Although most work has focused on the strike performance of vipers, recent work has shown that other snakes outside of the Viperidae can strike with the same velocities and accelerations. However, to date all of these examples focus on performance in adult snakes. Here, we use high-speed video to measure the strike kinematics and performance of 10 juvenile (pythons, Python regius. We find that juvenile P. regius strike at levels comparable to larger snakes, but with shorter durations and over shorter distances. We conclude that the juvenile P. regius maintain performance likely through manipulation of the axial musculature and accompanying elastic tissues, and that this is a first step to understanding ontogenetic changes in behavior and a potential avenue for understanding how captivity may also impact behavior. © 2017 Wiley Periodicals, Inc.

  5. Strike Point Control on EAST Using an Isoflux Control Method

    Xing Zhe; Xiao Bingjia; Luo Zhengping; Walker, M. L.; Humphreys, D. A.

    2015-01-01

    For the advanced tokamak, the particle deposition and thermal load on the divertor is a big challenge. By moving the strike points on divertor target plates, the position of particle deposition and thermal load can be shifted. We could adjust the Poloidal Field (PF) coil current to achieve the strike point position feedback control. Using isoflux control method, the strike point position can be controlled by controlling the X point position. On the basis of experimental data, we establish relational expressions between X point position and strike point position. Benchmark experiments are carried out to validate the correctness and robustness of the control methods. The strike point position is successfully controlled following our command in the EAST operation. (paper)

  6. Expertise of using striking techniques for power stroke in badminton.

    Zhu, Qin

    2013-10-01

    Two striking techniques (fast swing and angled striking) were examined to see if they allowed effective use of string tension for the power stroke in badminton. 12 participants (4 novices, 4 recreational, and 4 expert badminton players) were recorded by a fast-speed camera while striking a shuttlecock with racquets of 8 different string tensions. The peak speed of the shuttlecock, the racquet angle and the shuttlecock angle were analyzed. The results showed that expert players succeeded in using both striking techniques to overcome the constraint of string tension and produce a consistently superior stroke. Failure to use either striking technique resulted in inferior performance that was constrained by string tension. Expertise in badminton allows the necessary motor adjustments based on the affordance perception of the string tension.

  7. A game magically circling

    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....

  8. Computer Games and Instruction

    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,…

  9. PROOF BY GAMES

    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

  10. Mechanizing Exploratory Game Design

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  11. Effects of Mathematics Computer Games on Special Education Students' Multiplicative Reasoning Ability

    Bakker, Marjoke; van den Heuvel-Panhuizen, Marja; Robitzsch, Alexander

    2016-01-01

    This study examined the effects of a teacher-delivered intervention with online mathematics mini-games on special education students' multiplicative reasoning ability (multiplication and division). The games involved declarative, procedural, as well as conceptual knowledge of multiplicative relations, and were accompanied with teacher-led lessons…

  12. Effects of mathematics computer games on special education students’ multiplicative reasoning ability

    Bakker, M.|info:eu-repo/dai/nl/355337770; Van den Heuvel-Panhuizen, M.|info:eu-repo/dai/nl/069266255; Robitzsch, Alexander

    2016-01-01

    This study examined the effects of a teacher-delivered intervention with online math-ematics mini-games on special education students’ multiplicative reasoning ability(multiplication and division). The games involved declarative, procedural, as well asconceptual knowledge of multiplicative

  13. Wavelet transform analysis of electromyography kung fu strikes data.

    Neto, Osmar Pinto; Marzullo, Ana Carolina de Miranda

    2009-11-01

    In martial arts and contact sports strikes are performed at near maximum speeds. For that reason, electromyography (EMG) analysis of such movements is non-trivial. This paper has three main goals: firstly, to investigate the differences in the EMG activity of muscles during strikes performed with and without impacts; secondly, to assess the advantages of using Sum of Significant Power (SSP) values instead of root mean square (rms) values when analyzing EMG data; and lastly to introduce a new method of calculating median frequency values using wavelet transforms (WMDF). EMG data of the deltoid anterior (DA), triceps brachii (TB) and brachioradialis (BR) muscles were collected from eight Kung Fu practitioners during strikes performed with and without impacts. SSP results indicated significant higher muscle activity (p = 0.023) for the strikes with impact. WMDF results, on the other hand, indicated significant lower values (p = 0. 007) for the strikes with impact. SSP results presented higher sensitivity than rms to quantify important signal differences and, at the same time, presented lower inter-subject coefficient of variations. The result of increase in SSP values and decrease in WMDF may suggest better synchronization of motor units for the strikes with impact performed by the experienced Kung Fu practitioners. Key PointsThe results show higher muscle activity and lower electromyography median frequencies for strikes with impact compared to strikes without.SSP results presented higher sensitivity and lower inter-subject coefficient of variations than rms results.Kung Fu palm strikes with impact may present better motor units' synchronization than strikes without.

  14. Game engines: a survey

    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.

  15. Games, theory and applications

    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

  16. The mathematics of games

    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

  17. The Teacher Strike: School District Protection Procedures. A Manual for School District Officials on How to Handle a Teachers' Strike.

    Igoe, Joseph A.; DiRocco, Anthony P.

    This booklet is designed to give practical and realistic advice to school district officials faced with the possibility of a teachers' strike. It is intended for use both by school district administrators and school board members. The booklet is organized into four sections that focus in turn on signs of a pending teachers' strike, union…

  18. Motor actions and spatiotemporal changes by weight divisions of mixed martial arts: Applications for training.

    Miarka, Bianca; Brito, Ciro José; Bello, Fábio Dal; Amtmann, John

    2017-10-01

    This study compared motor actions and spatiotemporal changes between weight divisions from Ultimate Fighting Championship (UFC™), conducting a practical application for mixed martial arts (MMA) training. For this, we analyzed 2814 rounds of all weight divisions by motor actions and spatiotemporal changes according actions and time of the Keeping distance, Clinch and Groundwork combat phases. We observed differences between weight divisions in the keeping distance on stand-up combat (p≤0.001; with lower time in Featherweight 131.4s and bantamweight 127.9s) clinch without attack (p≤0.001; with higher timer in Flyweight 11.4s and Half-middleweight 12.6s) and groundwork without attack (p≤0.001; with higher timer in Half-middleweight 0.9s). During keeping distance, half-middleweight presented a higher frequency of Head Strikes Landed (p=0.026; 7±8 times) and attempted (p=0.003; 24±22 times). In clinch actions heavyweight present a higher frequency (p≤0.023) of head strike landed (3±7 times) and attempted (4±9 times) and half-middleweight for body strikes (p≤0.023) landed (2±5 times) and attempted (3±5 times). At the last, during groundwork, Bantamweight present a higher frequency (p≤0.036) of head strikes landed (8±10 times) and attempted (10±13 times) body strikes landed (p≤0.044; 3±5 times) and attempted (3±6 times). This study reveals important point to training and provide a challenge applied referential to the conditioning plains. From the weight divisions differences should be aware of the increase in the frequency of distance actions, especially in light and middleweights. On the Ground, bantamweight can focus on striking and grappling actions than others. Copyright © 2017 Elsevier B.V. All rights reserved.

  19. Design of Game Space

    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....

  20. Ten heuristics to evaluate the user experience of serious games

    L. Fitchat

    2016-07-01

    Full Text Available The potential of serious games to promote effective learning has been establishedin the literature. However, designing effective serious games that strike a balancebetween being entertaining and at the same time instructional, remains elusive.This research turns to the field of human-computer interaction (HCI toinvestigate the aspects that are most influential to the player’s experiences withserious games. From this, HCI principles to evaluate the user experience ofserious games are identified and described. User experience (UX refers to howindividuals perceive and respond to using interactive systems such as seriousgames. Since UX is regarded as subjective in nature, this study was conductedusing interpretative phenomenological analysis, which focuses on idiographicinquiry. Semi-structured interviews were conducted with five participants afterthey were given time to play a serious game. The serious game, titledStoryTimes,aims to teach the user the multiplication tables by employing memory associationtechniques in a fun and innovative way.StoryTimeswas developed as part of thisresearch to investigate how HCI principles are applied during the developmentcycle of a serious game. The data from the interviews were analysed qualitativelyto determine which aspects of the serious game were regarded as the mostimportant from the participants’ point of view. The findings indicate that playersof serious games prefer mobile gaming platforms and have certain expectationsregarding how subject content is integrated into video games. It also reveals thedesign challenges associated with the attention spans and very diverse natures of individual players. These aspects were recast in the form of ten heuristics thatcould be applied when evaluating the UX of serious games. Designers of seriousgames can use these heuristics during the development process to create a learningenvironment that is both effective and fun.

  1. Determine the Foot Strike Pattern Using Inertial Sensors

    Tzyy-Yuang Shiang

    2016-01-01

    Full Text Available From biomechanical point of view, strike pattern plays an important role in preventing potential injury risk in running. Traditionally, strike pattern determination was conducted by using 3D motion analysis system with cameras. However, the procedure is costly and not convenient. With the rapid development of technology, sensors have been applied in sport science field lately. Therefore, this study was designed to determine the algorithm that can identify landing strategies with a wearable sensor. Six healthy male participants were recruited to perform heel and forefoot strike strategies at 7, 10, and 13 km/h speeds. The kinematic data were collected by Vicon 3D motion analysis system and 2 inertial measurement units (IMU attached on the dorsal side of both shoes. The data of each foot strike were gathered for pitch angle and strike index analysis. Comparing the strike index from IMU with the pitch angle from Vicon system, our results showed that both signals exhibited highly correlated changes between different strike patterns in the sagittal plane (r=0.98. Based on the findings, the IMU sensors showed potential capabilities and could be extended beyond the context of sport science to other fields, including clinical applications.

  2. The standard set game of a cooperative game

    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

  3. BNFL Springfields Fuel Division

    Tarkiainen, S.; Plit, H.

    1998-01-01

    The Fuel Division of British Nuclear Fuels Ltd (BNFL) manufactures nuclear fuel elements for British Magnox and AGR power plants as well as for LWR plants. The new fuel factory - Oxide Fuel Complex (OFC), located in Springfields, is equipped with modern technology and the automation level of the factory is very high. With their quality products, BNFL aims for the new business areas. A recent example of this expansion was shown, when BNFL signed a contract to design and license new VVER-440 fuel for Finnish Loviisa and Hungarian Paks power plants. (author)

  4. "Thunderstruck": penetrating thoracic injury from lightning strike.

    van Waes, Oscar J F; van de Woestijne, Pieter C; Halm, Jens A

    2014-04-01

    Lightning strike victims are rarely presented at an emergency department. Burns are often the primary focus. This case report describes the improvised explosive device like-injury to the thorax due to lightning strike and its treatment, which has not been described prior in (kerauno)medicine. Penetrating injury due to blast from lightning strike is extremely rare. These "shrapnel" injuries should however be ruled out in all patients struck by lightning. Copyright © 2013 American College of Emergency Physicians. Published by Mosby, Inc. All rights reserved.

  5. Strike action by nurses in South Africa: A value clarification

    Marie Muller

    2001-09-01

    Full Text Available The Labour Relations Act (South Africa, 1991 made provision for protected strike action by employees, subject to certain conditions, procedures and negotiated agreements. This led to the removal of the strike clause in the Nursing Act (South Africa, 1992. The labour rights of all citizens are entrenched in the Constitution of the country (South Africa, 1996. Participation in strike action by the nurse/ midwife, regardless of the legal requirements and specifications, does, however, pose an ethical question. It is therefore necessary to conduct a value clarification on strike action by nurses in South Africa. The purpose of this research is to explore and describe the perceived values of participants from an accessible population on this phenomenon. A qualitative, exploratory and descriptive research design was deployed. The perceived values of nurses on strike action were collected by means of an openended questionnaire/sketch. Over a period of three years a purposive and convenient sampling method was used, involving all the enrolled post basic nursing/midwifery students/ learners at a particular Nursing Education Institution. The justification of the sample was further enhanced by also collecting data on the participants’ age and provincial distribution location. Although a 63% sample realisation (of the accessible population was achieved, this represents only 1,5% of the registered nursing/midwifery population in the country. A descriptive analysis of the participants’ age and provincial distribution was undertaken, as well as a content analysis of their perceived values on strike action. The mean age of the participants was 48 years, which could be attributed to the fact that most of them were enrolled for a post-basic Diploma in Community Nursing Science. Most of the responses (52,7% were against strike action and 32,5% supported strike action by nurses as a constitutional and legal right. A fairly substantial number of participants (14

  6. Physicians' strikes and the competing bases of physicians' moral obligations.

    MacDougall, D Robert

    2013-09-01

    Many authors have addressed the morality of physicians' strikes on the assumption that medical practice is morally different from other kinds of occupations. This article analyzes three prominent theoretical accounts that attempt to ground such special moral obligations for physicians--practice-based accounts, utilitarian accounts, and social contract accounts--and assesses their applicability to the problem of the morality of strikes. After critiquing these views, it offers a fourth view grounding special moral obligations in voluntary commitments, and explains why this is a preferable basis for understanding physicians' moral obligations in general and especially as pertaining to strikes.

  7. Verified Gaming

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...

  8. Nuclear Power Division

    Anon.

    1981-01-01

    The 1981-85 research program planned by the Nuclear Power Division of EPRI places major emphasis on the assurance of safety and realiability of light water reactors (LWRs). Of high priority is a better knowledge of LWR-system behavior undeer abnormal conditions and the behavior of structural materials used for pressure vessels, piping, and large nuclear-plant components. Strong emphasis is also placed on achieving the most-effective performance and utilization of nuclear fuels and improving the corrosion resistance of pressurized-water-reactor steam generators. Efforts are underway to reduce radiation exposure and outage duration and to investigate the human factors involved in plant operation and maintenance. Substantial emphasis is placed on short-range goals designed to achieve useful results in the next two to seven years. The Division's mid- and long-range goal is to improve the use of fissionable and fertile materials and aid in the realization of other reactor systems. A series of general goals, categorized into three time frames and planned expenditures shows the trend of work to be undertaken. 53 figures

  9. Wavefront division digital holography

    Zhang, Wenhui; Cao, Liangcai; Li, Rujia; Zhang, Hua; Zhang, Hao; Jiang, Qiang; Jin, Guofan

    2018-05-01

    Digital holography (DH), mostly Mach-Zehnder configuration based, belongs to non-common path amplitude splitting interference imaging whose stability and fringe contrast are environmental sensitive. This paper presents a wavefront division DH configuration with both high stability and high-contrast fringes benefitting from quasi common path wavefront-splitting interference. In our proposal, two spherical waves with similar curvature coming from the same wavefront are used, which makes full use of the physical sampling capacity of the detectors. The interference fringe spacing can be adjusted flexibly for both in-line and off-axis mode due to the independent modulation to these two waves. Only a few optical elements, including the mirror-beam splitter interference component, are used without strict alignments, which makes it robust and easy-to-implement. The proposed wavefront division DH promotes interference imaging physics into the practical and miniaturized a step forward. The feasibility of this method is proved by the imaging of a resolution target and a water flea.

  10. Mobile Game for Learning Bacteriology

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  11. Game-Based Teaching

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  12. Games for Learning

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  13. Nested Potential Games

    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.

  14. Patience of matrix games

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  15. Learning with Calculator Games

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  16. Play the Mosquito Game

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  17. Marketing in Game Design

    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...

  18. Computer Games and Art

    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.

  19. Ethical and legal consideration of prisoner's hunger strike in Serbia.

    Alempijevic, Djordje; Pavlekic, Snezana; Jecmenica, Dragan; Nedeljkov, Aleksandra; Jankovic, Milos

    2011-03-01

    Hunger strike of prisoners and detainees remains a major human rights and ethical issue for medical professionals. We are reporting on a case of a 48-year-old male sentenced prisoner, intravenous heroin user, who went on a hunger strike and died 15 days later. Throughout the fasting period, the prisoner, who was capable of decision making, refused any medical examination. Autopsy findings were not supporting prolonged starvation, while toxicology revealed benzodiazepines and opiates in blood and urine. Cause of death was given as "heroin intoxication" in keeping with detection of 6-MAM. Legal and ethical issues pertinent to medical examination and treatment of prisoners on hunger strike are explored in accordance with legislation and professional ethical standards in Serbia. A recommendation for the best autopsy practice in deaths following hunger strike has been made. © 2011 American Academy of Forensic Sciences.

  20. Continental United States Hurricane Strikes 1950-2012

    National Oceanic and Atmospheric Administration, Department of Commerce — The Continental U.S. Hurricane Strikes Poster is our most popular poster which is updated annually. The poster includes all hurricanes that affected the U.S. since...

  1. BIRD/WILDLIFE STRIKE CONTROL FOR SAFER AIR ...

    Osondu

    2012-06-05

    Jun 5, 2012 ... Several factors including lack of adequate data, shortage of funds, inadequate training of staff and lack of ... Keywords: bird/wildlife, strike, aviation, hazard, control. Introduction ..... implications of some human activities within.

  2. 2005 Significant U.S. Hurricane Strikes Poster

    National Oceanic and Atmospheric Administration, Department of Commerce — The 2005 Significant U.S. Hurricane Strikes poster is one of two special edition posters for the Atlantic Hurricanes. This beautiful poster contains two sets of...

  3. On gamesmen and fair men: explaining fairness in non-cooperative bargaining games.

    Suleiman, Ramzi

    2018-02-01

    Experiments on bargaining games have repeatedly shown that subjects fail to use backward induction, and that they only rarely make demands in accordance with the subgame perfect equilibrium. In a recent paper, we proposed an alternative model, termed 'economic harmony' in which we modified the individual's utility by defining it as a function of the ratio between the actual and aspired pay-offs. We also abandoned the notion of equilibrium, in favour of a new notion of 'harmony', defined as the intersection of strategies, at which all players are equally satisfied. We showed that the proposed model yields excellent predictions of offers in the ultimatum game, and requests in the sequential common pool resource dilemma game. Strikingly, the predicted demand in the ultimatum game is equal to the famous Golden Ratio (approx. 0.62 of the entire pie). The same prediction was recently derived independently by Schuster (Schuster 2017. Sci. Rep. 7 , 5642). In this paper, we extend the solution to bargaining games with alternating offers. We show that the derived solution predicts the opening demands reported in several experiments, on games with equal and unequal discount factors and game horizons. Our solution also predicts several unexplained findings, including the puzzling 'disadvantageous counter-offers', and the insensitivity of opening demands to variations in the players' discount factors, and game horizon. Strikingly, we find that the predicted opening demand in the alternating offers game is also equal to the Golden Ratio.

  4. On gamesmen and fair men: explaining fairness in non-cooperative bargaining games

    2018-01-01

    Experiments on bargaining games have repeatedly shown that subjects fail to use backward induction, and that they only rarely make demands in accordance with the subgame perfect equilibrium. In a recent paper, we proposed an alternative model, termed ‘economic harmony’ in which we modified the individual's utility by defining it as a function of the ratio between the actual and aspired pay-offs. We also abandoned the notion of equilibrium, in favour of a new notion of ‘harmony’, defined as the intersection of strategies, at which all players are equally satisfied. We showed that the proposed model yields excellent predictions of offers in the ultimatum game, and requests in the sequential common pool resource dilemma game. Strikingly, the predicted demand in the ultimatum game is equal to the famous Golden Ratio (approx. 0.62 of the entire pie). The same prediction was recently derived independently by Schuster (Schuster 2017. Sci. Rep. 7, 5642). In this paper, we extend the solution to bargaining games with alternating offers. We show that the derived solution predicts the opening demands reported in several experiments, on games with equal and unequal discount factors and game horizons. Our solution also predicts several unexplained findings, including the puzzling ‘disadvantageous counter-offers’, and the insensitivity of opening demands to variations in the players' discount factors, and game horizon. Strikingly, we find that the predicted opening demand in the alternating offers game is also equal to the Golden Ratio. PMID:29515877

  5. Comparison of force, power, and striking efficiency for a Kung Fu strike performed by novice and experienced practitioners: preliminary analysis.

    Neto, Osmar Pinto; Magini, Marcio; Saba, Marcelo M F; Pacheco, Marcos Tadeu Tavares

    2008-02-01

    This paper presents a comparison of force, power, and efficiency values calculated from Kung Fu Yau-Man palm strikes, when performed by 7 experienced and 6 novice men. They performed 5 palm strikes to a freestanding basketball, recorded by high-speed camera at 1000 Hz. Nonparametric comparisons and correlations showed experienced practitioners presented larger values of mean muscle force, mean impact force, mean muscle power, mean impact power, and mean striking efficiency, as is noted in evidence obtained for other martial arts. Also, an interesting result was that for experienced Kung Fu practitioners, muscle power was linearly correlated with impact power (p = .98) but not for the novice practitioners (p = .46).

  6. Effects of footwear and strike type on running economy.

    Perl, Daniel P; Daoud, Adam I; Lieberman, Daniel E

    2012-07-01

    This study tests if running economy differs in minimal shoes versus standard running shoes with cushioned elevated heels and arch supports and in forefoot versus rearfoot strike gaits. We measured the cost of transport (mL O(2)·kg(-1)·m(-1)) in subjects who habitually run in minimal shoes or barefoot while they were running at 3.0 m·s(-1) on a treadmill during forefoot and rearfoot striking while wearing minimal and standard shoes, controlling for shoe mass and stride frequency. Force and kinematic data were collected when subjects were shod and barefoot to quantify differences in knee flexion, arch strain, plantar flexor force production, and Achilles tendon-triceps surae strain. After controlling for stride frequency and shoe mass, runners were 2.41% more economical in the minimal-shoe condition when forefoot striking and 3.32% more economical in the minimal-shoe condition when rearfoot striking (P forefoot and rearfoot striking did not differ significantly in cost for either minimal- or standard-shoe running. Arch strain was not measured in the shod condition but was significantly greater during forefoot than rearfoot striking when barefoot. Plantar flexor force output was significantly higher in forefoot than in rearfoot striking and in barefoot than in shod running. Achilles tendon-triceps surae strain and knee flexion were also lower in barefoot than in standard-shoe running. Minimally shod runners are modestly but significantly more economical than traditionally shod runners regardless of strike type, after controlling for shoe mass and stride frequency. The likely cause of this difference is more elastic energy storage and release in the lower extremity during minimal-shoe running.

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

    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)

  8. Deterministic Graphical Games Revisited

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  9. WAVELET TRANSFORM ANALYSIS OF ELECTROMYOGRAPHY KUNG FU STRIKES DATA

    Ana Carolina de Miranda Marzullo

    2009-11-01

    Full Text Available In martial arts and contact sports strikes are performed at near maximum speeds. For that reason, electromyography (EMG analysis of such movements is non-trivial. This paper has three main goals: firstly, to investigate the differences in the EMG activity of muscles during strikes performed with and without impacts; secondly, to assess the advantages of using Sum of Significant Power (SSP values instead of root mean square (rms values when analyzing EMG data; and lastly to introduce a new method of calculating median frequency values using wavelet transforms (WMDF. EMG data of the deltoid anterior (DA, triceps brachii (TB and brachioradialis (BR muscles were collected from eight Kung Fu practitioners during strikes performed with and without impacts. SSP results indicated significant higher muscle activity (p = 0.023 for the strikes with impact. WMDF results, on the other hand, indicated significant lower values (p = 0. 007 for the strikes with impact. SSP results presented higher sensitivity than rms to quantify important signal differences and, at the same time, presented lower inter-subject coefficient of variations. The result of increase in SSP values and decrease in WMDF may suggest better synchronization of motor units for the strikes with impact performed by the experienced Kung Fu practitioners

  10. Security and Emergency Management Division

    Federal Laboratory Consortium — Volpe's Security and Emergency Management Division identifies vulnerabilities, risks, and opportunities to improve the security of transportation systems, critical...

  11. Situational Awareness and Logistics Division

    Federal Laboratory Consortium — Volpe's Situational Awareness and Logistics Division researches, develops, implements, and analyzes advanced systems to protect, enhance, and ensure resilienceof the...

  12. Systems Safety and Engineering Division

    Federal Laboratory Consortium — Volpe's Systems Safety and Engineering Division conducts engineering, research, and analysis to improve transportation safety, capacity, and resiliency. We provide...

  13. Infrastructure Engineering and Deployment Division

    Federal Laboratory Consortium — Volpe's Infrastructure Engineering and Deployment Division advances transportation innovation by being leaders in infrastructure technology, including vehicles and...

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

    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...

  15. Negotiation Games

    Philipp Hoffmann

    2015-09-01

    Full Text Available Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.

  16. Game Changers

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers.......Den kreative industri er en statistisk kategori, der omfatter virksomheder, der beskæftiger sig med produktion af krea- tive produkter. Det kan være film, computerspil, grafisk de- sign etc. Men det er ikke nødvendigvis virksomheder, som er særligt kreative. Det, der er anliggendet her, er...

  17. Equivalence between quantum simultaneous games and quantum sequential games

    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...

  18. Introduction to game theory

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  19. Division of Analytical Chemistry, 1998

    Hansen, Elo Harald

    1999-01-01

    The article recounts the 1998 activities of the Division of Analytical Chemistry (DAC- formerly the Working Party on Analytical Chemistry, WPAC), which body is a division of the Federation of European Chemical Societies (FECS). Elo Harald Hansen is the Danish delegate, representing The Danish...... Chemical Society/The Society for Analytical Chemistry....

  20. Lightning Talks 2015: Theoretical Division

    Shlachter, Jack S. [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2015-11-25

    This document is a compilation of slides from a number of student presentations given to LANL Theoretical Division members. The subjects cover the range of activities of the Division, including plasma physics, environmental issues, materials research, bacterial resistance to antibiotics, and computational methods.

  1. Important projects of the Division

    2008-01-01

    In this chapter important projects of the Division for Radiation Safety, NPP Decommissioning and Radwaste Management of the VUJE, a. s. are presented. Division for Radiation Safety, NPP Decommissioning and Radwaste Management has successfully carried out variety of significant projects. The most significant projects that were realised, are implemented and possible future projects are introduced in the following part of presentation.

  2. E-Division activities report

    Barschall, H.H.

    1979-07-01

    This report describes some of the activities in E (Experimental Physics) Division during the past year. E-Division carries out research and development in areas related to the missions of the Laboratory. Many of the activities are in pure and applied atomic and nuclear physics. In addition, this report describes work on accelerators, radiation damage, microwaves, and plasma diagnostics

  3. Developmental control of cell division

    Boxem, M. (Mike)

    2002-01-01

    During development of multicellular organisms, cell divisions need to be coordinated with the developmental program of the entire organism. Although the mechanisms that drive cells through the division cycle are well understood, very little is known about the pathways that link extracellular signals

  4. Survey on nonlocal games and operator space theory

    Palazuelos, Carlos; Vidick, Thomas

    2016-01-01

    This review article is concerned with a recently uncovered connection between operator spaces, a noncommutative extension of Banach spaces, and quantum nonlocality, a striking phenomenon which underlies many of the applications of quantum mechanics to information theory, cryptography, and algorithms. Using the framework of nonlocal games, we relate measures of the nonlocality of quantum mechanics to certain norms in the Banach and operator space categories. We survey recent results that exploit this connection to derive large violations of Bell inequalities, study the complexity of the classical and quantum values of games and their relation to Grothendieck inequalities, and quantify the nonlocality of different classes of entangled states

  5. Survey on nonlocal games and operator space theory

    Palazuelos, Carlos, E-mail: cpalazue@mat.ucm.es [Instituto de Ciencias Matemáticas (ICMAT), Facultad de Ciencias Matemáticas, Universidad Complutense de Madrid, Madrid (Spain); Vidick, Thomas, E-mail: vidick@cms.caltech.edu [Department of Computing and Mathematical Sciences, California Institute of Technology, Pasadena, California 91125 (United States)

    2016-01-15

    This review article is concerned with a recently uncovered connection between operator spaces, a noncommutative extension of Banach spaces, and quantum nonlocality, a striking phenomenon which underlies many of the applications of quantum mechanics to information theory, cryptography, and algorithms. Using the framework of nonlocal games, we relate measures of the nonlocality of quantum mechanics to certain norms in the Banach and operator space categories. We survey recent results that exploit this connection to derive large violations of Bell inequalities, study the complexity of the classical and quantum values of games and their relation to Grothendieck inequalities, and quantify the nonlocality of different classes of entangled states.

  6. Muscle and Blood Metabolites during a Soccer Game: Implications for Sprint Performance

    Krustrup, Peter; Mohr, Magni; Steensberg, Adam

    2006-01-01

    Abstract: Purpose: To examine muscle and blood metabolites during soccer match play and relate it to possible changes in sprint performance. Methods: Thirty-one Danish fourth division players took part in three friendly games. Blood samples were collected frequently during the game, and muscle......, muscle pH, or total glycogen content. Conclusion: Sprint performance is reduced both temporarily during a game and at the end of a soccer game. The latter finding may be explained by low glycogen levels in individual muscle fibers. Blood lactate is a poor indicator of muscle lactate during soccer match...

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

    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?

  8. Pro Android Games

    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:

  9. What games do

    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....

  10. Introduction: Changing the Game

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted.......Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  11. Social Network Gaming Trends

    Michael Gathwright

    2010-01-01

    Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.

  12. Ageing and digital games

    Iversen, Sara Mosberg

    Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim...... of the book is to examine, analyse and discuss: 1) What older adults do with digital games and what meanings the use of digital games take on in the everyday life of older adults; 2) How older adults are perceived by society in relation to digital games; 3) How play and games can be used both...

  13. Quantum repeated games revisited

    Frąckiewicz, Piotr

    2012-01-01

    We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable. (paper)

  14. Competitive action video game players display rightward error bias during on-line video game play.

    Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria

    2017-09-12

    Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.

  15. Predicting timing of foot strike during running, independent of striking technique, using principal component analysis of joint angles.

    Osis, Sean T; Hettinga, Blayne A; Leitch, Jessica; Ferber, Reed

    2014-08-22

    As 3-dimensional (3D) motion-capture for clinical gait analysis continues to evolve, new methods must be developed to improve the detection of gait cycle events based on kinematic data. Recently, the application of principal component analysis (PCA) to gait data has shown promise in detecting important biomechanical features. Therefore, the purpose of this study was to define a new foot strike detection method for a continuum of striking techniques, by applying PCA to joint angle waveforms. In accordance with Newtonian mechanics, it was hypothesized that transient features in the sagittal-plane accelerations of the lower extremity would be linked with the impulsive application of force to the foot at foot strike. Kinematic and kinetic data from treadmill running were selected for 154 subjects, from a database of gait biomechanics. Ankle, knee and hip sagittal plane angular acceleration kinematic curves were chained together to form a row input to a PCA matrix. A linear polynomial was calculated based on PCA scores, and a 10-fold cross-validation was performed to evaluate prediction accuracy against gold-standard foot strike as determined by a 10 N rise in the vertical ground reaction force. Results show 89-94% of all predicted foot strikes were within 4 frames (20 ms) of the gold standard with the largest error being 28 ms. It is concluded that this new foot strike detection is an improvement on existing methods and can be applied regardless of whether the runner exhibits a rearfoot, midfoot, or forefoot strike pattern. Copyright © 2014 Elsevier Ltd. All rights reserved.

  16. Not Worth the Fuss after All? Cross-Sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth

    Ferguson, Christopher J.; Garza, Adolfo; Jerabeck, Jessica; Ramos, Raul; Galindo, Mariza

    2013-01-01

    The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on…

  17. Electric converters of electromagnetic strike machine with battery power

    Usanov, K. M.; Volgin, A. V.; Kargin, V. A.; Moiseev, A. P.; Chetverikov, E. A.

    2018-03-01

    At present, the application of pulse linear electromagnetic engines to drive strike machines for immersion of rod elements into the soil, strike drilling of shallow wells, dynamic probing of soils is recognized as quite effective. The pulse linear electromagnetic engine performs discrete consumption and conversion of electrical energy into mechanical work. Pulse dosing of a stream transmitted by the battery source to the pulse linear electromagnetic engine of the energy is provided by the electrical converter. The electric converters with the control of an electromagnetic strike machine as functions of time and armature movement, which form the unipolar supply pulses of voltage and current necessary for the normal operation of a pulse linear electromagnetic engine, are proposed. Electric converters are stable in operation, implement the necessary range of output parameters control determined by the technological process conditions, have noise immunity and automatic disconnection of power supply in emergency modes.

  18. VARIATION OF STRIKE INCENTIVES WITH DAMAGE PREFERENCES; FINAL

    G. CANAVAN

    2001-01-01

    For START III level forces, strike allocations and magnitudes vary little with L, but first strike costs vary directly with L, which means that for K reflecting a preference for the survival of high value targets over their destruction and a preference for high value over military targets, the costs of action are far greater than those of inaction for a wide range of values of damage preference L. Thus, if both sides have much greater preferences for the survival of their high value targets than for military targets or destruction, they do not see a net incentive to strike, and crises are terminated by inaction. Recent decades suggest strong preferences for the survival of high value and that this has contributed to the lack of direct conflict during that period

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

    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...

  20. The effect of traditional games and ordinary games on manipulative skills development in educable mental retarded boys

    hamid reza Gheiji

    2014-03-01

    Full Text Available Background : Manipulative skills are one of the fundamental skills subtitles which is used in most of daily and sports activities. The aim of this study was to compare the effect of traditional games and ordinary games on manipulative skills development in 8-10 years old Gorgan boys with educable mental retardation. Materials and Methods: Personal information was evaluated by the researcher made questionnaire and children's intelligence by the Wechsler test. Also, manipulative skills were assessed by the Test of Gross Motor Development- edition 2 (TGMD-2 in pre-test. Then, participants were distributed into two groups traditional games (n=15 and ordinary games (n=15 randomly. Post-test of TGMD-2 were done from two groups after 8 weeks training (3 sessions per week and 45 min for each session. Data analyzes was done by independent t-test, paired t-test and variance analysis with repeated measurement in a significant rate (α= 0.05. Results: The two groups showed significant improvements in manipulation skills, but the improvement of traditional games group was significantly more than ordinary games group in all of measured manipulating skills (throwing, catching, kicking, striking, dribbling , rolling a ball (p<0.05. Conclusion: It can be said, selected traditional games could be an appropriate program for the manipulative skills development of children.

  1. Gaias Game

    Niklas Schrape

    2014-09-01

    Full Text Available James Lovelock’s vision of Earth as a living cybernetic system is popular again. The surprising new preacher of Gaia is Bruno Latour. He uses the concept to refer to a holistic understanding of Earth, in which mankind is situated as integral part. Gaia becomes the catalyst and fundament for his philosophical attempt to design a new believe-system in the time of ecological crisis. But the concept of Gaia is characterised by a tension between the idea of a powerful but indifferent nature and a grandiose vision of total control over it. This tension reveals itself to be deeply rooted in cybernetic thought. It is not only apparent in Lovelock’s own writing, but also in simulation programs based on the Gaia hypothesis such as the Daisyworld model and the computer game “SimEarth: The Living Planet” (1991. The article will distinguish Lovelock’s from Latour’s concept of Gaia and relate them to first- and second order cybernetics as well as to two different approaches to computer simulation: system dynamics and cellular automata.

  2. Joint stiffness and running economy during imposed forefoot strike before and after a long run in rearfoot strike runners.

    Melcher, Daniel A; Paquette, Max R; Schilling, Brian K; Bloomer, Richard J

    2017-12-01

    Research has focused on the effects of acute strike pattern modifications on lower extremity joint stiffness and running economy (RE). Strike pattern modifications on running biomechanics have mostly been studied while runners complete short running bouts. This study examined the effects of an imposed forefoot strike (FFS) on RE and ankle and knee joint stiffness before and after a long run in habitual rearfoot strike (RFS) runners. Joint kinetics and RE were collected before and after a long run. Sagittal joint kinetics were computed from kinematic and ground reaction force data that were collected during over-ground running trials in 13 male runners. RE was measured during treadmill running. Knee flexion range of motion, knee extensor moment and ankle joint stiffness were lower while plantarflexor moment and knee joint stiffness were greater during imposed FFS compared with RFS. The long run did not influence the difference in ankle and knee joint stiffness between strike patterns. Runners were more economical during RFS than imposed FFS and RE was not influenced by the long run. These findings suggest that using a FFS pattern towards the end of a long run may not be mechanically or metabolically beneficial for well-trained male RFS runners.

  3. Exact Algorithms for Solving Stochastic Games

    Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels

    2012-01-01

    Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....

  4. [Force-feeding of hunger-striking prisoners].

    Glick, Shimon

    2014-09-01

    In contrast to the position of the World Medical Association and the Ethics Council of the Israel Medical Association, the author argues for forced-feeding of hunger-striking prisoners when their condition reaches a stage of danger of death or permanent injury. This position is based on the priority of human life over autonomy, and of a communitarian ethic. This position is supported by a District Court decision ordering the feeding of a hunger-striking prisoner, by a Supreme Court decision imposing surgery on a non-consenting prisoner, and in line with Israel's Patient's Right Law.

  5. MORE THAN A LABOR DISPUTE: THE PATCO STRIKE OF 1981

    Paul L. Butterworth

    2005-01-01

    Full Text Available On August 3, 1981, 13,000 air traffic controllers walked off the job. Under US law, the strike was illegal. President Ronald Reagan ordered the strikers as a group to return to work; when they did not, he ordered individual strikers to return, and again they refused. Two days later the president fired the strikers. Reagan's action transformed relations between organized labor and American management, and created the worst turbulence to hit the American airways in recent history. “More Than a Labor Dispute” examines the work stoppage and aftermath through the eyes of two controllers and a pilot, all of whom worked during the strike.

  6. Remarkable rates of lightning strike mortality in Malawi.

    Mulder, Monique Borgerhoff; Msalu, Lameck; Caro, Tim; Salerno, Jonathan

    2012-01-01

    Livingstone's second mission site on the shore of Lake Malawi suffers very high rates of consequential lightning strikes. Comprehensive interviewing of victims and their relatives in seven Traditional Authorities in Nkhata Bay District, Malawi revealed that the annual rate of consequential strikes was 419/million, more than six times higher than that in other developing countries; the rate of deaths from lightning was 84/million/year, 5.4 times greater than the highest ever recorded. These remarkable figures reveal that lightning constitutes a significant stochastic source of mortality with potential life history consequences, but it should not deflect attention away from the more prominent causes of mortality in this rural area.

  7. 2017 Air Force Global Strike Command Innovation and Technology Symposium

    2017-11-15

    and technological changes that may have occurred within American society and therefore may have different expectations, motivations and values...Participate in a discussion on hypersonic technology as a national imperative and what are government, industry and academia doing to accelerate this...USAF Deputy Chief, Weapons Requirements Division HAF/A5RW Mr. Robert B. Addis Defense Technologies Engineering Division, Lawrence Livermore National

  8. Stinging Insect Matching Game

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  9. Polymorphic Evolutionary Games.

    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.

  10. Game development with Swift

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  11. Big Game Reporting Stations

    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...

  12. Designing an Educational Game

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  13. Games in Science Education

    Magnussen, Rikke

    2014-01-01

    , 2007). Some of these newer formats are developed in partnerships between research and education institutions and game developers and are based on learning theory as well as game design methods. Games well suited for creating narrative framework or simulations where students gain first-hand experience......This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt...

  14. Design Games to Learn

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  15. Serious Games Network

    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.

  16. Robot Games for Elderly

    Hansen, Søren Tranberg

    2011-01-01

    improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...

  17. Quantum signaling game

    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)

  18. Play the Tuberculosis Game

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  19. Scientific Equipment Division - Overview

    Halik, J.

    2001-01-01

    Full text: The Scientific Equipment Division consists of the Design Group and the Mechanical Workshop. The activity of the Division includes the following: - designing of devices and equipment for experiments in physics, their mechanical construction and assembly. In particular, there are vacuum chambers and installations for HV and UHV; - maintenance and upgrading of the existing installations and equipment in our Institute; - participation of our engineers and technicians in design works, equipment assembly and maintenance for experiments in foreign laboratories. The Design Group is equipped with PC-computers and AutoCAD graphic software (release 2000 and Mechanical Desktop 4.0) and a AO plotter, what allows us to make drawings and 2- and 3-dimensional mechanical documentation to the world standards. The Mechanical Workshop can offer a wide range of machining and treatment methods with satisfactory tolerances and surface quality. It offers the following possibilities: - turning - cylindrical elements of a length up to 2000 mm and a diameter up to 400 mm, and also disc-type elements of a diameter up to 600 mm and a length not exceeding 300 mm; - milling - elements of length up to 1000 mm and gear wheels of diameter up to 300 mm; - grinding - flat surfaces of dimensions up to 300 mm x 1000 mm and cylindrical elements of a diameter up to 200 mm and a length up to 800 mm; - drilling - holes of a diameter up to 50 mm; - welding - electrical and gas welding, including TIG vacuum-tight welding; - soft and hard soldering; - mechanical works including precision engineering; - plastics treatment - machining and polishing using diamond milling, modelling, lamination of various shapes and materials, including plexiglas, scintillators and light-guides; - painting - paint spraying with possibility of using furnace-fred drier of internal dimensions of 800 mm x 800 mm x 800 mm. Our workshop posses CNC milling machine which can be used for machining of work-pieces up to 500 kg

  20. 77 FR 40586 - Coastal Programs Division

    2012-07-10

    ... DEPARTMENT OF COMMERCE National Oceanic and Atmospheric Administration Coastal Programs Division AGENCY: Coastal Programs Division, Office of Ocean and Coastal Resource Management, National Ocean.... FOR FURTHER INFORMATION CONTACT: Kerry Kehoe, Coastal Programs Division (NORM/3), Office of Ocean and...

  1. Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.

    Rosa, Rita L; Ridgers, Nicola D; Barnett, Lisa M

    2013-12-01

    This article presents a direct observational tool for assessing children's body movements and movement skills during active video games. The Observation Tool of Active Gaming and Movement (OTGAM) was informed by the Test of Gross Motor Development-2. 18 elementary school children (12 boys, 6 girls; M age = 6.1 yr., SD = 0.9) were observed during Nintendo Wii game play. Using the OTAGM, researchers were able to capture and quantify the children's body movements and movement skills during active play of video games. Furthermore, the OTAGM captured specific components of object control skills: strike, throw, and roll. Game designers, health promotion practitioners, and researchers could use this information to enhance children's physical activity and movement skills.

  2. Physics division annual report 2006.

    Glover, J.; Physics

    2008-02-28

    This report highlights the activities of the Physics Division of Argonne National Laboratory in 2006. The Division's programs include the operation as a national user facility of ATLAS, the Argonne Tandem Linear Accelerator System, research in nuclear structure and reactions, nuclear astrophysics, nuclear theory, investigations in medium-energy nuclear physics as well as research and development in accelerator technology. The mission of nuclear physics is to understand the origin, evolution and structure of baryonic matter in the universe--the core of matter, the fuel of stars, and the basic constituent of life itself. The Division's research focuses on innovative new ways to address this mission.

  3. Quantum game theory

    Stohler, Michael Lehman

    2002-01-01

    Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.

  4. Storytelling in serious games

    Kampa, Antonia; Haake, Susanne; Burelli, Paolo

    2015-01-01

    This chapter about storytelling and interactivity in storytelling first explains on various serious games examples foundations of storytelling. Then storytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling...... is presented including example experiences, authoring tools and challenges in the field combined with examples of serious games. This chapter closes concluding with open storytelling challenges and opportunities in serious games development and recommending further literature on the subject....

  5. Cooperative Trust Games

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  6. COMPUTER GAMES AND EDUCATION

    Sukhov, Anton

    2018-01-01

    This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...

  7. In-game marketing

    Neuheisl, Lukáš

    2017-01-01

    The bachelor's thesis is dedicated to the in-game marketing: marketing in digital games. Apart from usual mechanics, such as microtransactions, monthly membership payments, paid downloadable content or in-game advertising this thesis describes the game as a marketing tool and problems related to cybersecurity and persuasive microtransactions. The theoretical part contains recent and distinctive examples of described mechanics. The thesis also contains the evaluation of the questionnaire resea...

  8. Computer games addiction

    Nejepínský, Adam

    2010-01-01

    This bachelor thesis deals with the problem of computer games addiction. The attention is paid mainly to on-line games for more players. The purpose of this thesis was to describe this problem and to check - through questionnaire investigation - if the addiction to computer games and the impacts connected with the games really deserve excessive experts and laics attention. The thesis has two parts -- theoretical and practical ones. The theoretical part describes the possibilities of diagnosin...

  9. Convex Interval Games

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

    2008-01-01

    In this paper, convex interval games are introduced and some characterizations are given. Some economic situations leading to convex interval games are discussed. The Weber set and the Shapley value are defined for a suitable class of interval games and their relations with the interval core for

  10. German War Gaming

    2012-07-01

    This game became known as ajedrez in Spanish, xadres in Portuguese, and zatrikion in Greek. The game was introduced to Western Europe generally by...six companies, one or two cavalry squadrons, and a quarter or a half of a battery.59 A large game en - compassed the tactical exercise of forces up

  11. Protective Behavior in Games

    Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.

    1996-01-01

    This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as a refinement tool.

  12. Playing the Cell Game.

    Madrazo, Gerry M., Jr.; Wood, Carol A.

    1980-01-01

    Discusses the use of games to facilitate learning scientific concepts and principles. Describes the Cell Game, which simulates plant and animal cells; the Energy Quest, which requires players to buy property that generates largest amounts of electricity; the Blood Flow Game, which illustrates circulation of blood through the human body. (CS)

  13. Being a Game Changer

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  14. An Extended Duopoly Game.

    Eckalbar, John C.

    2002-01-01

    Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…

  15. Protective Behavior in Games

    Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.

    1996-01-01

    This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as

  16. Games and Platform Decisions

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  17. Online Strategy Games.

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  18. Dynamic Gaming Platform (DGP)

    2009-04-01

    GAMING PLATFORM (DGP) Lockheed Martin Corporation...YYYY) APR 09 2. REPORT TYPE Final 3. DATES COVERED (From - To) Jul 07 – Mar 09 4. TITLE AND SUBTITLE DYNAMIC GAMING PLATFORM (DGP) 5a...CMU Carnegie Mellon University DGP Dynamic Gaming Platform GA Genetic Algorithm IARPA Intelligence Advanced Research Projects Activity LM ATL Lockheed Martin Advanced Technology Laboratories PAINT ProActive INTelligence

  19. Implementing Game Cinematography

    Burelli, Paolo

    2015-01-01

    Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and anim...

  20. Semantic Game Worlds

    Tutenel, T.

    2012-01-01

    The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different

  1. GameSalad essentials

    DeQuadros, Miguel

    2015-01-01

    If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.

  2. Learning Mathematics through Games

    Gough, John

    2015-01-01

    When considering the use of games for teaching mathematics, educators should distinguish between an "activity" and a "game". Gough (1999) states that "A 'game' needs to have two or more players, who take turns, each competing to achieve a 'winning' situation of some kind, each able to exercise some choice about how to move…

  3. Understanding Video Games

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...

  4. Game theory in philosophy

    de Bruin, B.P.

    2005-01-01

    Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals

  5. Brain Games for Babies.

    Silberg, Jackie

    2001-01-01

    Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)

  6. Educational Games for Learning

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  7. The Game Experience Questionnaire

    IJsselsteijn, W.A.; de Kort, Y.A.W.; Poels, K.

    2013-01-01

    This document contains the English version of the Game Experience Questionnaire. The development and testing of the Game Experience Questionnaire is described in project Deliverable 3.3. The Game Experience Questionnaire has a modular structure and consists of : 1. The core questionnaire 2. The

  8. Game Literacy, Gaming Cultures and Media Education

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  9. Designing Game Analytics For A City-Builder Game

    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...

  10. Torts Liability for Strike Action and Third Party Rights.

    Raday, Frances

    1979-01-01

    Studies the nature of the torts liability incurred in strikes and the extent of existing immunities bestowed on strikers and their organizers, and explores the principles that should govern liability and immunity. Available from Israel Law Review Association, c/o Faculty of Law, Hebrew University of Jerusalem, Mount Scopus, P.O.B. 24100, Jerusalem…

  11. EDITORIAL Plagiarism - time to strike at the epidemic

    admin

    Plagiarism - time to strike at the epidemic. Lukman Yusuf1, Abraham Aseffa2. We live in a globalized world where information is instantly shared across continents. The number of biomedical journals available for reference is quite enormous and there is a sudden huge surge of free open access journals in the last few years ...

  12. Analysis of the effects of frequent strikes on academic performance ...

    The history of Academic Staff Union of Universities (ASUU)'s strike can be traced back to 1978, the period of the beginning of the decline in the oil boom, when the country faced the consequences of the failure by its rulers to use the oil wealth to generate production and a social welfare system. Military dictatorship had ...

  13. When the Corporate Storm Strikes the Academy: Faculty Response Required

    DeBoy, James L.

    2015-01-01

    When the corporate storm strikes the academy, faculty must be willing and able to repel administrative assaults upon academic freedom, shared governance, and tenure. This paper will describe the on-going clash between administrators who embrace the corporate mindset and faculty who cherish traditions of shared governance and collegial…

  14. Force, reaction time, and precision of Kung Fu strikes.

    Neto, Osmar Pinto; Bolander, Richard; Pacheco, Marcos Tadeu Tavares; Bir, Cynthia

    2009-08-01

    The goal was to compare values of force, precision, and reaction time of several martial arts punches and palm strikes performed by advanced and intermediate Kung Fu practitioners, both men and women. 13 Kung Fu practitioners, 10 men and three women, participated. Only the men, three advanced and seven intermediate, were considered for comparisons between levels. Reaction time values were obtained using two high speed cameras that recorded each strike at 2500 Hz. Force of impact was measured by a load cell. For comparisons of groups, force data were normalized by participant's body mass and height. Precision of the strikes was determined by a high speed pressure sensor. The results show that palm strikes were stronger than punches. Women in the study presented, on average, lower values of reaction time and force but higher values of precision than men. Advanced participants presented higher forces than intermediate participants. Significant negative correlations between the values of force and precision and the values of force and reaction time were also found.

  15. Striking Inside Angola with 32 Battalion | Scheepers | Scientia ...

    Scientia Militaria: South African Journal of Military Studies. Journal Home · ABOUT THIS JOURNAL · Advanced Search · Current Issue · Archives · Journal Home > Vol 42, No 1 (2014) >. Log in or Register to get access to full text downloads. Username, Password, Remember me, or Register. Striking Inside Angola with 32 ...

  16. Assemblage of strike-slip faults and tectonic extension and ...

    12

    the formation, evolution and distribution of these strike-slip faults have important. 80 ...... function of coal-derived gas study for natural gas industry development in China; .... Bohai-Zhangjiakou seismotectonic zone based on 3D visco-elastic ...

  17. Population Games, Stable Games, and Passivity

    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. Computers in Nuclear Physics Division

    Kowalczyk, M.; Tarasiuk, J.; Srebrny, J.

    1997-01-01

    Improving of the computer equipment in Nuclear Physics Division is described. It include: new computer equipment and hardware upgrading, software developing, new programs for computer booting and modernization of data acquisition systems

  19. Division 1137 property control system

    Pastor, D.J.

    1982-01-01

    An automated data processing property control system was developed by Mobile and Remote Range Division 1137. This report describes the operation of the system and examines ways of using it in operational planning and control.

  20. E-Division activities report

    Barschall, H.H.

    1984-07-01

    E (Experimental Physics) Division carries out basic and applied research in atomic and nuclear physics, in materials science, and in other areas related to the missions of the Laboratory. Some of the activities are cooperative efforts with other divisions of the Laboratory, and, in a few cases, with other laboratories. Many of the experiments are directly applicable to problems in weapons and energy, some have only potential applied uses, and others are in pure physics. This report presents abstracts of papers published by E (Experimental Physics) Division staff members between July 1983 and June 1984. In addition, it lists the members of the scientific staff of the division, including visitors and students, and some of the assignments of staff members on scientific committees. A brief summary of the budget is included

  1. E-Division activities report

    Barschall, H.H.

    1981-07-01

    This report describes some of the activities in E (Experimental Physics) Division during the past year. E-Division carries out research and development in areas related to the missions of the Laboratory. Many of the activities are in pure and applied atomic and nuclear physics and in material science. In addition this report describes work on accelerators, microwaves, plasma diagnostics, determination of atmospheric oxygen and of nitrogen in tissue

  2. Management of patients during hunger strike and refeeding phase.

    Eichelberger, M; Joray, M L; Perrig, M; Bodmer, M; Stanga, Z

    2014-01-01

    Hunger strikers resuming nutritional intake may develop a life-threatening refeeding syndrome (RFS). Consequently, hunger strikers represent a core challenge for the medical staff. The objective of the study was to test the effectiveness and safety of evidence-based recommendations for prevention and management of RFS during the refeeding phase. This was a retrospective, observational data analysis of 37 consecutive, unselected cases of prisoners on a hunger strike during a 5-y period. The sample consisted of 37 cases representing 33 individual patients. In seven cases (18.9%), the hunger strike was continued during the hospital stay, in 16 episodes (43.2%) cessation of the hunger strike occurred immediately after admission to the security ward, and in 14 episodes (37.9%) during hospital stay. In the refeed cases (n = 30), nutritional replenishment occurred orally, and in 25 (83.3%) micronutrients substitutions were made based on the recommendations. The gradual refeeding with fluid restriction occurred over 10 d. Uncomplicated dyselectrolytemia was documented in 12 cases (40%) within the refeeding phase. One case (3.3%) presented bilateral ankle edemas as a clinical manifestation of moderate RFS. Intensive medical treatment was not necessary and none of the patients died. Seven episodes of continued hunger strike were observed during the entire hospital stay without medical complications. Our data suggested that seriousness and rate of medical complications during the refeeding phase can be kept at a minimum in a hunger strike population. This study supported use of recommendations to optimize risk management and to improve treatment quality and patient safety in this vulnerable population. Copyright © 2014 Elsevier Inc. All rights reserved.

  3. Learn Grammar in Games

    孟静

    2007-01-01

    Grammar learning has often been regarded as a structure based activity .Grammar games which are worth paying attention to and implementing in the classroom can help learner to learn and recall a grammar material in a pleasant, entertaining way and motivate learners,promote the communicative competence and generate the fluency. In this essay, the author compares the use of games in learning grammar with some traditional techniques for grammar presentation and revision, in order to find the advantages of using games. Also the author discusses how to choose appropriate games and when to use games.

  4. Clockwork game design

    Burgun, Keith

    2015-01-01

    Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe

  5. Serious games: design and development

    Barbosa, André Filipe Santos

    2011-01-01

    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...

  6. Shapley's value for fuzzy games

    Raúl Alvarado Sibaja

    2009-02-01

    Full Text Available This is the continuation of a previous article titled "Fuzzy Games", where I defined a new type of games based on the Multilinear extensions f, of characteristic functions and most of standard theorems for cooperative games also hold for this new type of games: The fuzzy games. Now we give some other properties and the extension of the definition of Shapley¨s Value for Fuzzy Games Keywords: game theory, fuzzy sets, multiattribute decisions.

  7. Implications of Incessant Strike Actions on the Implementation of Technical Education Programme in Nigeria

    Adavbiele, J. A.

    2015-01-01

    This paper was designed to x-ray the implications of incessant strike actions on the implementation of Technical education programme in Nigeria. The paper took an exploratory view on the concept of strike actions in Nigeria with particular references on notable strike actions that have occurred in Nigeria. The types of strike were explained and…

  8. Simulation gaming in nursing education.

    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.

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

    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

  10. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    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.

  11. Minority Games

    Metzler, R

    2005-01-01

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the behaviour of the MG when

  12. Sex, Lies and Video Games

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  13. 77 FR 5566 - Indian Gaming

    2012-02-03

    ... up to 900 gaming devices, any banking or percentage card games, and any devices or games authorized... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal--State Class III Gaming Compact Taking Effect. SUMMARY: This publishes...

  14. Division of Stress and Wildlife Ecology FY-1985 highlights

    Anon.

    1985-01-01

    The major objective of the Division is to examine the influences of natural and man-made stressors on plant and animal populations and communities, primarily in southeastern ecosystems. Special attention is given to understanding the ecology and life history of wildlife populations, particularly those native to the SRP. The research programs are ultimately designed to assess the responses of populations and communities to various perturbations, but emphasis is placed on basic ecological studies that establish the solid foundation of information necessary to conduct applied research. Specific studies have looked at the availability and utilization of habitat types by various species. Biomass and reproduction studies on different vertebrate species have yielded comparative information on variation between populations in different geographic regions. Research on the endangered species that occur on the SRP has provided background data necessary to allow SREL scientists to recommend control and mitigation measures for the American alligator and wood stork. Investigations of waterfowl utilization patterns in reactor-affected and unaffected aquatic habitats on the SRP have yielded valuable information on the effects of reactor operations on these game species. Electrophoretic and morphological measurements have been made on a number of the local vertebrate species in addressing problems in genetics and population dynamics. Special emphasis has been placed on the actual or potential effects of reactor operations on fish, including larval fish in riverine swamp systems, and on several game and non-game species of reptiles and mammals

  15. Technical activities, 1990: Surface Science Division

    Powell, C.J.

    1991-05-01

    The report summarizes technical activities and accomplishments of the NIST Surface Science Division during Fiscal Year 1990. Overviews are presented of the Division and of its three constituent groups: Surface Dynamical Processes, Thin Films and Interfaces, and Surface Spectroscopies and Standards. These overviews are followed by reports of selected technical accomplishments during the year. A summary is given of Division outputs and interactions that includes lists of publications, talks, committee assignments, seminars (including both Division seminars and Interface Science seminars arranged through the Division), conferences organized, and a standard reference material certified. Finally, lists are given of Division staff and of guest scientists who have worked in the Division during the past year

  16. Light-induced bird strikes on vessels in Southwest Greenland

    Merkel, Flemming Ravn; Johansen, Kasper Lambert

    2011-01-01

    Light-induced bird strikes are known to occur when vessels navigate during darkness in icy waters using powerful searchlight. In Southwest Greenland, which is important internationally for wintering seabirds, we collected reports of incidents of bird strikes over 2–3 winters (2006–2009) from navy...... vessels, cargo vessels and trawlers (total n = 19). Forty-one incidents were reported: mainly close to land (birds were reported killed in a single incident. All occurred between 5 p.m. and 6 a.m. and significantly more birds were involved when...... visibility was poor (snow) rather than moderate or good. Among five seabird species reported, the common eider (Somateria mollissima) accounted for 95% of the bird casualties. Based on spatial analyses of data on vessel traffic intensity and common eider density we are able to predict areas with high risk...

  17. Triggered lightning strikes to aircraft and natural intracloud discharges

    Mazur, Vladislav

    1989-01-01

    The physical model of Mazur (1989) for triggering lightning strikes by aircraft was used to interpret the initiation of intracloud flashes observed by the French UHF-VHF interferometric system. It is shown that both the intracloud discharges and airplane-triggered lightning strikes were initiated by simultaneous bidirectional development of the negative stepped leader and the positive leader-continous current process. However, the negative stepped leader phase in triggered flashes is of shorter duration (tens of milliseconds), than that in intracloud flashes (usually hundreds of milliseconds). This is considered to be due to the fact that, on the aircraft there is a single initiation process, versus the numerous initiation processes that occur inside the cloud.

  18. Precarious Playbour: Modders and the Digital Games Industry

    Julian Kücklich

    2005-01-01

    Full Text Available Computer game modification, or "modding", is an important part of gaming culture as well as an increasingly important source of value for the games industry. The example of Counter-Strike, originally a modification of the first-person shooter Half-Life, and subsequently sold as a stand-alone product for Xbox and PC, shows that "mods" can not only increase the shelf-life of the games industry's products, but also inject a shot of much-needed innovation into an industry seemingly unable to afford taking commercial risks.Modders, however, are rarely remunerated for taking the risks the industry itself shuns. While successful modders, such as Counter-Strike's creator, Minh Le, enjoy a celebrity status that enables them to find employment in the games industry, many modders are either uninterested or unable to translate the social capital gained through modding into gainful employment. The precarious status of modding as a form of unpaid labour is veiled by the perception of modding as a leisure activity, or simply as an extension of play. This draws attention to the fact that in the entertainment industries, the relationship between work and play is changing, leading, as it were, to a hybrid form of "playbour".The following paper analyses the relationship between the modding community and the games industry from a political economy perspective, without disregarding the pleasures and rewards individual modders may derive from their work. Within this context, the questions of whether modders can be regarded in terms of a "dispersed multitude", and how the power that comes with this status can be realised more fully, deserve special attention. At the same time, this paper seeks to gain insight into the changing relationship between work and play in the creative industries, and the ideological ramifications of this change.

  19. Concept of a Conducting Composite Material for Lightning Strike Protection

    Katunin A.; Krukiewicz K.; Herega A.; Catalanotti G.

    2016-01-01

    The paper focuses on development of a multifunctional material which allows conducting of electrical current and simultaneously holds mechanical properties of a polymeric composite. Such material could be applied for exterior fuselage elements of an aircraft in order to minimize damage occurring during lightning strikes. The concept introduced in this paper is presented from the points of view of various scientific disciplines including materials science, chemistry, structural physics and mec...

  20. 2018 NDIA Precision Strike Annual Review (PSAR-18)

    2018-03-20

    Planning Agenda as of 9 MAR 18 Ginny Sniegon: 703-575-6653 PRECISION STRIKE ANNUAL REVIEW (PSAR-18) 20 MARCH 2018...Ginny Sniegon PSA Programs Vice-Chair: Captain David “Jumbo” Baird, USN Annual Review Chair: Kurt Chankaya Congressional & William J. Perry...0745 PSA ANNUAL REVIEW WELCOME: Ken Masson—PSA Chairman 0755 PSAR-18 OPENING REMARKS: Kurt Chankaya—PSAR-18 Event Chair 0800 CONGRESSIONAL

  1. Oscillation thresholds for "striking outwards" reeds coupled to a resonator

    Silva , Fabrice; Kergomard , Jean; Vergez , Christophe

    2007-01-01

    International audience; This paper considers a "striking outwards" reed coupled to a resonator. This expression, due to Helmholtz, is not discussed here : it corresponds to the most common model of a lip-type valve, when the valve is assumed to be a one degree of freedom oscillator. The presented work is an extension of the works done by Wilson and Beavers (1974), Tarnopolsky (2000). The range of the playing frequencies is investigated. The first results are analytical : when no losses are pr...

  2. F-35 Joint Strike Fighter: Preliminary Observations on Program Progress

    2016-03-23

    current fighter aircraft. The cost of extending the lives of current fighter aircraft and acquiring other major weapon systems, while continuing to... Norway . Ongoing Manufacturing and Reliability Progress Continue Page 12 GAO-16-489T rework, and repair costs have remained steady over...Program Progress Why GAO Did This Study With estimated acquisition costs of nearly $400 billion, the F-35 Joint Strike Fighter—also known as the

  3. Foot strike pattern in children during shod-unshod running.

    Latorre Román, Pedro Ángel; Balboa, Fernando Redondo; Pinillos, Felipe García

    2017-10-01

    The purpose of this study was to determine the foot strike patterns (FSPs) and neutral support (no INV/EVE and no foot rotation) in children, as well as to determine the influence of shod/unshod conditions and sex. A total of 713 children, aged 6 to 16 years, participated in this study (Age=10.28±2.71years, body mass index [BMI]=19.70±3.91kg/m 2 , 302 girls and 411 boys). A sagittal and frontal-plane video (240Hz) was recorded using a high-speed camcorder, to record the following variables: rearfoot strike (RFS), midfoot strike (MFS), forefoot strike (FFS), inversion/eversion (INV/EVE) and foot rotation on initial contact. RFS prevalence was similar between boys and girls in both shod and unshod conditions. In the unshod condition there was a significant reduction (p<0.001) of RFS prevalence both in boys (shod condition=83.95% vs. 62.65% unshod condition) and in girls (shod condition=87.85% vs. 62.70% unshod condition). No significant differences were found in INV/EVE and foot rotation between sex groups. In the unshod condition there was a significant increase (p<0.001) of neutral support (no INV/EVE) both in boys (shod condition=12.55% vs. 22.22% unshod condition) and in girls (shod condition=17.9% vs. 28.15% unshod condition). In addition, in the unshod condition there is a significant reduction (p<0.001) of neutral support (no foot rotation) both in boys (shod condition=21.55% vs. 11.10% unshod condition) and in girls (shod condition=21.05% vs. 11.95% unshod condition). In children, RFS prevalence is lower than adult's population. Additionally, barefoot running reduced the prevalence of RFS and INV/EVE, however increased foot rotation. Copyright © 2017 Elsevier B.V. All rights reserved.

  4. Simulating Bird Strike on Aircraft Composite Wing Leading Edge.

    Ericsson, Max

    2012-01-01

    In this master thesis project the possibility to model the response of a wing when subjected to bird strike using finite elements is analyzed. Since this transient event lasts only a few milliseconds the used solution method is explicit time integration. The wing is manufactured using carbon fiber laminate. Carbon fiber laminates have orthotropic material properties with different stiffness in different directions. Accordingly, there are damage mechanisms not considered when using metal that ...

  5. Active strike-slip faulting in El Salvador, Central America

    Corti, Giacomo; Carminati, Eugenio; Mazzarini, Francesco; Oziel Garcia, Marvyn

    2005-12-01

    Several major earthquakes have affected El Salvador, Central America, during the Past 100 yr as a consequence of oblique subduction of the Cocos plate under the Caribbean plate, which is partitioned between trench-orthogonal compression and strike-slip deformation parallel to the volcanic arc. Focal mechanisms and the distribution of the most destructive earthquakes, together with geomorphologic evidence, suggest that this transcurrent component of motion may be accommodated by a major strike-slip fault (El Salvador fault zone). We present field geological, structural, and geomorphological data collected in central El Salvador that allow the constraint of the kinematics and the Quaternary activity of this major seismogenic strike-slip fault system. Data suggest that the El Salvador fault zone consists of at least two main ˜E-W fault segments (San Vicente and Berlin segments), with associated secondary synthetic (WNW-ESE) and antithetic (NNW-SSE) Riedel shears and NW-SE tensional structures. The two main fault segments overlap in a dextral en echelon style with the formation of an intervening pull-apart basin. Our original geological and geomorphologic data suggest a late Pleistocene Holocene slip rate of ˜11 mm/yr along the Berlin segment, in contrast with low historical seismicity. The kinematics and rates of deformation suggested by our new data are consistent with models involving slip partitioning during oblique subduction, and support the notion that a trench-parallel component of motion between the Caribbean and Cocos plates is concentrated along E-W dextral strike-slip faults parallel to the volcanic arc.

  6. Back translation reliability of TEOSQ in team game, individual game ...

    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.

  7. Rearfoot striking runners are more economical than midfoot strikers.

    Ogueta-Alday, Ana; Rodríguez-Marroyo, José Antonio; García-López, Juan

    2014-03-01

    This study aimed to analyze the influence of foot strike pattern on running economy and biomechanical characteristics in subelite runners with a similar performance level. Twenty subelite long-distance runners participated and were divided into two groups according to their foot strike pattern: rearfoot (RF, n = 10) and midfoot (MF, n = 10) strikers. Anthropometric characteristics were measured (height, body mass, body mass index, skinfolds, circumferences, and lengths); physiological (VO2max, anaerobic threshold, and running economy) and biomechanical characteristics (contact and flight times, step rate, and step length) were registered during both incremental and submaximal tests on a treadmill. There were no significant intergroup differences in anthropometrics, VO2max, or anaerobic threshold measures. RF strikers were 5.4%, 9.3%, and 5.0% more economical than MF at submaximal speeds (11, 13, and 15 km·h respectively, although the difference was not significant at 15 km·h, P = 0.07). Step rate and step length were not different between groups, but RF showed longer contact time (P Foot strike pattern affected both contact and flight times, which may explain the differences in running economy.

  8. Striking dynamics and kinetic properties of boxing and MMA gloves

    Benjamin Lee

    2014-08-01

    Full Text Available With the growing popularity of Mixed Martial Arts (MMA as a competitive sport, questions regarding the dynamic response and properties of MMA gloves arise. High-energy impacts from punches are very similar to boxing yet MMA competition requires the use of 4 oz fingerless glove, compared to the larger full enclosure boxing glove. This work assessed the kinetic properties and strike dynamics of MMA gloves and compared findings with traditional boxing gloves. Gloves mounted on a molded fist were impacted repetitively on an instrumental anvil designed for impact, over a 5 hour period resulting in 10,000 continuous and consistent strikes. Kinetic data from impacts were sampled at the beginning of the data collection and subsequently every 30 minutes (every 1,000 strikes. MMA gloves produced 4-5 times greater peak force and 5 times faster load rate compared to the boxing glove. However, MMA gloves also showed signs of material fatigue, with peak force increasing by 35% and rate of loading increasing by 60% over the duration of the test. Boxing glove characteristics did deteriorate but to a lesser extent. In summary, the kinetic properties of MMA glove differed substantially from the boxing glove resulting in impacts characterized by higher peak forces and more rapid development of force. Material properties including stiffness and thickness play a role in the kinetic characteristics upon impact, and can be inferred to alter injury mechanisms of blunt force trauma.

  9. Game Analytics for Game User Research, Part 1

    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...

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

    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 ...

  11. The Olympic Games as reflection conditions of development Ancient Greek civilization in Hellenism period

    Kasianenko Ol'ga Gennadievna

    2009-02-01

    Full Text Available The author has realized the historical analysis of the Olympic Games at consideration the conditions of Ancient Greek civilization development in Hellenism period. Had presented the division into the periodization of Greek civilization development in which had learned a major changes in the world-view of Hellenes under the A. Macedonian influence, notably: professionalization of sport and gradual fading of ideals, making basis of olympism, and also Christianity following late which results in the decline of the Olympic Games.

  12. Minority Games

    Metzler, R [Institut fuer Theoretische Physik, Universitaet Wuerzburg, Am Hubland, D-97074 Wuerzburg (Germany)

    2005-02-25

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the

  13. Combinatorial optimization games

    Deng, X. [York Univ., North York, Ontario (Canada); Ibaraki, Toshihide; Nagamochi, Hiroshi [Kyoto Univ. (Japan)

    1997-06-01

    We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic and complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.

  14. Learning via Game Design

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...

  15. Archetypal Game Recommender Systems

    Sifa, Rafet; Bauckhage, C.; Drachen, Anders

    2014-01-01

    Contemporary users (players, consumers) of digital games have thousands of products to choose from, which makes nding games that t their interests challenging. Towards addressing this challenge, in this paper two dierent formulations of Archetypal Analysis for Top-L recommender tasks using implicit...... feedback are presented: factor- and neighborhood-oriented models. These form the rst application of rec- ommender systems to digital games. Both models are tested on a dataset of 500,000 users of the game distribution platform Steam, covering game ownership and playtime data across more than 3000 games....... Compared to four other recommender models (nearest neighbor, two popularity mod- els, random baseline), the archetype based models provide the highest recall rates showing that Archetypal Analysis can be successfully applied for Top-L recommendation purposes...

  16. Game theory, alive

    Karlin, Anna R

    2016-01-01

    This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields, such as computer science, economics, social choice, biology, and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. Game theory's influence is felt in a wide range of disciplines, and the authors deliver masterfully on the challenge of presenting both the breadth and coherence of its underlying ...

  17. An Adaptive Robot Game

    Hansen, Søren Tranberg; Svenstrup, Mikael; Dalgaard, Lars

    2010-01-01

    The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal is to im......The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal...... is to improve the mental and physical state of the user by playing a physical game with the robot. Ideally, a robot game should be simple to learn but difficult to master, providing an appropriate degree of challenge for players with different skills. In order to achieve that, the robot should be able to adapt...

  18. Context effects in games

    Ivo Vlaev

    2007-12-01

    Full Text Available We report an experiment exploring sequential context effects on strategy choices in one-shot Prisoner's Dilemma (PD game. Rapoport and Chammah (1965 have shown that some PDs are cooperative and lead to high cooperation rate, whereas others are uncooperative. Participants played very cooperative and very uncooperative games, against anonymous partners. The order in which these games were played affected their cooperation rate by producing perceptual contrast, which appeared only between the trials, but not between two separate sequences of games. These findings suggest that people may not have stable perceptions of absolute cooperativeness. Instead, they judge the cooperativeness of each fresh game only in relation to the previous game. The observed effects suggest that the principles underlying judgments about highly abstract magnitudes such as cooperativeness may be similar to principles governing the perception of sensory magnitudes.

  19. Concerned with computer games

    Chimiri, Niklas Alexander; Andersen, Mads Lund; Jensen, Tine

    2018-01-01

    In this chapter, we focus on a particular matter of concern within computer gaming practices: the concern of being or not being a gamer. This matter of concern emerged from within our collective investigations of gaming practices across various age groups. The empirical material under scrutiny...... was generated across a multiplicity of research projects, predominantly conducted in Denmark. The question of being versus not being a gamer, we argue, exemplifies interesting enactments of how computer game players become both concerned with and concerned about their gaming practices. As a collective...... of researchers writing from the field of psychology and inspired by neo-materialist theories, we are particularly concerned with (human) subjectivity and processes of social and subjective becoming. Our empirical examples show that conerns/worries about computer games and being engaged with computer game...

  20. Quantum correlation games

    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

  1. Reactor Engineering Division annual report

    Hirota, Jitsuya; Asaoka, Takumi; Suzuki, Tomoo; Mitani, Hiroshi; Akino, Fujiyoshi

    1977-09-01

    Research activities in the Division of Reactor Engineering in fiscal 1976 are described. Works of the division concern mainly the development of multi-purpose Very High Temperature Gas Cooled Reactor, fusion reactor engineering, and the development of Liquid Metal Fast Breeder Reactor in Power Reactor and Nuclear Fuel Development Corporation. Contents of the report are nuclear data and group constants, theoretical method and code development, integral experiment and analysis, shielding, heat transfer and fluid dynamics, reactor and nuclear instrumentation, dynamics analysis and control method development, fusion reactor technology, and activities of the Committee on Reactor Physics. (auth.)

  2. Reactor Engineering Division annual report

    1980-09-01

    Research activities in the Division of Reactor Engineering in fiscal 1979 are described. The work of the Division is closely related to development of multi-purpose Very High Temperature Gas Cooled Reactor and fusion reactor, and development of Liquid Metal Fast Breeder Reactor carried out by Power Reactor and Nuclear Fuel Development Corporation. Contents of the report are achievements in fields such as nuclear data and group constants, theoretical method and code development, integral experiment and analysis, shielding, reactor and nuclear instrumentation, reactor control and diagnosis, and fusion reactor technology, and activities of the Committees on Reactor Physics and on Decomissioning of Nuclear Facilities. (author)

  3. Reactor Engineering Division annual report

    1978-10-01

    Research activities in the Division of Reactor Engineering in fiscal 1977 are described. Works of the Division are development of multi-purpose Very High Temperature Gas Cooled Reactor, fusion reactor engineering, and development of Liquid Metal Fast Breeder Reactor for Power Reactor and Nuclear Fuel Development Corporation. Contents of the report are nuclear data and group constants, theoretical method and code development, integral experiment and analysis, shielding, heat transfer and fluid dynamics, reactor and nuclear instrumentation, dynamics analysis and control method development, fusion reactor technology, and Committee on Reactor Physics. (Author)

  4. Reactor Engineering Division annual report

    1976-09-01

    Research activities conducted in Reactor Engineering Division in fiscal 1975 are summarized in this report. Works in the division are closely related to the development of multi-purpose High-temperature Gas Cooled Reactor, the development of Liquid Metal Fast Breeder Reactor by Power Reactor and Nuclear Fuel Development Corporation, and engineering research of thermonuclear fusion reactor. Many achievements are described concerning nuclear data and group constants, theoretical method and code development, integral experiment and analysis, shielding, heat transfer and fluid dynamics, reactor and nuclear instrumentation, dynamics analysis and control method development, fusion reactor technology and activities of the Committee on Reactor Physics. (auth.)

  5. Reactor Engineering Division annual report

    Matsuura, Shojiro; Nakahara, Yasuaki; Takano, Hideki

    1982-09-01

    Research and development activities in the Division of Reactor Engineering in fiscal 1981 are described. The work of the Division is closely related to development of multipurpose Very High Temperature Gas Cooled Reactor and fusion reactor, and development of Liquid Metal Fast Breeder Reactor carried out by Power Reactor and Nuclear Fuel Development Corporation. Contents of the report are achievements in fields such as nuclear data and group constants, theoretical method and code development, integral experiment and analysis, shielding, reactor and nuclear instrumentation, reactor control and diagnosis, and fusion reactor technology, and activities of the Committee on Reactor Physics. (author)

  6. Reactor Engineering Division annual report

    1975-11-01

    Research activities in fiscal 1974 in Reactor Engineering Division of eight laboratories and computing center are described. Works in the division are closely related with the development of a multi-purpose High-temperature Gas Cooled Reactor, the development of a Liquid Metal Fast Breeder Reactor in Power Reactor and Nuclear Fuel Development Corporation, and engineering of thermonuclear fusion reactors. They cover nuclear data and group constants, theoretical method and code development, integral experiment and analysis, shielding, heat transfer and fluid dynamics, reactor and nuclear instrumentation, dynamics analysis and control method development, fusion reactor technology and aspects of the computing center. (auth.)

  7. Play the Blood Typing Game

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game 28 September 2017 The mission based game ...

  8. Quantum games with decoherence

    Flitney, A P; Abbott, D

    2005-01-01

    A protocol for considering decoherence in quantum games is presented. Results for two-player, two-strategy quantum games subject to decoherence are derived and some specific examples are given. Decoherence in other types of quantum games is also considered. As expected, the advantage that a quantum player achieves over a player restricted to classical strategies is diminished for increasing decoherence but only vanishes in the limit of maximum decoherence

  9. Video Design Games

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  10. Games and Creativity Learning

    Henriksen, Thomas Duus

    2006-01-01

    Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....

  11. Predictive Game Theory

    Wolpert, David H.

    2005-01-01

    Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.

  12. Game-based telerehabilitation.

    Lange, B; Flynn, Sheryl M; Rizzo, A A

    2009-03-01

    This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.

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

    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.

  14. Healthy Gaming – Video Game Design to promote Health

    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

  15. A Narrative Theory of Games

    Aarseth, Espen

    2012-01-01

    In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...

  16. Mobile Game Probes

    Borup Lynggaard, Aviaja

    2006-01-01

    This paper will examine how probes can be useful for game designers in the preliminary phases of a design process. The work is based upon a case study concerning pervasive mobile phone games where Mobile Game Probes have emerged from the project. The new probes are aimed towards a specific target...... group and the goal is to specify the probes so they will cover the most relevant areas for our project. The Mobile Game Probes generated many interesting results and new issues occurred, since the probes came to be dynamic and favorable for the process in new ways....

  17. Validation of Serious Games

    Katinka van der Kooij

    2015-09-01

    Full Text Available The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of serious games we need a framework that can connect properties of serious game design to the factors that influence the quality of quantitative research outcomes. The Persuasive Game Design model [1] is particularly suitable for this aim as it encompasses the full circle from game design to behavioral change effects on the user. We therefore use this model to connect game design features, such as the gamification method and the intended transfer effect, to factors that determine the conclusion validity of an RCT. In this paper we will apply this model to develop guidelines for setting up validation methods for serious games. This way, we offer game designers and researchers handles on how to develop tailor-made validation methods.

  18. Advances in Dynamic Games

    Breton, Michele

    2011-01-01

    This book focuses on various aspects of dynamic game theory, presenting state-of-the-art research and serving as a testament to the vitality and growth of the field of dynamic games and their applications. The selected contributions, written by experts in their respective disciplines, are outgrowths of presentations originally given at the 13th International Symposium of Dynamic Games and Applications held in WrocACaw. The book covers a variety of topics, ranging from theoretical developments in game theory and algorithmic methods to applications, examples, and analysis in fields as varied as

  19. Deterministic Graphical Games Revisited

    Andersson, Klas Olof Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2012-01-01

    Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...

  20. Pro Android games

    Nardone, Massimo

    2016-01-01

    Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in e

  1. Game user experience evaluation

    Bernhaupt, Regina

    2015-01-01

    Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi

  2. Digital Experience: Serious Games

    2006-01-01

    hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  3. Anger, fear and games

    Mortensen, Torill

    2016-01-01

    The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also...... can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the victims, the sense of victimization among the participants, and how it may have been provoked by the long-standing, general disregard of games...... the image of game culture as mainly a culture of isolated consumption...

  4. Game, Player, Ethics

    Vila, Miguel Angel Sicart

    2005-01-01

    turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....

  5. Action Investment Energy Games

    Larsen, Kim Guldstrand; Laursen, Simon; Srba, Jiri

    2012-01-01

    We introduce the formalism of action investment energy games where we study the trade-off between investments limited by given budgets and resource constrained (energy) behavior of the underlying system. More specifically, we consider energy games extended with costs of enabling actions and fixed...... budgets for each player. We ask the question whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins the resulting energy game. We study the action investment energy game for energy intervals with both upper and lower bounds, and with a lower bound only, and give...

  6. Categorizing Video Game Audio

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.......This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...

  7. Works of Game

    Sharp, John

    and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games...... and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including...

  8. Challenges of serious games

    B. Fernández-Manjón

    2015-11-01

    Full Text Available Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have to be approached so that the use of this kind of games can be widespread. These challenges are classified in three main dimensions: socio-cultural, educational and technological. Once the challenges are identified, some possible measures are suggested to address or reduce these problems so that the use of educational games may be widespread.

  9. Division of Information Technology - Overview

    Szlachciak, J.

    2007-01-01

    I have a great pleasure to introduce the youngest division in our Institute, namely the Division of Information Technology. The division was created in 2005, but this is the first time when it reports its activities. The main purpose of creation was a better management of al IT activities in different departments, lowering IT costs and increase security over all computer systems used be the Institute. Although we have started with small human resources, we have received a big support from other departments. Special thanks go to the Department of Detectors and Nuclear Electronics. Our division handles many service-oriented activities. In daily work we answer many IT-related questions and deliver our help in order to solve hardware and software problems. The style of our work can be described as a result-oriented one. Here is the list of our biggest achievements: · construction of the server room; · implementation of two electronic bank systems; · development of the dynamic hardware and software inventory system; · development of the Scientific Activity Database. (author)

  10. Nuclear Physics division progress report

    Lees, E.W.; Longworth, G.; Scofield, C.J.

    1981-07-01

    Work undertaken by the Nuclear Physics Division of AERE, Harwell during 1980 is presented under the headings: (1) Nuclear Data and Technology for Nuclear Power. (2) Nuclear Studies. (3) Applications of Nuclear and Associated Techniques. (4) Accelerator Operation, Maintenance and Development. Reports, publications and conference papers presented during the period are given and members of staff listed. (U.K.)

  11. Nuclear Physics Division progress report

    West, D.; Cookson, J.A.; Findlay, D.J.S.

    1984-06-01

    The 1983 progress report of the Nuclear Physics Division, UKAEA Harwell, is divided into four main topics. These are a) nuclear data and technology for nuclear power; b) nuclear studies; c) applications of nuclear and associated techniques, including ion beam techniques and moessbauer spectroscopy; and d) accelerator operation, maintenance and development. (U.K.)

  12. Environmental Transport Division: 1979 report

    Murphy, C.E. Jr.; Schubert, J.F.; Bowman, W.W.; Adams, S.E.

    1980-03-01

    During 1979, the Environmental Transport Division (ETD) of the Savannah River Laboratory conducted atmospheric, terrestrial, aquatic, and marine studies, which are described in a series of articles. Separate abstracts were prepared for each. Publications written about the 1979 research are listed at the end of the report.

  13. Home | Division of Cancer Prevention

    Our Research The Division of Cancer Prevention (DCP) conducts and supports research to determine a person's risk of cancer and to find ways to reduce the risk. This knowledge is critical to making progress against cancer because risk varies over the lifespan as genetic and epigenetic changes can transform healthy tissue into cancer. |

  14. Environmental Transport Division: 1979 report

    Murphy, C.E. Jr.; Schubert, J.F.; Bowman, W.W.; Adams, S.E.

    1980-03-01

    During 1979, the Environmental Transport Division (ETD) of the Savannah River Laboratory conducted atmospheric, terrestrial, aquatic, and marine studies, which are described in a series of articles. Separate abstracts were prepared for each. Publications written about the 1979 research are listed at the end of the report

  15. The effects of preferred and non-preferred running strike patterns on tissue vibration properties.

    Enders, Hendrik; von Tscharner, Vinzenz; Nigg, Benno M

    2014-03-01

    To characterize soft tissue vibrations during running with a preferred and a non-preferred strike pattern in shoes and barefoot. Cross-sectional study. Participants ran at 3.5 m s(-1) on a treadmill in shoes and barefoot using a rearfoot and a forefoot strike for each footwear condition. The preferred strike patterns for the subjects were a rearfoot strike and a forefoot strike for shod and barefoot running, respectively. Vibrations were recorded with an accelerometer overlying the belly of the medial gastrocnemius. Thirteen non-linearly scaled wavelets were used for the analysis. Damping was calculated as the overall decay of power in the acceleration signal post ground contact. A higher damping coefficient indicates higher damping capacities of the soft tissue. The shod rearfoot strike showed a 93% lower damping coefficient than the shod forefoot strike (pforefoot strike showed a trend toward a lower damping coefficient compared to a barefoot rearfoot strike. Running barefoot with a forefoot strike resulted in a significantly lower damping coefficient than a forefoot strike when wearing shoes (pstrike showed lower damping compared to a barefoot rearfoot strike (p<0.001). While rearfoot striking showed lower vibration frequencies in shod and barefoot running, it did not consistently result in lower damping coefficients. This study showed that the use of a preferred movement resulted in lower damping coefficients of running related soft tissue vibrations. Copyright © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  16. Is the foot striking pattern more important than barefoot or shod conditions in running?

    Shih, Yo; Lin, Kuan-Lun; Shiang, Tzyy-Yuang

    2013-07-01

    People have advocated barefoot running, claiming that it is better suited to human nature. Humans usually run barefoot using a forefoot strike and run shod using a heel strike. The striking pattern was thought to be a key factor that contributes to the benefit of barefoot running. The purpose of this study is to use scientific data to prove that the striking pattern is more important than barefoot or shod conditions for runners on running injuries prevention. Twelve habitually male shod runners were recruited to run under four varying conditions: barefoot running with a forefoot strike, barefoot running with a heel strike, shod running with a forefoot strike, and shod running with a heel strike. Kinetic and kinematic data and electromyography signals were recorded during the experiments. The results showed that the lower extremity can gain more compliance when running with a forefoot strike. Habitually shod runners can gain more shock absorption by changing the striking pattern to a forefoot strike when running with shoes and barefoot conditions. Habitually shod runners may be subject to injuries more easily when they run barefoot while maintaining their heel strike pattern. Higher muscle activity in the gastrocnemius was observed when running with a forefoot strike, which may imply a greater training load on the muscle and a tendency for injury. Copyright © 2013 Elsevier B.V. All rights reserved.

  17. Patellofemoral joint stress during running with alterations in foot strike pattern.

    Vannatta, Charles Nathan; Kernozek, Thomas W

    2015-05-01

    This study aimed to quantify differences in patellofemoral joint stress that may occur when healthy runners alter their foot strike pattern from their habitual rearfoot strike to a forefoot strike to gain insight on the potential etiology and treatment methods of patellofemoral pain. Sixteen healthy female runners completed 20 running trials in a controlled laboratory setting under rearfoot strike and forefoot strike conditions. Kinetic and kinematic data were used to drive a static optimization technique to estimate individual muscle forces to input into a model of the patellofemoral joint to estimate joint stress during running. Peak patellofemoral joint stress and the stress-time integral over stance phase decreased by 27% and 12%, respectively, in the forefoot strike condition (P forefoot strike condition (P forefoot strike (P forefoot strike condition (P strike pattern to a forefoot strike results in consistent reductions in patellofemoral joint stress independent of changes in step length. Thus, implementation of forefoot strike training programs may be warranted in the treatment of runners with patellofemoral pain. However, it is suggested that the transition to a forefoot strike pattern should be completed in a graduated manner.

  18. Global Strike 2035: Considerations for Enabling Effective Command and Control

    2012-02-16

    reach places .1 Broadly grouped under the moniker Global Strike,2 this family-of-systems capability should mature by 2035 leading to the realization of...and] ‘micro-actors with massive impact,’…[combine] with new technology and new or transfigured ways of war, but the old threats also remain and have...as the Joint Time-Sensitive Targets Manager (JTSTM),38 “operators and analysts [could] access the same dynamic common operating picture…to provide

  19. Principles Governing the Mechanics and Control of Snake Strikes

    2015-06-26

    small, potentially evasive target with an impact sufficient for prey capture but without 1. REPORT DATE (DD-MM-YYYY) 4. TITLE AND SUBTITLE 13...strike a small, potentially evasive target with an impact sufficient for prey capture but without damaging their lightly-built skull. Although the...p o rt io n o f To ta l M as s Segment Number Boa/Python Mean Colubrid Mean Viper Mean Figure 3 – Proportion of body mass in each of 10 equal-length

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

    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...

  1. Fabrication of Games and Learning

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

    2015-01-01

    The concept of Game based learning has proven to have many possibilities for supporting better learning outcomes, when using educational or commercial games in the classroom. However, there is also a great potential in using game development as a motivator in several other kinds of learning...... scenarios. Using game development as an approach for including game based learning in various educations has become more accessible due to more user friendly game development tools and systems. This study will thus focus on an exploration on how game development motivates students and what they learn when...... creating games. We exemplify the potential of using game fabrication as a learning environment with the investigation of a game production, which involved over 25 students across semesters. In order to investigate students’ experiences during this purposive game production, we set up an experiment where...

  2. Foundations of game theory noncooperative games

    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...

  3. The effects of video game playing on attention, memory, and executive control.

    Boot, Walter R; Kramer, Arthur F; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele

    2008-11-01

    Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.

  4. The Work Ethic Game.

    Nelson, Kate

    1992-01-01

    Describes the development of "The Work Ethic Game" that focuses on integrity in the workplace. Explains that the game is divided into three categories: legal, judgment, and policy issues. Discusses different personality types in the typical employee population. Includes possibilities for use at different education levels. (DK)

  5. Mean field games

    Gomes, Diogo A.

    2014-01-06

    In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.

  6. D N GAME

    Home; Journals; Bulletin of Materials Science. D N GAME. Articles written in Bulletin of Materials Science. Volume 40 Issue 7 December 2017 pp 1441-1445. Microwave-assisted synthesis and photoluminescence properties of ZnS:Pb 2 + nanophosphor for solid-state lighting · D N GAME C B PALAN N B INGALE S K ...

  7. Unity multiplayer games

    Stagner, Alan

    2013-01-01

    An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

  8. Non-Cooperative Games

    van Damme, E.E.C.

    2014-01-01

    We describe non-cooperative 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

  9. Games for learning

    Slussareff, Michaela; Braad, Eelco; Wilkinson, Philip; Strååt, Björn; Dörner, Ralf; Göbel, Stefan; Kickmeier-Rust, Michael; Masuch, Maic; Zweig, Katharina

    This chapter discusses educational aspects and possibilities of serious games. For researchers as well as game designers we describe key learning theories to ground their work in theoretical framework. We draw on recent metareviews to offer an exhaustive inventory of known learning and affective

  10. Game Theory .net.

    Shor, Mikhael

    2003-01-01

    States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…

  11. Social Interactions and Games

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  12. Dances and Games.

    Hansen, Karen

    1991-01-01

    Presents guidelines for teaching students about African culture via dances and games and for developing related activities to expand student learning experiences. Student activity pages describe how to do the Ghana national dance and how to play Mankala, a popular African game. (SM)

  13. Games Uniforms Unveiled

    Linda

    2008-01-01

    The uniforms for Beijing Olympics’ workers, technical staff and volunteers have been unveiled to mark the 200-day countdown to the Games. The uniforms feature the key element of the clouds of promise and will be in three colors:red for Beijing Olympic Games Committee staff, blue

  14. Law-Abiding Games

    2006-01-01

    Beijing has begun work on laws and regulations to guarantee the smooth operation of the 2008 Olympics One of the major tasks for Beijing as host of the 2008 Olympic Games is to establish regulations and laws to govern the preparations for and conduct of the Games. Thus, on April 10 the Olympic Legislation Coordinating

  15. Gaming and Gamification

    Mallon, Melissa

    2013-01-01

    The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…

  16. Mixed Reality Games

    Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory

    2015-01-01

    The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…

  17. The Education Game.

    Lubar, David

    1982-01-01

    Four programs are reviewed: Crossword Magic, Master Type, The Vocabulary Baseball Game, and Meet the Presidents. The major innovations highlighted by the products selected are the ways the creators turned learning into a game. It is noted that whether this approach is desirable is for the individual teacher to decide. (MP)

  18. Games and childhood obesity

    Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...

  19. Great Games That Disappeared

    Rauschenbach, James; Swartz, Daniel R.

    2016-01-01

    Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…

  20. The Chinese House Game.

    Lee, James R.

    1989-01-01

    Discussion of the use of simulations to teach international relations (IR) highlights the Chinese House Game, a computer-based decision-making game based on Inter Nation Simulation (INS). Topics discussed include the increasing role of artificial intelligence in IR simulations, multi-disciplinary approaches, and the direction of IR as a…

  1. Skill Games for Mathematics.

    Corle, Clyde G.

    This guide is to assist teachers with motivational ideas for teaching elementary school mathematics. The items included are a wide variety of games (paper and pencil, verbal, and physical), jingles, contests, teaching devices, and thought provoking exercises. Suggestions for selection of mathematical games are offered. The devices are used to…

  2. Alternate Reality Games

    Kristiansen, Erik

    2014-01-01

    and collective intelligence. How. The method includes directions for idea generation, site exploration, how to write the narrative, design of the player experience, design of challenges and how to run and monitor the game. In addition several tools are suggested in order to facilitate the process. Urban games...

  3. Mean field games

    Gomes, Diogo A.

    2014-01-01

    In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.

  4. Game programming gems

    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...

  5. Appeal of playing online First Person Shooter Games.

    Jansz, Jeroen; Tanis, Martin

    2007-02-01

    First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.

  6. Game Learning Analytics: Learning Analytics for Serious Games

    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

  7. The role of trade union organization in solving labor disputes and strikes in Vietnam

    Nguen T.H.

    2017-01-01

    Full Text Available the article describes the role of the trade union organization in solving labor disputes and strikes and the legal basis of the role of trade union organization in solving labor disputes and strikes in Vietnam.

  8. Designing the Object Game

    Filip, Diane; Lindegaard, Hanne

    2016-01-01

    The Object Game is an exploratory design game and an experiment of developing a tangible object that can spark dialogue and retrospection between collaborative partners and act as a boundary object. The objective of this article is to show and elaborate on the development of the Object Game......, and to provide case examples of the game in action. The Object Game has two parts – Story-building and Co-rating of objects – with the aim of stimulating a collaborative reflection on knowledge sharing with different objects. In Story-building, the participants visualize their knowledge sharing process...... these facilitated knowledge transfer, knowledge exchange, knowledge generation, and knowledge integration. The participants collaborative reflected on their use of different objects for knowledge sharing and learn which objects have been effective (and which have not been effective) in their collaborative...

  9. Inviting Grief into Games

    Harrer, Sabine; Schoenau-Fog, Henrik

    2015-01-01

    facilitation process with Jocoi. It will trace key moments in moving from kick-off workshop to the final game. Finally, the ensuing discussion will highlight learnings for a broader understanding of introducing diversity into games. The question of appropriateness seems to be of particular importance for game......This paper investigates how designers might initiate a dialogue with underrepresented groups, infusing design with individuals’ personal stories and imaginations. It does so alongside the example of Jocoi, a game aiming at mediating the experience of loss and grief over a dead baby. Apart from...... being a taboo subject in general, there is no explanation for the absence of this fairly common experience in games. Drawing on the emotional worlds and tastes of individuals identifying as bereft parents, Jocoi involved a collaboration with an Austrian self-help group for affected parents. The stories...

  10. Problem Based Game Design

    Reng, Lars; Schoenau-Fog, Henrik

    2011-01-01

    At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various ...... projects and how they learn to analyse, design, and develop for innovation by using it. We will present various cases to exemplify the approach and focus on how the method engages students and aspires for innovation in digital entertainment and games.......At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various...

  11. Taking Design Games Seriously

    Eriksen, Mette Agger; Brandt, Eva; Mattelmäki, Tuuli

    2014-01-01

    Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we...... will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from...... Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participation, and opening up for or hindering negotiations and decision-making, thus starting...

  12. A game for space

    Häuplik-Meusburger, Sandra; Aguzzi, Manuela; Peldszus, Regina

    2010-02-01

    As countermeasure to heavy workloads or monotony, astronauts have drawn on leisure activities imported from Earth or invented in situ. Aside from consumption of media, physical exercise, Earth observation, communication with ground or crew and the practising of instruments, also games play an important role. With a few exceptions, the emphasis, however, lies on virtual games and software applications. A review of play activities in orbit and their benefits to date suggests a need for additional recreational opportunities. In response, an interactive strategy game for use in microgravity is presented that relies on interlocking sphere-shaped game pieces in order to make the most of the kinetic and sensory potential of reduced gravity conditions. Aside from the play value and aesthetics of this reconfigurable modular game structure, the activity may help maintain and enhance manual dexterity, mental alertness and sociability amongst the crew. The design solution and prototype are presented and needs for further research and development are outlined.

  13. Clustering Game Behavior Data

    Bauckhage, C.; Drachen, Anders; Sifa, Rafet

    2015-01-01

    of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...... scientists and present a review and tutorial focusing on the application of clustering techniques to mine behavioral game data. Several algorithms are reviewed and examples of their application shown. Key topics such as feature normalization are discussed and open problems in the context of game analytics...

  14. THE EFFECT OF STEP RATE MANIPULATION ON FOOT STRIKE PATTERN OF LONG DISTANCE RUNNERS.

    Allen, Darrell J; Heisler, Hollie; Mooney, Jennifer; Kring, Richard

    2016-02-01

    Running gait retraining to change foot strike pattern in runners from a heel strike pattern to a non heel- strike pattern has been shown to reduce impact forces and may help to reduce running related injuries. Step rate manipulation above preferred is known to help decrease step length, foot inclination angle, and vertical mass excursion, but has not yet been evaluated as a method to change foot strike pattern. The purpose of this study was to investigate the effect of step rate manipulation on foot strike pattern in shod recreational runners who run with a heel strike pattern. A secondary purpose was to describe the effect of step rate manipulation at specific percentages above preferred on foot inclination angle at initial contact. Forty volunteer runners, who were self-reported heel strikers and had a weekly running mileage of at least 10 miles, were recruited. Runners were confirmed to be heel strikers during the warm up period on the treadmill. The subject's step rate was determined at their preferred running pace. A metronome was used to increase step rate above the preferred step rate by 5%, 10% and 15%. 2D video motion analysis was utilized to determine foot strike pattern and to measure foot inclination angle at initial contact for each step rate condition. There was a statistically significant change in foot strike pattern from a heel strike pattern to a mid-foot or forefoot strike pattern at both 10% and 15% step rates above preferred. Seven of the 40 subjects (17.5%) changed from a heel- strike pattern to a non- heel strike pattern at +10% and 12 of the 40 subjects (30%) changed to a non-heel strike pattern at +15%. Mean foot inclination angle at initial contact showed a statistically significant change (reduction) as step rate increased. Step rate manipulation of 10% or greater may be enough to change foot strike pattern from a heel strike to a mid-foot or forefoot strike pattern in a small percentage of recreational runners who run in traditional

  15. Onset of aseismic creep on major strike-slip faults

    Ç akir, Ziyadin; Ergintav, Semih; Ö zener, Haluk; Doǧan, Uǧur; Akoglu, Ahmet; Meghraoui, Mustapha; Reilinger, Robert E.

    2012-01-01

    Time series analysis of spaceborne synthetic aperture radar (SAR) data, GPS measurements, and fi eld observations reveal that the central section of the Izmit (Turkey) fault that slipped with a supershear rupture velocity in the A.D. 1999, Mw7.4, Izmit earthquake began creeping aseismically following the earthquake. Rapid initial postseismic afterslip decayed logarithmically with time and appears to have reached a steady rate comparable to the preearthquake full fault-crossing rate, suggesting that it may continue for decades and possibly until late in the earthquake cycle. If confi rmed by future monitoring, these observations identify postseismic afterslip as a mechanism for initiating creep behavior along strike-slip faults. Long-term afterslip and/or creep has signifi cant implications for earthquake cycle models, recurrence intervals of large earthquakes, and accordingly, seismic hazard estimation along mature strike-slip faults, in particular for Istanbul which is believed to lie adjacent to a seismic gap along the North Anatolian fault in the Sea of Marmara. © 2012 Geological Society of America.

  16. Onset of aseismic creep on major strike-slip faults

    Çakir, Ziyadin

    2012-10-02

    Time series analysis of spaceborne synthetic aperture radar (SAR) data, GPS measurements, and fi eld observations reveal that the central section of the Izmit (Turkey) fault that slipped with a supershear rupture velocity in the A.D. 1999, Mw7.4, Izmit earthquake began creeping aseismically following the earthquake. Rapid initial postseismic afterslip decayed logarithmically with time and appears to have reached a steady rate comparable to the preearthquake full fault-crossing rate, suggesting that it may continue for decades and possibly until late in the earthquake cycle. If confi rmed by future monitoring, these observations identify postseismic afterslip as a mechanism for initiating creep behavior along strike-slip faults. Long-term afterslip and/or creep has signifi cant implications for earthquake cycle models, recurrence intervals of large earthquakes, and accordingly, seismic hazard estimation along mature strike-slip faults, in particular for Istanbul which is believed to lie adjacent to a seismic gap along the North Anatolian fault in the Sea of Marmara. © 2012 Geological Society of America.

  17. PSpice Model of Lightning Strike to a Steel Reinforced Structure

    Koone, Neil; Condren, Brian

    2003-01-01

    Surges and arcs from lightning can pose hazards to personnel and sensitive equipment, and processes. Steel reinforcement in structures can act as a Faraday cage mitigating lightning effects. Knowing a structure's response to a lightning strike allows hazards associated with lightning to be analyzed. A model of lightning's response in a steel reinforced structure has been developed using PSpice (a commercial circuit simulation). Segments of rebar are modeled as inductors and resistors in series. A program has been written to take architectural information of a steel reinforced structure and 'build' a circuit network that is analogous to the network of reinforcement in a facility. A severe current waveform (simulating a 99th percentile lightning strike), modeled as a current source, is introduced in the circuit network, and potential differences within the structure are determined using PSpice. A visual three-dimensional model of the facility displays the voltage distribution across the structure using color to indicate the potential difference relative to the floor. Clear air arcing distances can be calculated from the voltage distribution using a conservative value for the dielectric breakdown strength of air. Potential validation tests for the model will be presented

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

    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. Industrial ecology Prosperity Game{trademark}

    Beck, D.; Boyack, K.; Berman, M.

    1998-03-01

    Industrial ecology (IE) is an emerging scientific field that views industrial activities and the environment as an interactive whole. The IE approach simultaneously optimizes activities with respect to cost, performance, and environmental impact. Industrial Ecology provides a dynamic systems-based framework that enables management of human activity on a sustainable basis by: minimizing energy and materials usage; insuring acceptable quality of life for people; minimizing the ecological impact of human activity to levels that natural systems can sustain; and maintaining the economic viability of systems for industry, trade and commerce. Industrial ecology applies systems science to industrial systems, defining the system boundary to incorporate the natural world. Its overall goal is to optimize industrial activities within the constraints imposed by ecological viability, globally and locally. In this context, Industrial systems applies not just to private sector manufacturing and services but also to government operations, including provision of infrastructure. Sandia conducted its seventeenth Prosperity Game{trademark} on May 23--25, 1997, at the Hyatt Dulles Hotel in Herndon, Virginia. The primary sponsors of the event were Sandia National Laboratories and Los Alamos National Laboratory, who were interested in using the format of a Prosperity Game to address some of the issues surrounding Industrial Ecology. Honorary game sponsors were: The National Science Foundation; the Committee on Environmental Improvement, American Chemical Society; the Industrial and Engineering Chemistry Division, American Chemical Society; the US EPA--The Smart Growth Network, Office of Policy Development; and the US DOE-Center of Excellence for Sustainable Development.

  20. Defining and Leveraging Game Qualities for Serious Games

    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.

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

    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

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

    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.

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

    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.

  4. Modeling and Generating Strategy Games Mechanics

    Mahlmann, Tobias

    of the game is, how players may manipulate the game world, etc. We present the Strategy Games Description Language (SGDL), a tree-based approach to model the game mechanics of strategy games. SGDL allows game designers to rapid prototype their game ideas with the help of our customisable game engine. We...... their games to individual players’ preferences by creating game content adaptively to how the player plays (and likes) a game. W we extend the notion of “procedural game content generation” by “game mechanics”. Game mechanics herein refer to the way that objects in a game may interact, what the goal...... present several example games to demonstrate the capabilities of the language and how to model common strategy game elements. Furthermore, we present methods to procedurally generate and evaluate game mechanics modelled in SGDL in terms of enjoyability. We argue that an evolutionary process can be used...

  5. Fusion energy division computer systems network

    Hammons, C.E.

    1980-12-01

    The Fusion Energy Division of the Oak Ridge National Laboratory (ORNL) operated by Union Carbide Corporation Nuclear Division (UCC-ND) is primarily involved in the investigation of problems related to the use of controlled thermonuclear fusion as an energy source. The Fusion Energy Division supports investigations of experimental fusion devices and related fusion theory. This memo provides a brief overview of the computing environment in the Fusion Energy Division and the computing support provided to the experimental effort and theory research

  6. Health, Safety, and Environment Division

    Wade, C [comp.

    1992-01-01

    The primary responsibility of the Health, Safety, and Environmental (HSE) Division at the Los Alamos National Laboratory is to provide comprehensive occupational health and safety programs, waste processing, and environmental protection. These activities are designed to protect the worker, the public, and the environment. Meeting these responsibilities requires expertise in many disciplines, including radiation protection, industrial hygiene, safety, occupational medicine, environmental science and engineering, analytical chemistry, epidemiology, and waste management. New and challenging health, safety, and environmental problems occasionally arise from the diverse research and development work of the Laboratory, and research programs in HSE Division often stem from these applied needs. These programs continue but are also extended, as needed, to study specific problems for the Department of Energy. The results of these programs help develop better practices in occupational health and safety, radiation protection, and environmental science.

  7. Reactor Engineering Division annual report

    1975-02-01

    This report summarizes main research achievements in the 48th fiscal year which were made by Reactor Engineering Division consisted of eight laboratories and Computing Center. The major research and development projects, with which the research programmes in the Division are associated, are development of High Temperature Gas Cooled Reactor for multi-purpose use, development of Liquid Metal Fast Breeder Reactor conducted by Power Reactor and Nuclear Fuel Development Corporation, and Engineering Research Programme for Thermonuclear Fusion Reactor. Many achievements are reported in various research items such as nuclear data and group constants, theoretical method and code development, integral experiment and analysis, shielding, heat transfer and fluid dynamics, reactor and nuclear instrumentation, dynamics analysis and control method development, fusion reactor technology and activities of Computing Center. (auth.)

  8. Math Games for the Young Child.

    Azzolino, Agnes

    This is a textbook of games for children of ages two through seven. In each section, games are listed from the basic to the more sophisticated and advanced. The book contains sections addressing: (1) counting and counting games; (2) travel games; (3) card games; (4) board games; and (5) games and activities with other things. (PK)

  9. Foot strike and injury rates in endurance runners: a retrospective study.

    Daoud, Adam I; Geissler, Gary J; Wang, Frank; Saretsky, Jason; Daoud, Yahya A; Lieberman, Daniel E

    2012-07-01

    This retrospective study tests if runners who habitually forefoot strike have different rates of injury than runners who habitually rearfoot strike. We measured the strike characteristics of middle- and long-distance runners from a collegiate cross-country team and quantified their history of injury, including the incidence and rate of specific injuries, the severity of each injury, and the rate of mild, moderate, and severe injuries per mile run. Of the 52 runners studied, 36 (69%) primarily used a rearfoot strike and 16 (31%) primarily used a forefoot strike. Approximately 74% of runners experienced a moderate or severe injury each year, but those who habitually rearfoot strike had approximately twice the rate of repetitive stress injuries than individuals who habitually forefoot strike. Traumatic injury rates were not significantly different between the two groups. A generalized linear model showed that strike type, sex, race distance, and average miles per week each correlate significantly (P strike have significantly higher rates of repetitive stress injury than those who mostly forefoot strike. This study does not test the causal bases for this general difference. One hypothesis, which requires further research, is that the absence of a marked impact peak in the ground reaction force during a forefoot strike compared with a rearfoot strike may contribute to lower rates of injuries in habitual forefoot strikers.

  10. Causes of falls of hangingwall over gullies adjacent to stabilizing strike pillars

    Turner, PA

    1987-08-01

    Full Text Available This report discusses the occurrence of falls of ground in strike gullies. Falls of hangingwall over strike gullies on the up-dip side of strike stabilizing pillars in longwall mining systems were investigated. Gullies were examined in both...

  11. Comparison between Famous Game Engines and Eminent Games

    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.

  12. Serious Games for Health: Learning and healing with video games?

    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...

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

    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...

  14. Market Development of Video Games : Video game markets and marketing

    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 ...

  15. 78 FR 78377 - Indian Gaming

    2013-12-26

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs [DR.5B711.IA000814] Indian Gaming AGENCY... Gaming Compact. SUMMARY: This publishes notice of the extension of the Class III gaming compact between... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy...

  16. Teaching Game Sense in Soccer

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  17. Non-Serious Serious Games

    Hudson, Matthew

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…

  18. Contemplation, Subcreation, and Video Games

    Mark J. P. Wolf

    2018-04-01

    Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.

  19. Movement Patterns in Educational Games

    Rehm, Matthias; Christensen, Bianca Clavio; Nielsen, Thorsten B.

    2018-01-01

    Although movement is essential in location-based games to get from one point of interest to the next, it is seldom taken into account for the game design and the selection of locations. Instead, player movement is usually analyzed after the fact, i.e. when the game is ready to play. In this paper......-based educational games....

  20. Ontario Hydro Research Division, 1980

    The work of the Research Division of Ontario Hydro provides technical and scientific support for the engineering and operation of a power system that includes hydraulic, fossil-fired, and nuclear generation. It also relates to the transmission and distribution of electricity and to the need to help customers use electricity with safety and economy. Among the examples of projects given are qualification of CANDU heat transport system components, pressure tube replacement, steam generator integrity, testing for earthquake resistance, and radioactive waste disposal

  1. Division of solid state physics

    Beckman, O.

    1983-09-01

    This report gives a survey of the present research projects at the division of solid state physics, Inst. of Technology, Uppsala University. The projects fall within the fields of magnetism, i.e. spin glasses, ordered magnetic structures and itinerant electron magnetism, and optics, i.e. properties of crystalline and amorphous materials for selective transmission and absorption in connection with energy-related research. (author)

  2. Division of household tasks and financial management

    Antonides, G.

    2011-01-01

    Both the standard economic model and bargaining theory make predictions about financial management and the division of household labor between household partners. Using a large Internet survey, we have tested several predictions about task divisions reported by Dutch household partners. The division

  3. Analytical Chemistry Division's sample transaction system

    Stanton, J.S.; Tilson, P.A.

    1980-10-01

    The Analytical Chemistry Division uses the DECsystem-10 computer for a wide range of tasks: sample management, timekeeping, quality assurance, and data calculation. This document describes the features and operating characteristics of many of the computer programs used by the Division. The descriptions are divided into chapters which cover all of the information about one aspect of the Analytical Chemistry Division's computer processing

  4. Prokaryotic cell division: flexible and diverse

    den Blaauwen, T.

    2013-01-01

    Gram-negative rod-shaped bacteria have different approaches to position the cell division initiating Z-ring at the correct moment in their cell division cycle. The subsequent maturation into a functional division machine occurs in vastly different species in two steps with appreciable time in

  5. Materials division facilities and equipment

    Biest, O. v.d.

    1984-01-01

    The research activities of the Division at the Petten Establishment have the aims of characterising the properties of high temperature materials in industrial process environments and of understanding the structures involved in order to gain an insight into behavioural mechanisms. Metallic materials fall within the scope of the programme; the activities are, at present, almost entirely concerned with austenitic steels and nickel based alloys. Starting in 1984, advanced ceramic materials will be studied as well. The equipment available permits the study of mechanical properties in controlled gaseous environments, of the rates and mechanisms of corrosive reactions between materials and those environments, and of the surface and bulk structures by advanced physical techniques. Special preparation and treatment techniques are available. The Division has developed a Data Bank on high temperature alloys. It also operates an information Centre, the activities of which include the organisation of scientific meetings, the commissioning of ''state of the art'' studies on topics in the field of high temperature materials and their applications and the development of a inventory of current research activities in the field in Europe. This booklet is intended to present the facilities and services of the Division to the organizations which are interested in its programmes of work

  6. Mathematical game theory and applications

    Mazalov, Vladimir

    2014-01-01

    An authoritative and quantitative approach to modern game theory with applications from diverse areas including economics, political science, military science, and finance. Explores areas which are not covered in current game theory texts, including a thorough examination of zero-sum game.Provides introductory material to game theory, including bargaining, parlour games, sport, networking games and dynamic games.Explores Bargaining models, discussing new result such as resource distributions, buyer-seller instructions and reputation in bargaining models.Theoretical results are presented along

  7. Expanding the Game Design Space

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space...... layer establishes correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges should be formulated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...

  8. Playful participation in social games

    Markussen, Thomas; Knutz, Eva

    2018-01-01

    genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through......In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...

  9. Plantar loading changes with alterations in foot strike patterns during a single session in habitual rear foot strike female runners.

    Kernozek, Thomas W; Vannatta, Charles N; Gheidi, Naghmeh; Kraus, Sydnie; Aminaka, Naoko

    2016-03-01

    Characterize plantar loading parameters when habitually rear foot strike (RFS) runners change their pattern to a non-rear foot strike (NRFS). Experimental. University biomechanics laboratory. Twenty three healthy female runners (Age: 22.17 ± 1.64 yrs; Height: 168.91 ± 5.46 cm; Mass: 64.29 ± 7.11 kg). Plantar loading was measured using an in-sole pressure sensor while running down a 20-m runway restricted to a range of 3.52-3.89 m/s under two conditions, using the runner's typical RFS, and an adapted NRFS pattern. Repeated measures multivariate analysis of variance was performed to detect differences in loading between these two conditions. Force and pressure variables were greater in the forefoot and phalanx in NRFS and greater in the heel and mid foot in RFS pattern, but the total force imposed upon the whole foot and contact time remained similar between conditions. Total peak pressure was higher and contact area was lower during NRFS running. The primary finding of this investigation is that there are distinctly different plantar loads when changing from a RFS to NRFS during running. So, during a transition from RFS to a NRFS pattern; a period of acclimation should be considered to allow for adaptations to these novel loads incurred on plantar regions of the foot. Copyright © 2015 Elsevier Ltd. All rights reserved.

  10. Asymmetric Evolutionary Games

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  11. Average-energy games

    Patricia Bouyer

    2015-09-01

    Full Text Available Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.

  12. Microtransactions in an Android Game

    Kokkonen, Teemu

    2014-01-01

    The objective of this thesis is to explore the products sold within mobile applications and games, called in-app purchases or microtransactions. The thesis studies the history and nature of these microtransactions and examines their positive and negative effects on game design, as well as analyzes their usage in modern mobile games. To reinforce the research, a mobile game codenamed TownBuilder was developed alongside the thesis. The game paid attention to the designs explored in the earl...

  13. The Poker-Litigation Game

    Guerra-Pujol, Enrique

    2015-01-01

    Is litigation a serious search for truth or simply a game of skill or luck? Although the process of litigation has been modeled as a Prisoner's Dilemma, as a War of Attrition, as a Game of Chicken and even as a simple coin toss, no one has formally modeled litigation as a game of poker. This paper is the first to do so. We present a simple "poker-litigation game" and find the optimal strategy for playing this game.

  14. Mobile marketing for mobile games

    Vu, Giang

    2016-01-01

    Highly developed mobile technology and devices enable the rise of mobile game industry and mobile marketing. Hence mobile marketing for mobile game is an essential key for a mobile game success. Even though there are many articles on marketing for mobile games, there is a need of highly understanding mobile marketing strategies, how to launch a mobile campaign for a mobile game. Besides that, it is essential to understand the relationship between mobile advertising and users behaviours. There...

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

    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…

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

    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.

  17. Students' Conflicting Attitudes towards Games as a Vehicle for Learning Mathematics: A Methodological Dilemma

    Bragg, Leicha

    2007-01-01

    Mathematics games are widely employed in school classrooms for such reasons as a reward for early finishers or to enhance students' attitude towards mathematics. During a four week period, a total of 222 Grade 5 and 6 (9 to 12 years old) children from Melbourne, Australia, were taught multiplication and division of decimal numbers using calculator…

  18. Longitudinal Data on the Effectiveness of Mathematics Mini-Games in Primary Education

    Bakker, Marjoke; Van den Heuvel-Panhuizen, Marja; Robitzsch, Alexander

    2015-01-01

    This paper describes a dataset consisting of longitudinal data gathered in the BRXXX project. The aim of the project was to investigate the effectiveness of online mathematics mini-games in enhancing primary school students' multiplicative reasoning ability (multiplication and division). The dataset includes data of 719 students from 35 primary…

  19. Reduced game property of the egalitarian non-k-averaged contribution value and the Shapley value

    Namekata, Tsuneyuki; Driessen, Theo; Namekata, T.

    2000-01-01

    The Egalitarian Non-k-Averaged Contribution (ENk AC-) value for TU-game represents the equal division of the surplus of the total profits, given that each player is already allocated his individual contribution specified by worths of coalitions of size k. This paper deals with the axiomatic

  20. Magma storage in a strike-slip caldera.

    Saxby, J; Gottsmann, J; Cashman, K; Gutiérrez, E

    2016-07-22

    Silicic calderas form during explosive volcanic eruptions when magma withdrawal triggers collapse along bounding faults. The nature of specific interactions between magmatism and tectonism in caldera-forming systems is, however, unclear. Regional stress patterns may control the location and geometry of magma reservoirs, which in turn may control the spatial and temporal development of faults. Here we provide new insight into strike-slip volcano-tectonic relations by analysing Bouguer gravity data from Ilopango caldera, El Salvador, which has a long history of catastrophic explosive eruptions. The observed low gravity beneath the caldera is aligned along the principal horizontal stress orientations of the El Salvador Fault Zone. Data inversion shows that the causative low-density structure extends to ca. 6 km depth, which we interpret as a shallow plumbing system comprising a fractured hydrothermal reservoir overlying a magmatic reservoir with vol% exsolved vapour. Fault-controlled localization of magma constrains potential vent locations for future eruptions.

  1. Striking an interim balance of the ongoing climate debate

    Schoenwiese, C.D.

    1995-01-01

    After the Berlin UN conference of the signatory states to the Climate Change Convention it seems appropriate to strike an interim balance of the ongoing debate about the global climate change, as it has meanwhile evolved from an issue discussed among experts to an issue of public debate. Such a ''progress report'' seems to be opportune also because doubts are mounting in the face of proclaimed countermeasures. The article therefore reviews and summarizes facts and figures, discussing emissions and concentrations, the physical properties of greenhouse gases, as well as uncertainties of model calculations and of interpretations of measured data. The current situation calls for application of alternative models and concepts, and consideration of natural processes in competition with man-made impacts on the climate within the framework of optimized interpretation, in order to have probabilistic data at hand for decision-making. (orig.) [de

  2. Migraine strikes as neuronal excitability reaches a tipping point.

    Marten Scheffer

    Full Text Available Self-propagating waves of cerebral neuronal firing, known as spreading depolarisations, are believed to be at the roots of migraine attacks. We propose that the start of spreading depolarisations corresponds to a critical transition that occurs when dynamic brain networks approach a tipping point. We show that this hypothesis is consistent with current pathogenetic insights and observed dynamics. Our view implies that migraine strikes when modulating factors further raise the neuronal excitability in genetically predisposed subjects to a level where even minor perturbations can trigger spreading depolarisations. A corollary is that recently discovered generic early warning indicators for critical transitions may be used to predict the onset of migraine attacks even before patients are clinically aware. This opens up new avenues for dissecting the mechanisms for the onset of migraine attacks and for identifying novel prophylactic treatment targets for the prevention of attacks.

  3. A Probabilistic, Facility-Centric Approach to Lightning Strike Location

    Huddleston, Lisa L.; Roeder, William p.; Merceret, Francis J.

    2012-01-01

    A new probabilistic facility-centric approach to lightning strike location has been developed. This process uses the bivariate Gaussian distribution of probability density provided by the current lightning location error ellipse for the most likely location of a lightning stroke and integrates it to determine the probability that the stroke is inside any specified radius of any location, even if that location is not centered on or even with the location error ellipse. This technique is adapted from a method of calculating the probability of debris collisionith spacecraft. Such a technique is important in spaceport processing activities because it allows engineers to quantify the risk of induced current damage to critical electronics due to nearby lightning strokes. This technique was tested extensively and is now in use by space launch organizations at Kennedy Space Center and Cape Canaveral Air Force Station. Future applications could include forensic meteorology.

  4. Foot-strike haemolysis in an ultramarathon runner.

    Fazal, Abid A; Whittemore, Mary S; DeGeorge, Katharine C

    2017-12-13

    This case report describes mild anaemia and intravascular haemolysis in an otherwise healthy 41-year-old ultramarathon runner. In long-distance endurance athletes, trace gastrointestinal bleeding and plasma volume expansion are recognised sources of mild anaemia, often found incidentally. However, repetitive forceful foot striking can lead to blood cell lysis in the feet, resulting in a mild macrocytic anaemia and intravascular haemolysis, as was demonstrated in the patient described herein. Mild anaemia in runners, often called 'runner's pseudoanaemia', is typically clinically insignificant and does not require intervention. However, an unexplained anaemia can cause undue worry for otherwise healthy patients and lead to costly further testing, providing an argument against routine testing with complete blood counts in healthy, asymptomatic patients. © BMJ Publishing Group Ltd (unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  5. [Physiological changes and related nursing care issues during hunger strike].

    Hsieh, Yeu-Shan; Chen, Shiu-Lien

    2005-08-01

    The use of hunger strike as a tool to assert grievances has been around for ages and has occasionally happened in the world. Hunger strikers' motives may differ, but their tool is the same--the voluntary refusal of food. Fasting not only results in body weight loss, but also in physiological and neurological function changes, and, of course, it may even threaten life. The health care of hunger strikers is complex. It involves medical staff, medical ethics and guidance for the management of the hunger strikers. Improper medical management may not only undermine the hunger striker's dignity but also risk further damage to his or her health. By understanding hunger strikers' physiological changes and related ethical issues, therefore, we aim to identify appropriate forms of nursing care management and guidance for the care of hunger strikers.

  6. Game engine architecture

    Gregory, Jason

    2014-01-01

    ""… this book is the best of its kind, and you're lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth of its coverage, offering enough detail that even a beginner can easily understand the concepts it presents. The author, Jason Gregory, is not only a world expert in his field; he's a working programmer with production-quality knowledge and many shipped game projects under his belt. … Jason is also an experienced educator who has taught in the top-ranked university game program in North America. …

  7. MOBILE GAME HALMA MULTIPLAYER

    Muhammad Dhimas

    2015-04-01

    Full Text Available Handphone besides as a communication tool also has a function as a medium of entertainment. Various multimedia services and communications facilities contained therein, one Bluetooth. Games is one application that always exist in the mobile phone, and with a wider variety of games development by utilizing the services in mobile. In this research, the development of the multiplayer games for mobile phones utilizing Bluetooth communication media using the programming language Java Micro Edition (J2ME. Design method using the grapple, NetBeans IDE 6.1 is used as tools to assist programming.

  8. Game theory an introduction

    Barron, E N

    2013-01-01

    An exciting new edition of the popular introduction to game theory and its applications The thoroughly expanded Second Edition presents a unique, hands-on approach to game theory. While most books on the subject are too abstract or too basic for mathematicians, Game Theory: An Introduction, Second Edition offers a blend of theory and applications, allowing readers to use theory and software to create and analyze real-world decision-making models. With a rigorous, yet accessible, treatment of mathematics, the book focuses on results that can be used to

  9. Game hoarding in Europe

    Aabo, Tom; Pantzalis, Christos; Sørensen, Maja Stoholm

    2013-01-01

    Local bias within a country and between countries is well established in the empirical literature. However, the underlying reasons are less well established. In a simple supply and demand framework, Hong, Kubik and Stein (JFE 2008) find an “only-game-in-town” effect in the U.S. - the stock price...... controlling for differences in origin of law, investor rights, corruption and Euro adoption, neither a game-hoarding effect nor an only-game-in-town effect is strongly supported in the European case. The results are important in understanding the concept of local bias in a cross-country framework....

  10. Game Theory An Introduction

    Barron, E N

    2008-01-01

    A fundamental introduction to modern game theory from a mathematical viewpoint. Game theory arises in almost every fact of human and inhuman interaction since oftentimes during these communications objectives are opposed or cooperation is viewed as an option. From economics and finance to biology and computer science, researchers and practitioners are often put in complex decision-making scenarios, whether they are interacting with each other or working with evolving technology and artificial intelligence. Acknowledging the role of mathematics in making logical and advantageous decisions, Game

  11. Noisy quantum game

    Chen Jingling; Kwek, L.C.; Oh, C.H.

    2002-01-01

    In a recent paper [D. A. Meyer, Phys. Rev. Lett. 82, 1052 (1999)], it has been shown that a classical zero-sum strategic game can become a winning quantum game for the player with a quantum device. Nevertheless, it is well known that quantum systems easily decohere in noisy environments. In this paper, we show that if the handicapped player with classical means can delay his action for a sufficiently long time, the quantum version reverts to the classical zero-sum game under decoherence

  12. Game Coloured Petri Nets

    Westergaard, Michael

    2006-01-01

    This paper introduces the notion of game coloured Petri nets. This allows the modeler to explicitly model what parts of the model comprise the modeled system and what parts are the environment of the modeled system. We give the formal definition of game coloured Petri nets, a means of reachability...... analysis of this net class, and an application of game coloured Petri nets to automatically generate easy-to-understand visualizations of the model by exploiting the knowledge that some parts of the model are not interesting from a visualization perspective (i.e. they are part of the environment...

  13. Precision Strike Training in Lean Manufacturing: A Workplace Literacy Guidebook [and] Final Report on Precision Strike Workplace Literacy Training at CertainTeed Corporation.

    National Alliance of Business, Inc., Washington, DC.

    CertainTeed's Precision Strike training program was designed to close the gaps between the current status of its workplace and where that work force needed to be to compete successfully in global markets. Precision Strike included Skills and Knowledge in Lifelong Learning (SKILL) customized, computerized lessons in basic skills, one-on-one…

  14. When strike comes to town... anticipated and actual behavioural reactions to a one-day, pre-announced, complete rail strike in the Netherlands

    Rietveld, P.; Exel, N.J.A.

    2009-01-01

    We conducted secondary analysis on data collected among rail users, days before and after a national rail strike in the Netherlands. Our aim was to compare anticipated and actual behavioural reactions to the rail strike, investigate associations with traveller and trip characteristics, and perceived

  15. Lightning Strike Induced Damage Mechanisms of Carbon Fiber Composites

    Kawakami, Hirohide

    Composite materials have a wide application in aerospace, automotive, and other transportation industries, because of the superior structural and weight performances. Since carbon fiber reinforced polymer composites possess a much lower electrical conductivity as compared to traditional metallic materials utilized for aircraft structures, serious concern about damage resistance/tolerance against lightning has been rising. Main task of this study is to clarify the lightning damage mechanism of carbon fiber reinforced epoxy polymer composites to help further development of lightning strike protection. The research on lightning damage to carbon fiber reinforced polymer composites is quite challenging, and there has been little study available until now. In order to tackle this issue, building block approach was employed. The research was started with the development of supporting technologies such as a current impulse generator to simulate a lightning strike in a laboratory. Then, fundamental electrical properties and fracture behavior of CFRPs exposed to high and low level current impulse were investigated using simple coupon specimens, followed by extensive parametric investigations in terms of different prepreg materials frequently used in aerospace industry, various stacking sequences, different lightning intensity, and lightning current waveforms. It revealed that the thermal resistance capability of polymer matrix was one of the most influential parameters on lightning damage resistance of CFRPs. Based on the experimental findings, the semi-empirical analysis model for predicting the extent of lightning damage was established. The model was fitted through experimental data to determine empirical parameters and, then, showed a good capability to provide reliable predictions for other test conditions and materials. Finally, structural element level lightning tests were performed to explore more practical situations. Specifically, filled-hole CFRP plates and patch

  16. Exploring the effects of working for endowments on behaviour in standard economic games.

    Freya Harrison

    Full Text Available In recent years, significant advances have been made in understanding the adaptive (ultimate and mechanistic (proximate explanations for the evolution and maintenance of cooperation. Studies of cooperative behaviour in humans invariably use economic games. These games have provided important insights into the mechanisms that maintain economic and social cooperation in our species. However, they usually rely on the division of monetary tokens which are given to participants by the investigator. The extent to which behaviour in such games may reflect behaviour in the real world of biological markets--where money must be earned and behavioural strategies incur real costs and benefits--is unclear. To provide new data on the potential scale of this problem, we investigated whether people behaved differently in two standard economic games (public goods game and dictator game when they had to earn their monetary endowments through the completion of dull or physically demanding tasks, as compared with simply being given the endowment. The requirement for endowments to be 'earned' through labour did not affect behaviour in the dictator game. However, the requirement to complete a dull task reduced cooperation in the public goods game among the subset of participants who were not familiar with game theory. There has been some effort to test whether the conclusions drawn from standard, token-based cooperation games adequately reflect cooperative behaviour 'in the wild.' However, given the almost total reliance on such games to study cooperation, more exploration of this issue would be welcome. Our data are not unduly worrying, but they do suggest that further exploration is needed if we are to make general inferences about human behaviour from the results of structured economic games.

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

    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

  18. THE EFFECTS OF HEIGHT AND DISTANCE ON THE FORCE PRODUCTION AND ACCELERATION IN MARTIAL ARTS STRIKES

    Cynthia A. Bir

    2009-11-01

    Full Text Available Almost all cultures have roots in some sort of self defence system and yet there is relatively little research in this area, outside of a sports related environment. This project investigated different applications of strikes from Kung Fu practitioners that have not been addressed before in the literature. Punch and palm strikes were directly compared from different heights and distances, with the use of a load cell, accelerometers, and high speed video. The data indicated that the arm accelerations of both strikes were similar, although the force and resulting acceleration of the target were significantly greater for the palm strikes. Additionally, the relative height at which the strike was delivered was also investigated. The overall conclusion is that the palm strike is a more effective strike for transferring force to an object. It can also be concluded that an attack to the chest would be ideal for maximizing impact force and moving an opponent off balance

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

    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.

  20. Stay Teen: Games

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