WorldWideScience

Sample records for player interaction framework

  1. EVALUATING AUSTRALIAN FOOTBALL LEAGUE PLAYER CONTRIBUTIONS USING INTERACTIVE NETWORK SIMULATION

    Directory of Open Access Journals (Sweden)

    Jonathan Sargent

    2013-03-01

    Full Text Available This paper focuses on the contribution of Australian Football League (AFL players to their team's on-field network by simulating player interactions within a chosen team list and estimating the net effect on final score margin. A Visual Basic computer program was written, firstly, to isolate the effective interactions between players from a particular team in all 2011 season matches and, secondly, to generate a symmetric interaction matrix for each match. Negative binomial distributions were fitted to each player pairing in the Geelong Football Club for the 2011 season, enabling an interactive match simulation model given the 22 chosen players. Dynamic player ratings were calculated from the simulated network using eigenvector centrality, a method that recognises and rewards interactions with more prominent players in the team network. The centrality ratings were recorded after every network simulation and then applied in final score margin predictions so that each player's match contribution-and, hence, an optimal team-could be estimated. The paper ultimately demonstrates that the presence of highly rated players, such as Geelong's Jimmy Bartel, provides the most utility within a simulated team network. It is anticipated that these findings will facilitate optimal AFL team selection and player substitutions, which are key areas of interest to coaches. Network simulations are also attractive for use within betting markets, specifically to provide information on the likelihood of a chosen AFL team list "covering the line".

  2. A vision framework for the localization of soccer players and ball on the pitch using Handycams

    Science.gov (United States)

    Vilas, Tiago; Rodrigues, J. M. F.; Cardoso, P. J. S.; Silva, Bruno

    2015-03-01

    The current performance requirements in soccer make imperative the use of new technologies for game observation and analysis, such that detailed information about the teams' actions is provided. This paper summarizes a framework to collect the soccer players and ball positions using one or more Full HD Handycams, placed no more than 20cm apart in the stands, as well as how this framework connects to the FootData project. The system was based on four main modules: the detection and delimitation of the soccer pitch, the ball and the players detection and assignment to their teams, the tracking of players and ball and finally the computation of their localization (in meters) in the pitch.

  3. Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions

    Science.gov (United States)

    Norris, Anne E.; Weger, Harry; Bullinger, Cory; Bowers, Alyssa

    2014-01-01

    This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging. Both studies involved girls enrolled in a public middle school in Central Florida that served a predominately Hispanic (greater than 80%), low-income student population. Audio-video data were coded by two raters, trained in the rating system. Self-report data were generated using measures of perceived realism, predictability and flow administered immediately after game play. Hypotheses for reliability and validity were supported: Reliability values mirrored those found in the human dyadic interaction literature. Validity was supported by factor analysis, significantly higher levels of involvement in Free Choice as compared to Feasibility Trial players, and correlations between involvement dimension sub scores and self-report measures. Results have implications for the science of both skill-training intervention research and game design. PMID:24748718

  4. Dynamics of tactical behaviour in association football when manipulating players' space of interaction.

    Directory of Open Access Journals (Sweden)

    Angel Ric

    Full Text Available The analysis of positional data in association football allows the spatial distribution of players during matches to be described in order to improve the understanding of tactical-related constraints on the behavioural dynamics of players. The aim of this study was to identify how players' spatial restrictions affected the exploratory tactical behaviour and constrained the perceptual-motor workspace of players in possession of the ball, as well as inter-player passing interactions. Nineteen professional outfield male players were divided into two teams of 10 and 9 players, respectively. The game was played under three spatial constraints: a players were not allowed to move out of their allocated zones, except for the player in possession of the ball; b players were allowed to move to an adjacent zone, and; c non-specific spatial constraints. Positional data was captured using a 5 Hz interpolated GPS tracking system and used to define the configuration states of players for each second in time. The configuration state comprised 37 categories derived from tactical actions, distance from the nearest opponent, distance from the target and movement speed. Notational analysis of players in possession of the ball allowed the mean time of ball possession and the probabilities of passing the ball between players to be calculated. The results revealed that the players' long-term exploratory behaviour decreased and their short-term exploration increased when restricting their space of interaction. Relaxing players' positional constraints seemed to increase the speed of ball flow dynamics. Allowing players to move to an adjacent sub-area increased the probabilities of interaction with the full-back during play build-up. The instability of the coordinative state defined by being free from opponents when players had the ball possession was an invariant feature under all three task constraints. By allowing players to move to adjacent sub-areas, the

  5. A cooperative game-theoretic framework for negotiating marine spatial allocation agreements among heterogeneous players.

    Science.gov (United States)

    Kyriazi, Zacharoula; Lejano, Raul; Maes, Frank; Degraer, Steven

    2017-02-01

    Marine spatial allocation has become, in recent decades, a political flashpoint, fuelled by political power struggles, as well as the continuously increasing demand for marine space by both traditional and emerging marine uses. To effectively address this issue, we develop a decision-making procedure, that facilitates the distribution of disputed areas of specific size among heterogeneous players in a transparent and ethical way, while considering coalitional formations through coexistence. To do this, we model players' alternative strategies and payoffs within a cooperative game-theoretic framework. Depending on whether transferable utility (TU) or non-transferable utility (NTU) is the more appropriate assumption, we illustrate the use of the TU Shapley value and the Lejano's fixed point NTU Shapley value to solve for the ideal allocations. The applicability and effectiveness of the process has been tested in a case study area, the Dogger Bank Special Area of Conservation in the North Sea, which involves three totally or partially conflicting activities, i.e. fishing, nature conservation and wind farm development. The findings demonstrate that the process is capable of providing a unique, fair and equitable division of space Finally, among the two solution concepts proposed the fixed point NTU Shapley value manages to better address the heterogeneity of the players and thus to provide a more socially acceptable allocation that favours the weaker player, while demonstrating the importance of the monetary valuation attributed by each use to the area. Copyright © 2016 Elsevier Ltd. All rights reserved.

  6. "Badminton Player-Coach" Interactions between Failing Students

    Science.gov (United States)

    Mascret, Nicolas

    2011-01-01

    Background: Physical education teachers often use the player-coach dyad in individual opposition sports so that students can obtain information on their actions and then better regulate them. This type of work also develops methodological and social skills. However, the task of observing a partner often poses problems for failing students, who…

  7. A Multimodal Interaction Framework for Blended Learning

    DEFF Research Database (Denmark)

    Vidakis, Nikolaos; Kalafatis, Konstantinos; Triantafyllidis, Georgios

    2016-01-01

    Humans interact with each other by utilizing the five basic senses as input modalities, whereas sounds, gestures, facial expressions etc. are utilized as output modalities. Multimodal interaction is also used between humans and their surrounding environment, although enhanced with further senses ...... framework enabling deployment of a vast variety of modalities, tailored appropriately for use in blended learning environment....

  8. Player-Game Interaction: An Ecological Analysis of Foreign Language Gameplay Activities

    Science.gov (United States)

    Ibrahim, Karim

    2018-01-01

    This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…

  9. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  10. Single camera analyses in studying pattern forming dynamics of player interactions in team sports.

    OpenAIRE

    Duarte, Ricardo; Fernandes, Orlando; Folgado, Hugo; Araújo, Duarte

    2013-01-01

    A network of patterned interactions between players characterises team ball sports. Thus, interpersonal coordination patterns are an important topic in the study of performance in such sports. A very useful method has been the study of inter-individual interactions captured by a single camera filming an extended performance area. The appropriate collection of positional data allows investigating the pattern forming dynamics emerging in different performance sub-phases of team ball sports. Thi...

  11. Rituals of interaction in everyday life: Goffman, Durkheim player

    Directory of Open Access Journals (Sweden)

    Juarez Lopes de Carvalho Filho

    2016-12-01

    Full Text Available DOI DOI: http://dx.doi.org/10.5007/2175-7984.2016v15n34p137 This article proposes an exegesis of Goffman’s affiliation to Durkheim’s sociology, relating two works: Interaction Ritual and The Elementary Forms of Religious Life. He emphasizes two aspects that estimate present in both authors: the rites and the sacredness of the individual and the moral dimension of life in society. For Goffman the interaction rites are occasions to affirm the moral and social order. In a face-to-face, each social actor seeks to provide him a prized image, the “face” or “positive social value a person effectively claims by line of action that others assume that it adopted in the particular contact course.” In Interaction Ritual, Goffman critical sociologists and social anthropologists who, being engaged in the symbolic significance of modern society from Durkheim, did not take into account the notion of soul, present in the Elementary Forms of Religious Life. After identifying the intellectual and scientific influence in the formation of habitus and sociological métier Goffman, the text proposes to examine notions such rules, soul, rites, deference and the size necessary for the understanding of the social fabric in the order of interaction. It follows exposing a comparative table of the rites as described by Goffman modeled from Durkheim’s typology. It is expected that the reading of Goffman the light of Durkheim is an access road to the sociology of the first, and a way to update the contributions of the second reading of the social fabric of everyday life.

  12. A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players

    OpenAIRE

    Ghuman, D; Griffiths, MD

    2012-01-01

    One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multiplayer Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG) and Real Time Strategy (RTS) Games. Therefore, the current study aimed to examine player behaviour and characteristics in these three different online gaming genres. More spec...

  13. Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 Development

    Science.gov (United States)

    Ibrahim, Karim Hesham Shaker

    2016-01-01

    The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…

  14. A study of the dynamics of multi-player games on small networks using territorial interactions.

    Science.gov (United States)

    Broom, Mark; Lafaye, Charlotte; Pattni, Karan; Rychtář, Jan

    2015-12-01

    Recently, the study of structured populations using models of evolutionary processes on graphs has begun to incorporate a more general type of interaction between individuals, allowing multi-player games to be played among the population. In this paper, we develop a birth-death dynamics for use in such models and consider the evolution of populations for special cases of very small graphs where we can easily identify all of the population states and carry out exact analyses. To do so, we study two multi-player games, a Hawk-Dove game and a public goods game. Our focus is on finding the fixation probability of an individual from one type, cooperator or defector in the case of the public goods game, within a population of the other type. We compare this value for both games on several graphs under different parameter values and assumptions, and identify some interesting general features of our model. In particular there is a very close relationship between the fixation probability and the mean temperature, with high temperatures helping fitter individuals and punishing unfit ones and so enhancing selection, whereas low temperatures give a levelling effect which suppresses selection.

  15. A framework for interactive image color editing

    KAUST Repository

    Musialski, Przemyslaw; Cui, Ming; Ye, Jieping; Razdan, Anshuman; Wonka, Peter

    2012-01-01

    We propose a new method for interactive image color replacement that creates smooth and naturally looking results with minimal user interaction. Our system expects as input a source image and rawly scribbled target color values and generates high

  16. A Framework for Interactively Helpful Web Forms

    DEFF Research Database (Denmark)

    Bohøj, Morten; Bouvin, Niels Olof; Gammelmark, Henrik

    2012-01-01

    AdapForms is a framework for adaptive forms, consisting of a form definition language designating structure and constraints upon acceptable input, and a software architecture that continuously validates and adapts the form presented to the user. The validation is performed server-side, which enab...

  17. Pollination: Impact, role-players, interactions and study - A South African perspective

    Directory of Open Access Journals (Sweden)

    Annemarie Gous

    2017-09-01

    Full Text Available Plant-pollinator interactions are essential for maintaining both pollinator and plant communities in native and agricultural environments. Animal-instigated pollination can be complex. Plants are usually visited by a number of different animal species, which in turn may visit flowers of several plant species. Therefore, the identification of the pollen carried by flower visitors is an essential first step in pollination biology. The skill and time required to identify pollen based on structure and morphology has been a major stumbling block in this field. Advances in the genetic analysis of DNA, using DNA barcoding, extracted directly from pollen offers an innovative alternative to traditional methods of pollen identification. This technique, which is reviewed in detail, can be used on pollen loads sampled from bees in the field and from specimens in historic collections. Here the importance of pollination, the role-players involved, their management and the evolution of their interactions, behaviour and morphology are reviewed - with a special focus on South African bees. Significance: Pollen metabarcoding will enable the identification of pollen for a multitude of uses, including agriculture, conservation and forensics. Plant–pollinator interaction documentation through pollen identification gives a more certain record of a visitor being a pollinator rather than a flower visitor that could be a nectar gatherer.

  18. How Knowledge of the Player Character’s Alignment Affect Decision Making in an Interactive Narrative

    DEFF Research Database (Denmark)

    Jakobsen, Mette; Christensen, Daniel Svejstrup; Bruni, Luis Emilio

    2017-01-01

    In game narrative the central role of the protagonist becomes a challenge as the protagonist often conflates with the player character, which the author and the player share control over. This paper investigates whether knowledge of the player character’s alignment, i.e. the inner thoughts...... of the character, can influence how they decide to progress in a game. The player character’s alignment will present an internal conflict, which will sometimes conflict with the external goal of a game. It is investigated whether players are more likely to abandon their external goal, and ultimately change...... their in-game behaviour, when exposed to the internal conflict of their character. A test was conducted in which participants played through one of two similar versions of the same game; one in which they were exposed to the player character’s internal conflict, and another in which they were not. The test...

  19. A framework for interactive image color editing

    KAUST Repository

    Musialski, Przemyslaw

    2012-11-08

    We propose a new method for interactive image color replacement that creates smooth and naturally looking results with minimal user interaction. Our system expects as input a source image and rawly scribbled target color values and generates high quality results in interactive rates. To achieve this goal we introduce an algorithm that preserves pairwise distances of the signatures in the original image and simultaneously maps the color to the user defined target values. We propose efficient sub-sampling in order to reduce the computational load and adapt semi-supervised locally linear embedding to optimize the constraints in one objective function. We show the application of the algorithm on typical photographs and compare the results to other color replacement methods. © 2012 Springer-Verlag Berlin Heidelberg.

  20. Molecular players involved in the interaction between beneficial bacteria and the immune system

    Directory of Open Access Journals (Sweden)

    Arancha eHevia

    2015-11-01

    Full Text Available The human gastrointestinal tract is a very complex ecosystem, in which there is a continuous interaction between nutrients, host cells, and microorganisms. The gut microbiota comprises trillions of microbes that have been selected during evolution on the basis of their functionality and capacity to survive in, and adapt to, the intestinal environment. Host bacteria and our immune system constantly sense and react to one another. In this regard, commensal microbes contribute to gut homeostasis, whereas the necessary responses are triggered against enteropathogens. Some representatives of our gut microbiota have beneficial effects on human health. Some of the most important roles of these microbes are to help to maintain the integrity of the mucosal barrier, to provide nutrients such as vitamins, or to protect against pathogens. In addition, the interaction between commensal microbiota and the mucosal immune system is crucial for proper immune function. This process is mainly performed via the pattern recognition receptors of epithelial cells, such as Toll-like or Nod-like receptors, which are able to recognize the molecular effectors that are produced by intestinal microbes. These effectors mediate processes that can ameliorate certain inflammatory gut disorders, discriminate between beneficial and pathogenic bacteria, or increase the number of immune cells or their pattern recognition receptors. This review intends to summarize the molecular players produced by probiotic bacteria, notably Lactobacillus and Bifidobacterium strains, but also other very promising potential probiotics, which affect the human immune system.

  1. Interaction framework for loosely-coupled controllers

    DEFF Research Database (Denmark)

    Falsig, Simon

    2011-01-01

    terminology provide a common grounding for new work in the field of robotic controllers, whereas the TosNet framework allows researchers to focus on the actual functionality of robotic systems, and keeps them from wasting time implementing redundant, ad-hoc communication and infrastructure. It has been......Implementing communication and interfacing in research and prototype embedded systems is often done ad-hoc rather than in a standardized way. This leads to much time wasted due to redundantly implementing the same functionality in slightly different ways for each new project. This PhD project...... will aim to present both theoretical and practical work that can help reduce this waste by fostering reuse, simplicity and the use of a consistent, common terminology. Through a quick analysis of a few ad-hoc systems already implemented at the university, a number of undesirable characteristics...

  2. Theoretical Framework for Interaction Game Design

    Science.gov (United States)

    2016-05-19

    evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent...Interaction), using physiological indices for discriminating intrinsic and extrinsic stress, and SES (Synthetic Evidential Study). Project had to be...evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent

  3. Partnerships in medical business: a framework for choosing the right key players.

    Science.gov (United States)

    Dhawan, Naveen

    2013-01-01

    At a time when more and more physicians are opting for shared practices and embarking on business ventures, partnerships play a key role. The fate of a medical business is largely contingent upon the success of the partnership. In this article, the author introduces a practical framework for deciding whether to take on a partnership. The model considers six critical factors: financial compensation, special skill set, goal alignment, personality assessment, overall strengths and weaknesses, and trustworthiness. It also provides an evaluation of financial incentives. The paper also provides several action items for physicians.

  4. A new framework for interactive images segmentation

    International Nuclear Information System (INIS)

    Ashraf, M.; Sarim, M.; Shaikh, A.B.

    2017-01-01

    Image segmentation has become a widely studied research problem in image processing. There exist different graph based solutions for interactive image segmentation but the domain of image segmentation still needs persistent improvements. The segmentation quality of existing techniques generally depends on the manual input provided in beginning, therefore, these algorithms may not produce quality segmentation with initial seed labels provided by a novice user. In this work we investigated the use of cellular automata in image segmentation and proposed a new algorithm that follows a cellular automaton in label propagation. It incorporates both the pixel's local and global information in the segmentation process. We introduced the novel global constraints in automata evolution rules; hence proposed scheme of automata evolution is more effective than the automata based earlier evolution schemes. Global constraints are also effective in deceasing the sensitivity towards small changes made in manual input; therefore proposed approach is less dependent on label seed marks. It can produce the quality segmentation with modest user efforts. Segmentation results indicate that the proposed algorithm performs better than the earlier segmentation techniques. (author)

  5. Dynamically analyzing cell interactions in biological environments using multiagent social learning framework.

    Science.gov (United States)

    Zhang, Chengwei; Li, Xiaohong; Li, Shuxin; Feng, Zhiyong

    2017-09-20

    Biological environment is uncertain and its dynamic is similar to the multiagent environment, thus the research results of the multiagent system area can provide valuable insights to the understanding of biology and are of great significance for the study of biology. Learning in a multiagent environment is highly dynamic since the environment is not stationary anymore and each agent's behavior changes adaptively in response to other coexisting learners, and vice versa. The dynamics becomes more unpredictable when we move from fixed-agent interaction environments to multiagent social learning framework. Analytical understanding of the underlying dynamics is important and challenging. In this work, we present a social learning framework with homogeneous learners (e.g., Policy Hill Climbing (PHC) learners), and model the behavior of players in the social learning framework as a hybrid dynamical system. By analyzing the dynamical system, we obtain some conditions about convergence or non-convergence. We experimentally verify the predictive power of our model using a number of representative games. Experimental results confirm the theoretical analysis. Under multiagent social learning framework, we modeled the behavior of agent in biologic environment, and theoretically analyzed the dynamics of the model. We present some sufficient conditions about convergence or non-convergence and prove them theoretically. It can be used to predict the convergence of the system.

  6. IFN-β: A Contentious Player in Host–Pathogen Interaction in Tuberculosis

    Science.gov (United States)

    Sabir, Naveed; Hussain, Tariq; Shah, Syed Zahid Ali; Zhao, Deming; Zhou, Xiangmei

    2017-01-01

    Tuberculosis (TB) is a major health threat to the human population worldwide. The etiology of the disease is Mycobacterium tuberculosis (Mtb), a highly successful intracellular pathogen. It has the ability to manipulate the host immune response and to make the intracellular environment suitable for its survival. Many studies have addressed the interactions between the bacteria and the host immune cells as involving many immune mediators and other cellular players. Interferon-β (IFN-β) signaling is crucial for inducing the host innate immune response and it is an important determinant in the fate of mycobacterial infection. The role of IFN-β in protection against viral infections is well established and has been studied for decades, but its role in mycobacterial infections remains much more complicated and debatable. The involvement of IFN-β in immune evasion mechanisms adopted by Mtb has been an important area of investigation in recent years. These advances have widened our understanding of the pro-bacterial role of IFN-β in host–pathogen interactions. This pro-bacterial activity of IFN-β appears to be correlated with its anti-inflammatory characteristics, primarily by antagonizing the production and function of interleukin 1β (IL-1β) and interleukin 18 (IL-18) through increased interleukin 10 (IL-10) production and by inhibiting the nucleotide-binding domain and leucine-rich repeat protein-3 (NLRP3) inflammasome. Furthermore, it also fails to provoke a proper T helper 1 (Th1) response and reduces the expression of major histocompatibility complex II (MHC-II) and interferon-γ receptors (IFNGRs). Here we will review some studies to provide a paradigm for the induction, regulation, and role of IFN-β in mycobacterial infection. Indeed, recent studies suggest that IFN-β plays a role in Mtb survival in host cells and its downregulation may be a useful therapeutic strategy to control Mtb infection. PMID:29258190

  7. Key players and legislative framework relative to radioactive materials and waste management

    International Nuclear Information System (INIS)

    Birraux, C.

    2011-01-01

    While French industry as a whole appears to have bowed slightly under increasing pressure from the competition in an international economic arena that is becoming more and more open and diverse, France's nuclear industry has firmly held onto its position as world leader, secured during the seventies and eighties. This is the result of sustained national investment in research to constantly improve the performance and safety of the solutions deployed; it is also due to the dynamism of the companies involved, which have successfully developed their international base while maintaining a firm national foothold; it is also due to a consistent commitment on the part of the public authorities, which have provided sound guidelines, while placing greater emphasis on transparency and giving structure to crucial dialogue with the public. France is also one of the first countries that has developed a nuclear power programme, to have set up an organisation, a framework and a coherent strategy regarding the management of all its radioactive waste. (author)

  8. Proscene: A feature-rich framework for interactive environments

    Directory of Open Access Journals (Sweden)

    Jean Pierre Charalambos

    2017-01-01

    Full Text Available We introduce Proscene, a feature-rich, open-source framework for interactive environments. The design of Proscene comprises a three-layered onion-like software architecture, promoting different possible development scenarios. The framework innermost layer decouples user gesture parsing from user-defined actions. The in-between layer implements a feature-rich set of widely-used motion actions allowing the selection and manipulation of objects, including the scene viewpoint. The outermost layer exposes those features as a Processing library. The results have shown the feasibility of our approach together with the simplicity and flexibility of the Proscene framework API.

  9. A framework to describe, analyze and generate interactive motor behaviors.

    Directory of Open Access Journals (Sweden)

    Nathanaël Jarrassé

    Full Text Available While motor interaction between a robot and a human, or between humans, has important implications for society as well as promising applications, little research has been devoted to its investigation. In particular, it is important to understand the different ways two agents can interact and generate suitable interactive behaviors. Towards this end, this paper introduces a framework for the description and implementation of interactive behaviors of two agents performing a joint motor task. A taxonomy of interactive behaviors is introduced, which can classify tasks and cost functions that represent the way each agent interacts. The role of an agent interacting during a motor task can be directly explained from the cost function this agent is minimizing and the task constraints. The novel framework is used to interpret and classify previous works on human-robot motor interaction. Its implementation power is demonstrated by simulating representative interactions of two humans. It also enables us to interpret and explain the role distribution and switching between roles when performing joint motor tasks.

  10. A scalable pairwise class interaction framework for multidimensional classification

    DEFF Research Database (Denmark)

    Arias, Jacinto; Gámez, Jose A.; Nielsen, Thomas Dyhre

    2016-01-01

    We present a general framework for multidimensional classification that cap- tures the pairwise interactions between class variables. The pairwise class inter- actions are encoded using a collection of base classifiers (Phase 1), for which the class predictions are combined in a Markov random fie...

  11. A multimodal parallel architecture: A cognitive framework for multimodal interactions.

    Science.gov (United States)

    Cohn, Neil

    2016-01-01

    Human communication is naturally multimodal, and substantial focus has examined the semantic correspondences in speech-gesture and text-image relationships. However, visual narratives, like those in comics, provide an interesting challenge to multimodal communication because the words and/or images can guide the overall meaning, and both modalities can appear in complicated "grammatical" sequences: sentences use a syntactic structure and sequential images use a narrative structure. These dual structures create complexity beyond those typically addressed by theories of multimodality where only a single form uses combinatorial structure, and also poses challenges for models of the linguistic system that focus on single modalities. This paper outlines a broad theoretical framework for multimodal interactions by expanding on Jackendoff's (2002) parallel architecture for language. Multimodal interactions are characterized in terms of their component cognitive structures: whether a particular modality (verbal, bodily, visual) is present, whether it uses a grammatical structure (syntax, narrative), and whether it "dominates" the semantics of the overall expression. Altogether, this approach integrates multimodal interactions into an existing framework of language and cognition, and characterizes interactions between varying complexity in the verbal, bodily, and graphic domains. The resulting theoretical model presents an expanded consideration of the boundaries of the "linguistic" system and its involvement in multimodal interactions, with a framework that can benefit research on corpus analyses, experimentation, and the educational benefits of multimodality. Copyright © 2015.

  12. IGUANA Architecture, Framework and Toolkit for Interactive Graphics

    CERN Document Server

    Alverson, G; Muzaffar, S; Osborne, I; Tuura, L A; Taylor, L; Alverson, George; Eulisse, Giulio; Muzaffar, Shahzad; Osborne, Ianna; Tuura, Lassi A.; Taylor, Lucas

    2003-01-01

    IGUANA is a generic interactive visualisation framework based on a C++ component model. It provides powerful user interface and visualisation primitives in a way that is not tied to any particular physics experiment or detector design. The article describes interactive visualisation tools built using IGUANA for the CMS and D0 experiments, as well as generic GEANT4 and GEANT3 applications. It covers features of the graphical user interfaces, 3D and 2D graphics, high-quality vector graphics output for print media, various textual, tabular and hierarchical data views, and integration with the application through control panels, a command line and different multi-threading models.

  13. GUANA Architecture, Framework and Toolkit for Interactive Graphics

    CERN Document Server

    Alverson, G; Muzaffar, S; Osborne, I; Tuura, L A; Taylor, L

    2003-01-01

    IGUANA is a generic interactive visualisation framework based on a C++ component model. It provides powerful user interface and visualisation primitives in a way that is not tied to any particular physics experiment or detector design. The article describes interactive visualisation tools built using IGUANA for the CMS and D0 experiments, as well as generic GEANT4 and GEANT3 applications. It covers features of the graphical user interfaces, 3D and 2D graphics, high-quality vector graphics output for print media, various textual, tabular and hierarchical data views, and integration with the application through control panels, a command line and different multi-threading models.

  14. Framework for Interactive Parallel Dataset Analysis on the Grid

    Energy Technology Data Exchange (ETDEWEB)

    Alexander, David A.; Ananthan, Balamurali; /Tech-X Corp.; Johnson, Tony; Serbo, Victor; /SLAC

    2007-01-10

    We present a framework for use at a typical Grid site to facilitate custom interactive parallel dataset analysis targeting terabyte-scale datasets of the type typically produced by large multi-institutional science experiments. We summarize the needs for interactive analysis and show a prototype solution that satisfies those needs. The solution consists of desktop client tool and a set of Web Services that allow scientists to sign onto a Grid site, compose analysis script code to carry out physics analysis on datasets, distribute the code and datasets to worker nodes, collect the results back to the client, and to construct professional-quality visualizations of the results.

  15. Trophic interaction modifications: an empirical and theoretical framework.

    Science.gov (United States)

    Terry, J Christopher D; Morris, Rebecca J; Bonsall, Michael B

    2017-10-01

    Consumer-resource interactions are often influenced by other species in the community. At present these 'trophic interaction modifications' are rarely included in ecological models despite demonstrations that they can drive system dynamics. Here, we advocate and extend an approach that has the potential to unite and represent this key group of non-trophic interactions by emphasising the change to trophic interactions induced by modifying species. We highlight the opportunities this approach brings in comparison to frameworks that coerce trophic interaction modifications into pairwise relationships. To establish common frames of reference and explore the value of the approach, we set out a range of metrics for the 'strength' of an interaction modification which incorporate increasing levels of contextual information about the system. Through demonstrations in three-species model systems, we establish that these metrics capture complimentary aspects of interaction modifications. We show how the approach can be used in a range of empirical contexts; we identify as specific gaps in current understanding experiments with multiple levels of modifier species and the distributions of modifications in networks. The trophic interaction modification approach we propose can motivate and unite empirical and theoretical studies of system dynamics, providing a route to confront ecological complexity. © 2017 The Authors. Ecology Letters published by CNRS and John Wiley & Sons Ltd.

  16. An algorithmic interactive planning framework in support of sustainable technologies

    Science.gov (United States)

    Prica, Marija D.

    This thesis addresses the difficult problem of generation expansion planning that employs the most effective technologies in today's changing electric energy industry. The electrical energy industry, in both the industrialized world and in developing countries, is experiencing transformation in a number of different ways. This transformation is driven by major technological breakthroughs (such as the influx of unconventional smaller-scale resources), by industry restructuring, changing environmental objectives, and the ultimate threat of resource scarcity. This thesis proposes a possible planning framework in support of sustainable technologies where sustainability is viewed as a mix of multiple attributes ranging from reliability and environmental impact to short- and long-term efficiency. The idea of centralized peak-load pricing, which accounts for the tradeoffs between cumulative operational effects and the cost of new investments, is the key concept in support of long-term planning in the changing industry. To start with, an interactive planning framework for generation expansion is posed as a distributed decision-making model. In order to reconcile the distributed sub-objectives of different decision makers with system-wide sustainability objectives, a new concept of distributed interactive peak load pricing is proposed. To be able to make the right decisions, the decision makers must have sufficient information about the estimated long-term electricity prices. The sub-objectives of power plant owners and load-serving entities are profit maximization. Optimized long-term expansion plans based on predicted electricity prices are communicated to the system-wide planning authority as long-run bids. The long-term expansion bids are cleared by the coordinating planner so that the system-wide long-term performance criteria are satisfied. The interactions between generation owners and the coordinating planning authority are repeated annually. We view the proposed

  17. Interactive Safety Analysis Framework of Autonomous Intelligent Vehicles

    Directory of Open Access Journals (Sweden)

    Cui You Xiang

    2016-01-01

    Full Text Available More than 100,000 people were killed and around 2.6 million injured in road accidents in the People’s Republic of China (PRC, that is four to eight times that of developed countries, equivalent to 6.2 mortality per 10 thousand vehicles—the highest rate in the world. There are more than 1,700 fatalities and 840,000 injuries yearly due to vehicle crashes off public highways. In this paper, we proposed a interactive safety situation and threat analysis framework based on driver behaviour and vehicle dynamics risk analysis based on ISO26262…

  18. The interactive systems framework applied to the strategic prevention framework: the Rhode Island experience.

    Science.gov (United States)

    Florin, Paul; Friend, Karen B; Buka, Stephen; Egan, Crystelle; Barovier, Linda; Amodei, Brenda

    2012-12-01

    The Interactive Systems Framework for Dissemination and Implementation (ISF) was introduced as a heuristic systems level model to help bridge the gap between research and practice (Wandersman et al., in Am J Commun Psychol 41:171-181, 2008). This model describes three interacting systems with distinct functions that (1) distill knowledge to develop innovations; (2) provide supportive training and technical assistance for dissemination to; (3) a prevention delivery system responsible for implementation in the field. The Strategic Prevention Framework (SPF) is a major prevention innovation launched by the Center for Substance Abuse Prevention (CSAP) of the Substance Abuse and Mental Health Services Administration (SAMHSA). The SPF offers a structured, sequential, data-driven approach that explicitly targets environmental conditions in the community and aims for change in substance use and problems at the population level. This paper describes how the ISF was applied to the challenges of implementing the SPF in 14 Rhode Island communities, with a focus on the development of a new Training and Technical Assistance Resources Center to support SPF efforts. More specifically, we (1) describe each of the three ISF interacting systems as they evolved in Rhode Island; (2) articulate the lines of communication between the three systems; and (3) examine selected evaluation data to understand relationships between training and technical assistance and SPF implementation and outcomes.

  19. A Conceptual Framework of Immersive Shared Environments Emphasizing Social Interaction

    Directory of Open Access Journals (Sweden)

    Mi Jeong Kim

    2015-11-01

    Full Text Available The effectiveness of visual displays has often been linked to the sense of presence embodied by immersive visualization. However, efforts analyzing how presence is associated with multi-users’ quality of communication, including visualization capabilities to assist in architecture, engineering and construction (AEC, are still unfolding. This research is an exploratory study on social interaction, which aims to improve the presentation and communication of complex data through immersive simulation techniques. This paper reviews key concepts such as presence and immersion to identify factors that influence communication in the representative literature. It then introduces the Hub for Immersive Visualization and eResearch (HIVE with a focus on the technological components. Finally it presents a conceptual framework of immersive shared environment, which enables multi-users to understand how to implement social interaction in a system efficiently or to determine whether a visualization system could support communication effectively. Future studies to validate the proposed framework are discussed, particularly in the context of cognitive factors in a shared environment.

  20. Returning Serve in Tennis: A Qualitative Examination of the Interaction of Anticipatory Information Sources Used by Professional Tennis Players

    Directory of Open Access Journals (Sweden)

    Georgina Vernon

    2018-06-01

    Full Text Available Research has largely focused on the individual contribution of either kinematic or contextual information sources to the anticipatory skill of an expert athlete during a time-stressed situation. Very little research has considered how these two sources of information interact with each other to influence anticipation. The current study used a qualitative interview methodology to investigate this interaction. Eight former or current top 250 professional male tennis players participated in a 30–60 min interview about the interaction of kinematic and contextual information sources and their influence on anticipation. Using an open-coding analysis approach, codes were identified by each researcher from the transcribed interviews and then brought together to identify common themes. The primary themes were consciousness, tactical awareness, contextual information sources, kinematic information sources, mentality/confidence, returner technique or strategy, and build pressure on the server. Secondary themes coded from the participants were returning characteristics and practice. Consequently, a temporal model was developed which demonstrated the sequence and interaction of both kinematic and contextual information sources known to influence expert tennis player’s anticipation.

  1. HoldemML: A framework to generate No Limit Hold'em Poker agents from human player strategies

    OpenAIRE

    Luís Filipe Teófilo; Luís Paulo Reis

    2011-01-01

    Developing computer programs that play Poker at human level is considered to be challenge to the A.I research community, due to its incomplete information and stochastic nature. Due to these characteristics of the game, a competitive agent must manage luck and use opponent modeling to be successful at short term and therefore be profitable. In this paper we propose the creation of No Limit Hold'em Poker agents by copying strategies of the best human players, by analyzing past games between th...

  2. Mean Field Games with a Dominating Player

    Energy Technology Data Exchange (ETDEWEB)

    Bensoussan, A., E-mail: axb046100@utdallas.edu [The University of Texas at Dallas, International Center for Decision and Risk Analysis, Jindal School of Management (United States); Chau, M. H. M., E-mail: michaelchaumanho@gmail.com; Yam, S. C. P., E-mail: scpyam@sta.cuhk.edu.hk [The Chinese University of Hong Kong, Department of Statistics (Hong Kong, People’s Republic of China) (China)

    2016-08-15

    In this article, we consider mean field games between a dominating player and a group of representative agents, each of which acts similarly and also interacts with each other through a mean field term being substantially influenced by the dominating player. We first provide the general theory and discuss the necessary condition for the optimal controls and equilibrium condition by adopting adjoint equation approach. We then present a special case in the context of linear-quadratic framework, in which a necessary and sufficient condition can be asserted by stochastic maximum principle; we finally establish the sufficient condition that guarantees the unique existence of the equilibrium control. The proof of the convergence result of finite player game to mean field counterpart is provided in Appendix.

  3. N-player quantum games in an EPR setting.

    Directory of Open Access Journals (Sweden)

    James M Chappell

    Full Text Available The N-player quantum games are analyzed that use an Einstein-Podolsky-Rosen (EPR experiment, as the underlying physical setup. In this setup, a player's strategies are not unitary transformations as in alternate quantum game-theoretic frameworks, but a classical choice between two directions along which spin or polarization measurements are made. The players' strategies thus remain identical to their strategies in the mixed-strategy version of the classical game. In the EPR setting the quantum game reduces itself to the corresponding classical game when the shared quantum state reaches zero entanglement. We find the relations for the probability distribution for N-qubit GHZ and W-type states, subject to general measurement directions, from which the expressions for the players' payoffs and mixed Nash equilibrium are determined. Players' N x N payoff matrices are then defined using linear functions so that common two-player games can be easily extended to the N-player case and permit analytic expressions for the Nash equilibrium. As a specific example, we solve the Prisoners' Dilemma game for general N ≥ 2. We find a new property for the game that for an even number of players the payoffs at the Nash equilibrium are equal, whereas for an odd number of players the cooperating players receive higher payoffs. By dispensing with the standard unitary transformations on state vectors in Hilbert space and using instead rotors and multivectors, based on Clifford's geometric algebra (GA, it is shown how the N-player case becomes tractable. The new mathematical approach presented here has wide implications in the areas of quantum information and quantum complexity, as it opens up a powerful way to tractably analyze N-partite qubit interactions.

  4. SHARP - a framework for incorporating human interactions into PRA studies

    International Nuclear Information System (INIS)

    Hannaman, G.W.; Joksimovich, V.; Spurgin, A.J.; Worledge, D.H.

    1985-01-01

    Recently, increased attention has been given to understanding the role of humans in the safe operation of nuclear power plants. By virtue of the ability to combine equipment reliability with human reliability probabilistic risk assessment (PRA) technology was deemed capable of providing significant insights about the contributions of human interations in accident scenarios. EPRI recognized the need to strengthen the methodology for incorporating human interactions into PRAs as one element of their broad research program to improve the credibility of PRAs. This research project lead to the development and detailed description of SHARP (Systematic Human Application Reliability Procedure) in EPRI NP-3583. The objective of this paper is to illustrate the SHARP framework. This should help PRA analysts state more clearly their assumptions and approach no matter which human reliability assessment technique is used. SHARP includes a structure of seven analysis steps which can be formally or informally performed during PRAs. The seven steps are termed definition, screening, breakdown, representation, impact assessment, quantification, and documentation

  5. HCI^2 Framework: A software framework for multimodal human-computer interaction systems

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2013-01-01

    This paper presents a novel software framework for the development and research in the area of multimodal human-computer interface (MHCI) systems. The proposed software framework, which is called the HCI∧2 Framework, is built upon publish/subscribe (P/S) architecture. It implements a

  6. The Player Engagement Process

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik

    2011-01-01

    , categories and triggers involved in this process. By applying grounded theory to the analysis of the responses, a process-oriented player engagement framework was developed and four main components consisting of objectives, activities, accomplishments and affects as well as the corresponding categories...

  7. A framework for interactive visualization of digital medical images.

    Science.gov (United States)

    Koehring, Andrew; Foo, Jung Leng; Miyano, Go; Lobe, Thom; Winer, Eliot

    2008-10-01

    The visualization of medical images obtained from scanning techniques such as computed tomography and magnetic resonance imaging is a well-researched field. However, advanced tools and methods to manipulate these data for surgical planning and other tasks have not seen widespread use among medical professionals. Radiologists have begun using more advanced visualization packages on desktop computer systems, but most physicians continue to work with basic two-dimensional grayscale images or not work directly with the data at all. In addition, new display technologies that are in use in other fields have yet to be fully applied in medicine. It is our estimation that usability is the key aspect in keeping this new technology from being more widely used by the medical community at large. Therefore, we have a software and hardware framework that not only make use of advanced visualization techniques, but also feature powerful, yet simple-to-use, interfaces. A virtual reality system was created to display volume-rendered medical models in three dimensions. It was designed to run in many configurations, from a large cluster of machines powering a multiwalled display down to a single desktop computer. An augmented reality system was also created for, literally, hands-on interaction when viewing models of medical data. Last, a desktop application was designed to provide a simple visualization tool, which can be run on nearly any computer at a user's disposal. This research is directed toward improving the capabilities of medical professionals in the tasks of preoperative planning, surgical training, diagnostic assistance, and patient education.

  8. A generalized coherence framework for detecting and characterizing nonlinear interactions in the nervous system

    NARCIS (Netherlands)

    Yang, Y.; Solis Escalante, T.; van der Helm, F.C.T.; Schouten, A.C.

    2016-01-01

    Objective: This paper introduces a generalized coherence framework for detecting and characterizing nonlinear interactions in the nervous system, namely cross-spectral coherence (CSC). CSC can detect different types of nonlinear interactions including harmonic and intermodulation coupling as present

  9. A Software Framework for Multimodal Human-Computer Interaction Systems

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2009-01-01

    This paper describes a software framework we designed and implemented for the development and research in the area of multimodal human-computer interface. The proposed framework is based on publish / subscribe architecture, which allows developers and researchers to conveniently configure, test and

  10. An Animation Framework for Continuous Interaction with Reactive Virtual Humans

    NARCIS (Netherlands)

    Reidsma, Dennis; Zwiers, Jakob; Ruttkay, Z.M.; ter Maat, Mark; Nijholt, Antinus; Egges, A.; van Welbergen, H.; Hondorp, G.H.W.

    2009-01-01

    We present a complete framework for animation of Reactive Virtual Humans that offers a mixed animation paradigm: control of different body parts switches between keyframe animation, procedural animation and physical simulation, depending on the requirements of the moment. This framework implements

  11. Veto players

    NARCIS (Netherlands)

    Warntjen, Andreas; Dowding, Keith

    2010-01-01

    Veto players are political actors whose consent is necessary to adopt a new policy. Put otherwise, they have veto power which allows them to prevent a change to the status quo. The concept is crucial to the influential veto player theory developed by George Tsebelis. Building on earlier work in

  12. An investigation of player to player character identification via personal pronouns

    DEFF Research Database (Denmark)

    Hichens, Michael; Drachen, Anders; Richards, Deborah

    2012-01-01

    The player character is an important feature of many games, where it is through the character that the player interacts with game world. There has been considerable interest in the relationship between the player and the player character. Much of this work has examined the identification of players......, third) as an indication of the relationship between player and character. Results indicate that the presence of story and information about the player character had no effect on identification with the plater character. However, characteristics of the players, particularly gender and general experience...... in playing video games, did have a statistically significant affect, indicating that different levels of identification are more dependent on the player than on the game. This indicates that players are not a homogeneous group with respect to player character identification and is an important consideration...

  13. Adaptive multimodal interaction in mobile augmented reality: A conceptual framework

    Science.gov (United States)

    Abidin, Rimaniza Zainal; Arshad, Haslina; Shukri, Saidatul A'isyah Ahmad

    2017-10-01

    Recently, Augmented Reality (AR) is an emerging technology in many mobile applications. Mobile AR was defined as a medium for displaying information merged with the real world environment mapped with augmented reality surrounding in a single view. There are four main types of mobile augmented reality interfaces and one of them are multimodal interfaces. Multimodal interface processes two or more combined user input modes (such as speech, pen, touch, manual gesture, gaze, and head and body movements) in a coordinated manner with multimedia system output. In multimodal interface, many frameworks have been proposed to guide the designer to develop a multimodal applications including in augmented reality environment but there has been little work reviewing the framework of adaptive multimodal interface in mobile augmented reality. The main goal of this study is to propose a conceptual framework to illustrate the adaptive multimodal interface in mobile augmented reality. We reviewed several frameworks that have been proposed in the field of multimodal interfaces, adaptive interface and augmented reality. We analyzed the components in the previous frameworks and measure which can be applied in mobile devices. Our framework can be used as a guide for designers and developer to develop a mobile AR application with an adaptive multimodal interfaces.

  14. High league bench players and starters: differences in group interactions, group cohesion, role acceptance and self-confidence in football teams

    OpenAIRE

    Simonenkova Irina Petrovna

    2015-01-01

    Main staff players differ from bench players in their perceptions and demonstrate different responses. This research compares the situation of bench players with the situation of starters in high league Latvian football teams.

  15. Information Interaction: Providing a Framework for Information Architecture.

    Science.gov (United States)

    Toms, Elaine G.

    2002-01-01

    Discussion of information architecture focuses on a model of information interaction that bridges the gap between human and computer and between information behavior and information retrieval. Illustrates how the process of information interaction is affected by the user, the system, and the content. (Contains 93 references.) (LRW)

  16. Joint Interactions in Large Online Knowledge Communities: The A[subscript 3]C Framework

    Science.gov (United States)

    Jeong, Heisawn; Cress, Ulrike; Moskaliuk, Johannes; Kimmerle, Joachim

    2017-01-01

    Social interaction is crucial for understanding individual and collective processes in knowledge communities. We describe how technology has changed the way people interact in large communities. Building on this description, we propose a framework that distinguishes four types of joint interactions in online knowledge communities: Attendance,…

  17. A Framework for Agent-based Human Interaction Support

    Directory of Open Access Journals (Sweden)

    Axel Bürkle

    2008-10-01

    Full Text Available In this paper we describe an agent-based infrastructure for multimodal perceptual systems which aims at developing and realizing computer services that are delivered to humans in an implicit and unobtrusive way. The framework presented here supports the implementation of human-centric context-aware applications providing non-obtrusive assistance to participants in events such as meetings, lectures, conferences and presentations taking place in indoor "smart spaces". We emphasize on the design and implementation of an agent-based framework that supports "pluggable" service logic in the sense that the service developer can concentrate on coding the service logic independently of the underlying middleware. Furthermore, we give an example of the architecture's ability to support the cooperation of multiple services in a meeting scenario using an intelligent connector service and a semantic web oriented travel service.

  18. An interactive 3D framework for anatomical education

    OpenAIRE

    Vázquez Alcocer, Pere Pau; Götzelmann, Timo; Hartmann, Knut; Nürnberger, Andreas

    2008-01-01

    Object: This paper presents a 3D framework for Anatomy teaching. We are mainly concerned with the proper understanding of human anatomical 3D structures. Materials and methods: The main idea of our approach is taking an electronic book such as Henry Gray’s Anatomy of the human body, and a set of 3D models properly labeled, and constructing the correct linking that allows users to perform mutual searches between both media. Results: We implemented a system where learners can intera...

  19. Root–Root Interactions:Towards A Rhizosphere Framework

    NARCIS (Netherlands)

    Mommer, L.; Kirkegaard, John; Ruijven, van J.

    2016-01-01

    Plant scientists have made great progress in understanding molecular mechanisms controlling root responses to nutrients of arabidopsis (Arabidopsis thaliana) plants under controlled conditions. Simultaneously, ecologists and agronomists have demonstrated that root–root interactions involve more than

  20. A framework for interactive learning in emerging technologies

    OpenAIRE

    Rens L.J. Vandeberg; Ellen H.M. Moors

    2008-01-01

    Innovation is an interactive learning process which is of special interest for emerging technologies in which complex complementary knowledge from heterogeneous stakeholders is combined. In the emerging phase of technology development a lot of knowledge is tacit and can only be transferred face-to-face. At the same time a shared vision between stakeholders is being formed that acts as a driver for innovation. Although the importance of interactive learning is widely acknowledged, an adequate ...

  1. Movement-based interaction in camera spaces: a conceptual framework

    DEFF Research Database (Denmark)

    Eriksson, Eva; Hansen, Thomas Riisgaard; Lykke-Olesen, Andreas

    2007-01-01

    In this paper we present three concepts that address movement-based interaction using camera tracking. Based on our work with several movementbased projects we present four selected applications, and use these applications to leverage our discussion, and to describe our three main concepts space,...

  2. Framework for Modelling Multiple Input Complex Aggregations for Interactive Installations

    DEFF Research Database (Denmark)

    Padfield, Nicolas; Andreasen, Troels

    2012-01-01

    on fuzzy logic and provides a method for variably balancing interaction and user input with the intention of the artist or director. An experimental design is presented, demonstrating an intuitive interface for parametric modelling of a complex aggregation function. The aggregation function unifies...

  3. Component Based System Framework for Dynamic B2B Interaction

    NARCIS (Netherlands)

    Hu jinmin, Jinmin; Grefen, P.W.P.J.

    Business-to-Business (B2B) collaboration is becoming a pivotal way to bring today's enterprises to success in the dynamically changing e-business environment. Though many business-to-business protocols are developed to support B2B interaction, none are generally accepted. A B2B system should support

  4. Extension-based semantics of argumentation frameworks for agent interactions

    NARCIS (Netherlands)

    Gratie, C.

    2012-01-01

    Argumentation plays an important part in human interaction, whether it is used for persuasion, negotiation or simply for sharing one's point of view on a certain topic. Even at the abstract level, choosing the acceptable arguments from a given set of conflicting arguments is a challenging problem,

  5. Interactive Digital Textbooks and Engagement: A Learning Strategies Framework

    Science.gov (United States)

    Bikowski, Dawn; Casal, J. Elliott

    2018-01-01

    This mixed-methods study explored non-native English speaking students' learning processes and engagement as they used a customized interactive digital textbook housed on a mobile device. Think aloud protocols, surveys of anticipated and actual engagement with the digital textbook, reflective journals, and member checking constituted data…

  6. USING EYE TRACKING TO MEASURE ONLINE INTERACTIVITY: A THEORETICAL FRAMEWORK

    Directory of Open Access Journals (Sweden)

    Adriana-Emilia ROBU

    2013-06-01

    Full Text Available Notwithstanding that each and every company, even the sweetshop around the corner has found its way to the Internet, some customers still hesitate to shop online or to shop from one site and ignore the other. In order to build an online effective communication between the participants, one of the most important factors is interactivity. In the last decade it received extensive attention in the marketing literature, but few are the studies which have seen new methods to measure it. Eye tracking technology has been broadly used in the cognitive sciences. The purpose of this study is to investigate the existing literature in order to give insights into the eye tracking methodology when measuring the online interactivity. It also describes the eye tracking technology in general, extracts various examples from the eye tracking research field, with different applications, highlights its importance when analyzing the online consumer behavior, giving examples from various studies and finds the key points of the methodological difficulties. Finally, this work has an important merit for the future studies when taking into consideration the eye tracking technology in the online interactivity research and further, it is relevant for marketers, regarding the enhancement of online interactive interfaces and web or mobile applications.

  7. Experimental implementation of a four-player quantum game

    Energy Technology Data Exchange (ETDEWEB)

    Schmid, C; Wieczorek, W; Kiesel, N; Weinfurter, H [Sektion Physik, Ludwig-Maximilians-Universitaet, D-80797 Muenchen (Germany); Flitney, A P; Hollenberg, L C L, E-mail: cschmid@eso.or [School of Physics, The University of Melbourne, Parkville, VIC 3010 (Australia)

    2010-06-15

    Game theory is central to the understanding of competitive interactions arising in many fields, from the social and physical sciences to economics. Recently, as the definition of information is generalized to include entangled quantum systems, quantum game theory has emerged as a framework for understanding the competitive flow of quantum information. Up till now, only two- and three-player quantum games have been demonstrated with restricted strategy sets. Here, we report the first experiment that implements a four-player quantum minority game over tunable four-partite entangled states encoded in the polarization of single photons. Experimental application of appropriate player strategies gives equilibrium payoff values well above those achievable in the classical game. These results are in excellent quantitative agreement with our theoretical analysis of the symmetric Pareto optimal strategies. Our results demonstrate for the first time how nontrivial equilibria can arise in a competitive situation involving quantum agents.

  8. Bioenergy in Greece: Policies, diffusion framework and stakeholder interactions

    International Nuclear Information System (INIS)

    Panoutsou, Calliope

    2008-01-01

    The paper provides a high-level scene setting analysis to understand the policy context in which the diffusion of bioenergy takes place in Greece and analysis of the perceptions of the key stakeholders at local and national levels. It is divided into six sections. Firstly the framework conditions for biomass heat and electricity generation in Greece are presented. In the second section, the policy context is set in order to identify the key support mechanisms for bioenergy in the country. The third section presents an outline of the diffusion of bioenergy in terms of key groups involved as well as key factors affecting the planning and implementation of a bioenergy scheme at local/regional and national levels. The fourth section reviews the perception of key stakeholders towards bioenergy/biofuels schemes at national level based on national networks. The fifth section focuses on a case study region (Rodopi, northern Greece) and provides an in-depth analysis for the perception of the main local actors (farmers and end users) based on structured questionnaire interviews. The final section provides the main conclusions from the surveys and draws a set of recommendations for the integration of bioenergy schemes into the Greek energy system

  9. An interactive medical image segmentation framework using iterative refinement.

    Science.gov (United States)

    Kalshetti, Pratik; Bundele, Manas; Rahangdale, Parag; Jangra, Dinesh; Chattopadhyay, Chiranjoy; Harit, Gaurav; Elhence, Abhay

    2017-04-01

    Segmentation is often performed on medical images for identifying diseases in clinical evaluation. Hence it has become one of the major research areas. Conventional image segmentation techniques are unable to provide satisfactory segmentation results for medical images as they contain irregularities. They need to be pre-processed before segmentation. In order to obtain the most suitable method for medical image segmentation, we propose MIST (Medical Image Segmentation Tool), a two stage algorithm. The first stage automatically generates a binary marker image of the region of interest using mathematical morphology. This marker serves as the mask image for the second stage which uses GrabCut to yield an efficient segmented result. The obtained result can be further refined by user interaction, which can be done using the proposed Graphical User Interface (GUI). Experimental results show that the proposed method is accurate and provides satisfactory segmentation results with minimum user interaction on medical as well as natural images. Copyright © 2017 Elsevier Ltd. All rights reserved.

  10. A Framework for Building an Interactive Satellite TV Based M-Learning Environment

    Directory of Open Access Journals (Sweden)

    Ghassan Issa

    2010-07-01

    Full Text Available This paper presents a description of an interactive satellite TV based mobile learning (STV-ML framework, in which a satellite TV station is used as an integral part of a comprehensive interactive mobile learning (M-Learning environment. The proposed framework assists in building a reliable, efficient, and cost-effective environment to meet the growing demands of M-Learning all over the world, especially in developing countries. It utilizes recent advances in satellite reception, broadcasting technologies, and interactive TV to facilitate the delivery of gigantic learning materials. This paper also proposed a simple and flexible three-phase implementation methodology which includes construction of earth station, expansion of broadcasting channels, and developing true user interactivity. The proposed framework and implementation methodology ensure the construction of a true, reliable, and cost effective M-Learning system that can be used efficiently and effectively by a wide range of users and educational institutions to deliver ubiquitous learning.

  11. A framework for cognitive monitoring using computer game interactions.

    Science.gov (United States)

    Jimison, Holly B; Pavel, Misha; Bissell, Payton; McKanna, James

    2007-01-01

    Many countries are faced with a rapidly increasing economic and social challenge of caring for their elderly population. Cognitive issues are at the forefront of the list of concerns. People over the age of 75 are at risk for medically related cognitive decline and confusion, and the early detection of cognitive problems would allow for more effective clinical intervention. However, standard cognitive assessments are not diagnostically sensitive and are performed infrequently. To address these issues, we have developed a set of adaptive computer games to monitor cognitive performance in a home environment. Assessment algorithms for various aspects of cognition are embedded in the games. The monitoring of these metrics allows us to detect within subject trends over time, providing a method for the early detection of cognitive decline. In addition, the real-time information on cognitive state is used to adapt the user interface to the needs of the individual user. In this paper we describe the software architecture and methodology for monitoring cognitive performance using data from natural computer interactions in a home setting.

  12. A generic framework for individual-based modelling and physical-biological interaction

    DEFF Research Database (Denmark)

    Christensen, Asbjørn; Mariani, Patrizio; Payne, Mark R.

    2018-01-01

    The increased availability of high-resolution ocean data globally has enabled more detailed analyses of physical-biological interactions and their consequences to the ecosystem. We present IBMlib, which is a versatile, portable and computationally effective framework for conducting Lagrangian...... scales. The open-source framework features a minimal robust interface to facilitate the coupling between individual-level biological models and oceanographic models, and we provide application examples including forward/backward simulations, habitat connectivity calculations, assessing ocean conditions...

  13. A new framework for interactive quality assessment with application to light field coding

    Science.gov (United States)

    Viola, Irene; Ebrahimi, Touradj

    2017-09-01

    In recent years, light field has experienced a surge of popularity, mainly due to the recent advances in acquisition and rendering technologies that have made it more accessible to the public. Thanks to image-based rendering techniques, light field contents can be rendered in real time on common 2D screens, allowing virtual navigation through the captured scenes in an interactive fashion. However, this richer representation of the scene poses the problem of reliable quality assessments for light field contents. In particular, while subjective methodologies that enable interaction have already been proposed, no work has been done on assessing how users interact with light field contents. In this paper, we propose a new framework to subjectively assess the quality of light field contents in an interactive manner and simultaneously track users behaviour. The framework is successfully used to perform subjective assessment of two coding solutions. Moreover, statistical analysis performed on the results shows interesting correlation between subjective scores and average interaction time.

  14. National Collegiate Athletic Association Division I football players' perceptions of women in the athletic training room using a role congruity framework.

    Science.gov (United States)

    O'Connor, Caitlin; Grappendorf, Heidi; Burton, Laura; Harmon, Sandra M; Henderson, Angela C; Peel, Judy

    2010-01-01

    Previous researchers have demonstrated that male and female athletes feel more comfortable with treatment by a same-sex athletic trainer for sex-specific injuries and conditions. To address football players' comfort with care provided by same-sex and opposite-sex athletic trainers for sex-specific and non-sex-specific injuries and conditions through the lens of role congruity theory. Cross-sectional study for the quantitative data and qualitative study for the qualitative data. Two National Collegiate Athletic Association Division I Football Bowl Series university football programs. Male football players within the 2 university programs. We replicated existing methods and an existing survey to address male football players' comfort levels. Additionally, an open-ended question was used to determine male football players' perceptions of female athletic trainers. Paired-samples t tests were conducted to identify differences between the responses for the care given by a male athletic trainer and for the care given by a female athletic trainer. Three categories were analyzed: general medical conditions, psychological conditions, and sex-specific injuries. The qualitative data were coded and analyzed using content analysis. Male football players were more comfortable with treatment by a male athletic trainer (mean = 3.61 +/- 1.16) for sex-specific injuries and conditions than they were with treatment by a female athletic trainer (mean = 2.82 +/- 1.27; P female athletic trainer was preferred over a male athletic trainer for the treatment of depression (mean = 3.71 +/- 1.07 versus mean = 3.39 +/- 1.16, respectively; P < .001). Qualitative data provided support for role congruity theory. Both quantitative and qualitative evidence were provided for the support of role congruity theory.

  15. A definitional framework for the human/biometric sensor interaction model

    Science.gov (United States)

    Elliott, Stephen J.; Kukula, Eric P.

    2010-04-01

    Existing definitions for biometric testing and evaluation do not fully explain errors in a biometric system. This paper provides a definitional framework for the Human Biometric-Sensor Interaction (HBSI) model. This paper proposes six new definitions based around two classifications of presentations, erroneous and correct. The new terms are: defective interaction (DI), concealed interaction (CI), false interaction (FI), failure to detect (FTD), failure to extract (FTX), and successfully acquired samples (SAS). As with all definitions, the new terms require a modification to the general biometric model developed by Mansfield and Wayman [1].

  16. Screen Design Guidelines for Motivation in Interactive Multimedia Instruction: A Survey and Framework for Designers.

    Science.gov (United States)

    Lee, Sung Heum; Boling, Elizabeth

    1999-01-01

    Identifies guidelines from the literature relating to screen design and design of interactive instructional materials. Describes two types of guidelines--those aimed at enhancing motivation and those aimed at preventing loss of motivation--for typography, graphics, color, and animation and audio. Proposes a framework for considering motivation in…

  17. Applying the Kirkpatrick Model: Evaluating an "Interaction for Learning Framework" Curriculum Intervention

    Science.gov (United States)

    Paull, Megan; Whitsed, Craig; Girardi, Antonia

    2016-01-01

    Global perspectives and interpersonal and intercultural communication competencies are viewed as a priority within higher education. For management educators, globalisation, student mobility and widening pathways present numerous challenges, but afford opportunities for curriculum innovation. The "Interaction for Learning Framework"…

  18. A Framework for Categorizing Social Interactions Related to End-of-Life Care in Nursing Homes

    Science.gov (United States)

    Bern-Klug, Mercedes

    2009-01-01

    Purpose: Almost half of people age 85 and older who die annually in the United States die as nursing home residents, yet because it is not always clear who is close to death, not all residents who might benefit from end-of-life care receive it. The purpose of this study is to develop a framework for organizing social interactions related to…

  19. Soil fauna-microbe interactions: towards a conceptual framework for research.

    NARCIS (Netherlands)

    Hassall, M.; Adl, S.; Berg, M.P.; Griffiths, B.; Scheu, S.

    2006-01-01

    We explore the potential for applying broad ecological theories to interactions between soil animals and micro-organisms to generate a predictive framework within which more hypothesis led research can be undertaken. The paper stems from discussions during a workshop at the XIVth International

  20. Interaction of gravity and matter in the framework of N=4 supersymmetry

    International Nuclear Information System (INIS)

    Terent'ev, M.V.

    1989-01-01

    Procedure of constructing interaction of gravitation with only one non-Abelian matter multiplet is described. Compactification of 10-dimensional space R D (D=10) to R 4 space in the framework of N=1 supergravity theory was used. 14 refs

  1. HyperCell : A Bio-inspired Design Framework for Real-time Interactive Architectures

    NARCIS (Netherlands)

    Chang, J.R.

    2018-01-01

    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components.

  2. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    National Research Council Canada - National Science Library

    Richer, Justin; Drury, Jill L

    2006-01-01

    .... This paper segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive multimedia applications in general...

  3. Interactive Learning in SME-University Collaborations: A Conceptual Framework for Facilitating Interaction

    DEFF Research Database (Denmark)

    Filip, Diane

    2013-01-01

    . The facilitation process focuses on interactive learning and is divided into phases, which makes it easier for SMEs to progressive engage in innovation projects with researchers. In-depth interviews with the facilitators of the programme were conducted and focused on barriers to collaboration, human interaction......, and lessons learned. From the facilitators’ perspective, a conceptual model capturing the main actor’s activities in each phase paralleled with an illustration of the narrowed gap from the human interaction is presented in the paper. The main findings addressed the issues of human-based and system......-based barriers. One of the lessons learned is the importance of human interaction of narrowing the perceived gap by mitigating the human-based barriers, and to some extent also system-based barriers. The case presented in this paper has managerial and innovation policy implications....

  4. [Framework on drug interactions between herbal medicine and western medicine: building Ⅰ/Ⅱ/Ⅲ class pathways of interactions].

    Science.gov (United States)

    Jin, Rui; Huang, Jian-Mei; Wang, Yu-Guang; Zhang, Bing

    2016-02-01

    Combined use of Chinese medicine and western medicine is one of the hot spots in the domestic medical and academic fields for many years. There are lots of involved reports and studies on interaction problems due to combined used of Chinese medicine and western medicine, however, framework understanding is still rarely seen, affecting the clinical rationality of drug combinations. Actually, the inference ideas of drug interactions in clinical practice are more extensive and practical, and the overall viewpoint and pragmatic idea are the important factors in evaluating the rationality of clinical drug combinations. Based on above points, this paper systemically analyzed the existing information and examples, deeply discuss the embryology background (environment and action mechanism of interactions), and principally divided the interactions into three important and independent categories. Among the three categories, the first category (Ⅰapproach) was defined as the physical/chemical reactions after direct contact in vivo or in vitro, such as the combination of Chinese medicine injections and western medicine injections (in vitro), combination of bromide and Chinese medicines containing cinnabar (in vivo). The evaluation method for such interactions may be generalized theory of Acid-Base reaction. The second category (Ⅱ approach) was defined as the interactions through the pharmacokinetic process including absorption (such as the combination of aspirin and Huowei capsule), distribution (such as the combination of artosin and medicinal herbs containing coumarin), metabolism (such as the combination of phenobarbital and glycyrrhiza) and excretion (such as the combination of furadantin and Crataegi Fructus). The existing pharmacokinetic theory can act as the evaluation method for this type of interaction. The third category (Ⅲ approach) was defined as the synergy/antagonism interactions by pharmacological effects or biological pathways. The combination of warfarin

  5. A sampling framework for incorporating quantitative mass spectrometry data in protein interaction analysis.

    Science.gov (United States)

    Tucker, George; Loh, Po-Ru; Berger, Bonnie

    2013-10-04

    Comprehensive protein-protein interaction (PPI) maps are a powerful resource for uncovering the molecular basis of genetic interactions and providing mechanistic insights. Over the past decade, high-throughput experimental techniques have been developed to generate PPI maps at proteome scale, first using yeast two-hybrid approaches and more recently via affinity purification combined with mass spectrometry (AP-MS). Unfortunately, data from both protocols are prone to both high false positive and false negative rates. To address these issues, many methods have been developed to post-process raw PPI data. However, with few exceptions, these methods only analyze binary experimental data (in which each potential interaction tested is deemed either observed or unobserved), neglecting quantitative information available from AP-MS such as spectral counts. We propose a novel method for incorporating quantitative information from AP-MS data into existing PPI inference methods that analyze binary interaction data. Our approach introduces a probabilistic framework that models the statistical noise inherent in observations of co-purifications. Using a sampling-based approach, we model the uncertainty of interactions with low spectral counts by generating an ensemble of possible alternative experimental outcomes. We then apply the existing method of choice to each alternative outcome and aggregate results over the ensemble. We validate our approach on three recent AP-MS data sets and demonstrate performance comparable to or better than state-of-the-art methods. Additionally, we provide an in-depth discussion comparing the theoretical bases of existing approaches and identify common aspects that may be key to their performance. Our sampling framework extends the existing body of work on PPI analysis using binary interaction data to apply to the richer quantitative data now commonly available through AP-MS assays. This framework is quite general, and many enhancements are likely

  6. An Unsupervised Anomalous Event Detection and Interactive Analysis Framework for Large-scale Satellite Data

    Science.gov (United States)

    LIU, Q.; Lv, Q.; Klucik, R.; Chen, C.; Gallaher, D. W.; Grant, G.; Shang, L.

    2016-12-01

    Due to the high volume and complexity of satellite data, computer-aided tools for fast quality assessments and scientific discovery are indispensable for scientists in the era of Big Data. In this work, we have developed a framework for automated anomalous event detection in massive satellite data. The framework consists of a clustering-based anomaly detection algorithm and a cloud-based tool for interactive analysis of detected anomalies. The algorithm is unsupervised and requires no prior knowledge of the data (e.g., expected normal pattern or known anomalies). As such, it works for diverse data sets, and performs well even in the presence of missing and noisy data. The cloud-based tool provides an intuitive mapping interface that allows users to interactively analyze anomalies using multiple features. As a whole, our framework can (1) identify outliers in a spatio-temporal context, (2) recognize and distinguish meaningful anomalous events from individual outliers, (3) rank those events based on "interestingness" (e.g., rareness or total number of outliers) defined by users, and (4) enable interactively query, exploration, and analysis of those anomalous events. In this presentation, we will demonstrate the effectiveness and efficiency of our framework in the application of detecting data quality issues and unusual natural events using two satellite datasets. The techniques and tools developed in this project are applicable for a diverse set of satellite data and will be made publicly available for scientists in early 2017.

  7. Toward a framework for levels of robot autonomy in human-robot interaction.

    Science.gov (United States)

    Beer, Jenay M; Fisk, Arthur D; Rogers, Wendy A

    2014-07-01

    A critical construct related to human-robot interaction (HRI) is autonomy, which varies widely across robot platforms. Levels of robot autonomy (LORA), ranging from teleoperation to fully autonomous systems, influence the way in which humans and robots may interact with one another. Thus, there is a need to understand HRI by identifying variables that influence - and are influenced by - robot autonomy. Our overarching goal is to develop a framework for levels of robot autonomy in HRI. To reach this goal, the framework draws links between HRI and human-automation interaction, a field with a long history of studying and understanding human-related variables. The construct of autonomy is reviewed and redefined within the context of HRI. Additionally, the framework proposes a process for determining a robot's autonomy level, by categorizing autonomy along a 10-point taxonomy. The framework is intended to be treated as guidelines to determine autonomy, categorize the LORA along a qualitative taxonomy, and consider which HRI variables (e.g., acceptance, situation awareness, reliability) may be influenced by the LORA.

  8. A conceptual framework for studying the strength of plant-animal mutualistic interactions.

    Science.gov (United States)

    Vázquez, Diego P; Ramos-Jiliberto, Rodrigo; Urbani, Pasquinell; Valdovinos, Fernanda S

    2015-04-01

    The strength of species interactions influences strongly the structure and dynamics of ecological systems. Thus, quantifying such strength is crucial to understand how species interactions shape communities and ecosystems. Although the concepts and measurement of interaction strength in food webs have received much attention, there has been comparatively little progress in the context of mutualism. We propose a conceptual scheme for studying the strength of plant-animal mutualistic interactions. We first review the interaction strength concepts developed for food webs, and explore how these concepts have been applied to mutualistic interactions. We then outline and explain a conceptual framework for defining ecological effects in plant-animal mutualisms. We give recommendations for measuring interaction strength from data collected in field studies based on a proposed approach for the assessment of interaction strength in plant-animal mutualisms. This approach is conceptually integrative and methodologically feasible, as it focuses on two key variables usually measured in field studies: the frequency of interactions and the fitness components influenced by the interactions. © 2015 John Wiley & Sons Ltd/CNRS.

  9. CXCL12 chemokine and its receptors as major players in the interactions between immune and nervous systems

    Directory of Open Access Journals (Sweden)

    Alice eGuyon

    2014-03-01

    Full Text Available The chemokine CXCL12/SDF1a has first been described in the immune system where it functions include chemotaxis for lymphocytes and macrophages, migration of hematopoietic cells from fetal liver to bone marrow and the formation of large blood vessels. Among other chemokines, CXCL12 has recently attracted much attention in the brain as it has been shown that it can be produced not only by glial cells but also by neurons. In addition, its receptors CXCR4 and CXCR7, which are belonging to the G-protein coupled receptors family, are abundantly expressed in diverse brain area, CXCR4 being a major co-receptor for human immunodeficiency virus (HIV-1 entry. This chemokine system has been shown to play important roles in brain plasticity processes occurring during development but also in the physiology of the brain in normal and pathological conditions. For example, in neurons, CXCR4 stimulation has been shown regulate the synaptic release of glutamate and GABA. It can also act post-synaptically by activating a G-protein Inward Rectifier K+ (GIRK, a voltage-gated K channel Kv2.1 associated to neuronal survival, and by increasing high voltage activated (HVA Ca2+ currents. In addition, it has been recently evidenced that there are several crosstalks between the CXCL12/CXCR4-7 system and other neurotransmitter systems in the brain (such as GABA, glutamate, opioids ans cannabinoids. Overall, this chemokine system could be one of the key players of the neuro-immune interface that participates in shaping the brain in response to changes in the environment.

  10. Interactive Genetic Algorithm - An Adaptive and Interactive Decision Support Framework for Design of Optimal Groundwater Monitoring Plans

    Science.gov (United States)

    Babbar-Sebens, M.; Minsker, B. S.

    2006-12-01

    In the water resources management field, decision making encompasses many kinds of engineering, social, and economic constraints and objectives. Representing all of these problem dependant criteria through models (analytical or numerical) and various formulations (e.g., objectives, constraints, etc.) within an optimization- simulation system can be a very non-trivial issue. Most models and formulations utilized for discerning desirable traits in a solution can only approximate the decision maker's (DM) true preference criteria, and they often fail to consider important qualitative and incomputable phenomena related to the management problem. In our research, we have proposed novel decision support frameworks that allow DMs to actively participate in the optimization process. The DMs explicitly indicate their true preferences based on their subjective criteria and the results of various simulation models and formulations. The feedback from the DMs is then used to guide the search process towards solutions that are "all-rounders" from the perspective of the DM. The two main research questions explored in this work are: a) Does interaction between the optimization algorithm and a DM assist the system in searching for groundwater monitoring designs that are robust from the DM's perspective?, and b) How can an interactive search process be made more effective when human factors, such as human fatigue and cognitive learning processes, affect the performance of the algorithm? The application of these frameworks on a real-world groundwater long-term monitoring (LTM) case study in Michigan highlighted the following salient advantages: a) in contrast to the non-interactive optimization methodology, the proposed interactive frameworks were able to identify low cost monitoring designs whose interpolation maps respected the expected spatial distribution of the contaminants, b) for many same-cost designs, the interactive methodologies were able to propose multiple alternatives

  11. Quantum and Information Thermodynamics: A Unifying Framework Based on Repeated Interactions

    Science.gov (United States)

    Strasberg, Philipp; Schaller, Gernot; Brandes, Tobias; Esposito, Massimiliano

    2017-04-01

    We expand the standard thermodynamic framework of a system coupled to a thermal reservoir by considering a stream of independently prepared units repeatedly put into contact with the system. These units can be in any nonequilibrium state and interact with the system with an arbitrary strength and duration. We show that this stream constitutes an effective resource of nonequilibrium free energy, and we identify the conditions under which it behaves as a heat, work, or information reservoir. We also show that this setup provides a natural framework to analyze information erasure ("Landauer's principle") and feedback-controlled systems ("Maxwell's demon"). In the limit of a short system-unit interaction time, we further demonstrate that this setup can be used to provide a thermodynamically sound interpretation to many effective master equations. We discuss how nonautonomously driven systems, micromasers, lasing without inversion and the electronic Maxwell demon can be thermodynamically analyzed within our framework. While the present framework accounts for quantum features (e.g., squeezing, entanglement, coherence), we also show that quantum resources do not offer any advantage compared to classical ones in terms of the maximum extractable work.

  12. An Interactive Visualization Framework to Support Exploration and Analysis of TBI/PTSD Clinical Data

    Science.gov (United States)

    2017-05-01

    to (1) extend our interactive visual analytic framework which combines multiple clinical measurements to allow it to be used to explore large...18. NUMBER OF PAGES 16 19a. NAME OF RESPONSIBLE PERSON a. REPORT b. ABSTRACT c. THIS PAGE 19b. TELEPHONE NUMBER (include area code) jmolstre...stress disorder (PTSD) and complex comorbid conditions. See attached paper for more information about VISXplore. Figure 1: Screenshot of our VisXplore

  13. A conceptual framework to evaluate human-wildlife interactions within coupled human and natural systems

    Directory of Open Access Journals (Sweden)

    Anita T. Morzillo

    2014-09-01

    Full Text Available Landscape characteristics affect human-wildlife interactions. However, there is a need to better understand mechanisms that drive those interactions, particularly feedbacks that exist between wildlife-related impacts, human reaction to and behavior as a result of those impacts, and how land use and landscape characteristics may influence those components within coupled human and natural systems. Current conceptual models of human-wildlife interactions often focus on species population size as the independent variable driving those interactions. Such an approach potentially overlooks important feedbacks among and drivers of human-wildlife interactions that result from mere wildlife presence versus absence. We describe an emerging conceptual framework that focuses on wildlife as a driver of human behavior and allows us to better understand linkages between humans, wildlife, and the broader landscape. We also present results of a pilot analysis related to our own ongoing study of urban rodent control behavior to illustrate one application of this framework within a study of urban landscapes.

  14. Player behavioural modelling for video games

    NARCIS (Netherlands)

    van Lankveld, G.; Spronck, P.H.M.; Bakkes, S.C.J.

    2012-01-01

    Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In

  15. Selling Innovations Like Soap: The Interactive Systems Framework and Social Marketing.

    Science.gov (United States)

    McAlindon, Kathryn

    2017-09-01

    Despite the popularity and noted utility of Wandersman and colleagues' (2008) Interactive Systems Framework, the literature currently provides a primary focus on delivery organizations' and supportive stakeholders' capacities and strategies to implement innovations, presenting a critical gap in understanding. Unfortunately, reflective of a larger void in community dissemination and implementation efforts, there is a more limited focus on the dissemination of innovations. This paper presents the social marketing literature as a supplement to the Prevention Synthesis and Translation System (PSTS), the system responsible for dissemination. The study and practice of innovation synthesis and translation is examined in the literature; and based on the conclusions drawn, social marketing theory is used to provide a systematic approach to improving dissemination within the Interactive Systems Framework. Specifically, three gaps related to the PSTS are identified in the literature that align with and can be filled using social marketing. Social marketing is defined and presented as a supplement by providing theory and practices, within a systems context, for effectively communicating and influencing change. By blending social marketing with the Interactive Systems Framework, the aim is to improve the understanding of strategic communication and its role in the effective dissemination, and subsequent implementation, of innovations. © Society for Community Research and Action 2017.

  16. Active Player Modeling in the Iterated Prisoner's Dilemma.

    Science.gov (United States)

    Park, Hyunsoo; Kim, Kyung-Joong

    2016-01-01

    The iterated prisoner's dilemma (IPD) is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents' actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player's behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent's behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent's behavior than when the data were collected through random actions.

  17. Active-constructive-interactive: a conceptual framework for differentiating learning activities.

    Science.gov (United States)

    Chi, Michelene T H

    2009-01-01

    Active, constructive, and interactive are terms that are commonly used in the cognitive and learning sciences. They describe activities that can be undertaken by learners. However, the literature is actually not explicit about how these terms can be defined; whether they are distinct; and whether they refer to overt manifestations, learning processes, or learning outcomes. Thus, a framework is provided here that offers a way to differentiate active, constructive, and interactive in terms of observable overt activities and underlying learning processes. The framework generates a testable hypothesis for learning: that interactive activities are most likely to be better than constructive activities, which in turn might be better than active activities, which are better than being passive. Studies from the literature are cited to provide evidence in support of this hypothesis. Moreover, postulating underlying learning processes allows us to interpret evidence in the literature more accurately. Specifying distinct overt activities for active, constructive, and interactive also offers suggestions for how learning activities can be coded and how each kind of activity might be elicited. Copyright © 2009 Cognitive Science Society, Inc.

  18. Evaluation of pedestrian safety at intersections: A theoretical framework based on pedestrian-vehicle interaction patterns.

    Science.gov (United States)

    Ni, Ying; Wang, Menglong; Sun, Jian; Li, Keping

    2016-11-01

    Pedestrians are the most vulnerable road users, and pedestrian safety has become a major research focus in recent years. Regarding the quality and quantity issues with collision data, conflict analysis using surrogate safety measures has become a useful method to study pedestrian safety. However, given the inequality between pedestrians and vehicles in encounters and the multiple interactions between pedestrians and vehicles, it is insufficient to simply use the same indicator(s) or the same way to aggregate indicators for all conditions. In addition, behavioral factors cannot be neglected. To better use information extracted from trajectories for safety evaluation and pay more attention on effects of behavioral factors, this paper develops a more sophisticated framework for pedestrian conflict analysis that takes pedestrian-vehicle interactions into consideration. A concept of three interaction patterns has been proposed for the first time, namely "hard interaction," "no interaction," and "soft-interaction." Interactions have been categorized under one of these patterns by analyzing profiles of speed and conflict indicators during the whole interactive processes. In this paper, a support vector machine (SVM) approach has been adopted to classify severity levels for a dataset including 1144 events extracted from three intersections in Shanghai, China, followed by an analysis of variable importance. The results revealed that different conflict indicators have different contributions to indicating the severity level under various interaction patterns. Therefore, it is recommended either to use specific conflict indicators or to use weighted indicator aggregation for each interaction pattern when evaluating pedestrian safety. The implementation has been carried out at the fourth crosswalk, and the results indicate that the proposed method can achieve a higher accuracy and better robustness than conventional methods. Furthermore, the method is helpful for better

  19. A communicational framework for evaluating interaction with IT by analyzing user-reception of electronic texts

    DEFF Research Database (Denmark)

    Wentzer, Helle

    2006-01-01

    Interpreting IT as a medium for continuous communication across time and place of the communicators offers a way of analyzing the effect of IT in concrete practices. The users’ readings determine the actual communication with IT. A poetics of how meaning is translated from one person to another...... through semiotic texts is presented, termed the poetics of the e-text. The poetics of the e-text offers a meta-communicational framework for identifying user constraints in the possibilities of interacting with the system. Identifying communicational problems with ICT-mediated interactions again offer...... grounds for redesigning and re-author the e-text. The poetics of the e-text are subsequently applied as a method of analyzing user-reception and evaluating the interaction with ICT. Examples are given from user-receptions of collaborating with ICT in home care, Denmark....

  20. A framework for interactive visual analysis of heterogeneous marine data in an integrated problem solving environment

    Science.gov (United States)

    Liu, Shuai; Chen, Ge; Yao, Shifeng; Tian, Fenglin; Liu, Wei

    2017-07-01

    This paper presents a novel integrated marine visualization framework which focuses on processing, analyzing the multi-dimension spatiotemporal marine data in one workflow. Effective marine data visualization is needed in terms of extracting useful patterns, recognizing changes, and understanding physical processes in oceanography researches. However, the multi-source, multi-format, multi-dimension characteristics of marine data pose a challenge for interactive and feasible (timely) marine data analysis and visualization in one workflow. And, global multi-resolution virtual terrain environment is also needed to give oceanographers and the public a real geographic background reference and to help them to identify the geographical variation of ocean phenomena. This paper introduces a data integration and processing method to efficiently visualize and analyze the heterogeneous marine data. Based on the data we processed, several GPU-based visualization methods are explored to interactively demonstrate marine data. GPU-tessellated global terrain rendering using ETOPO1 data is realized and the video memory usage is controlled to ensure high efficiency. A modified ray-casting algorithm for the uneven multi-section Argo volume data is also presented and the transfer function is designed to analyze the 3D structure of ocean phenomena. Based on the framework we designed, an integrated visualization system is realized. The effectiveness and efficiency of the framework is demonstrated. This system is expected to make a significant contribution to the demonstration and understanding of marine physical process in a virtual global environment.

  1. A Novel Framework for Interactive Visualization and Analysis of Hyperspectral Image Data

    Directory of Open Access Journals (Sweden)

    Johannes Jordan

    2016-01-01

    Full Text Available Multispectral and hyperspectral images are well established in various fields of application like remote sensing, astronomy, and microscopic spectroscopy. In recent years, the availability of new sensor designs, more powerful processors, and high-capacity storage further opened this imaging modality to a wider array of applications like medical diagnosis, agriculture, and cultural heritage. This necessitates new tools that allow general analysis of the image data and are intuitive to users who are new to hyperspectral imaging. We introduce a novel framework that bundles new interactive visualization techniques with powerful algorithms and is accessible through an efficient and intuitive graphical user interface. We visualize the spectral distribution of an image via parallel coordinates with a strong link to traditional visualization techniques, enabling new paradigms in hyperspectral image analysis that focus on interactive raw data exploration. We combine novel methods for supervised segmentation, global clustering, and nonlinear false-color coding to assist in the visual inspection. Our framework coined Gerbil is open source and highly modular, building on established methods and being easily extensible for application-specific needs. It satisfies the need for a general, consistent software framework that tightly integrates analysis algorithms with an intuitive, modern interface to the raw image data and algorithmic results. Gerbil finds its worldwide use in academia and industry alike with several thousand downloads originating from 45 countries.

  2. Credit of ecological interactions: A new conceptual framework to support conservation in a defaunated world.

    Science.gov (United States)

    Genes, Luísa; Cid, Bruno; Fernandez, Fernando A S; Pires, Alexandra S

    2017-03-01

    As defaunation spreads through the world, there is an urgent need for restoring ecological interactions, thus assuring ecosystem processes. Here, we define the new concept of credit of ecological interactions , as the number of interactions that can be restored in a focal area by species colonization or reintroduction. We also define rewiring time , as the time span until all the links that build the credit of ecological interactions of a focal area have become functional again. We expect that the credit will be gradually cashed following refaunation in rates that are proportional to (1) the abundance of the reintroduced species (that is expected to increase in time since release), (2) the abundance of the local species that interact with them, and (3) the traits of reintroduced species. We illustrated this approach using a theoretical model and an empirical case study where the credit of ecological interactions was estimated. This new conceptual framework is useful for setting reintroduction priorities and for evaluating the success of conservation initiatives that aim to restore ecosystem services.

  3. Interactive Data Framework and User Interface for Wisconsin’s Oversize-Overweight Vehicle Permits

    Directory of Open Access Journals (Sweden)

    Ahmed S. Shatnawi

    2018-06-01

    Full Text Available With continuing increases in the number of Oversize-Overweight (OSOW vehicle permits issued in recent years, the management and analysis of OSOW permit data is becoming more inefficient and time-consuming. Large quantities of archived OSOW permit data are held by Departments of Transportation (DOTs across the United States, and manual extraction and analysis of this data requires significant effort. In this paper, the authors present a new framework for analyzing Wisconsin’s historic OSOW permit program data. This framework provides an interactive, web-based interface to query the OSOW permit data, link OSOW records to geospatial data features, and dynamically visualize query results. The web-based interface offers scalability and broad accessibility to the data across different DOT divisions, and use cases. Furthermore, a user survey and heuristic evaluation of the interface demonstrate the project’s utility, and identify goals for future system development.

  4. Flow motifs reveal limitations of the static framework to represent human interactions

    Science.gov (United States)

    Rocha, Luis E. C.; Blondel, Vincent D.

    2013-04-01

    Networks are commonly used to define underlying interaction structures where infections, information, or other quantities may spread. Although the standard approach has been to aggregate all links into a static structure, some studies have shown that the time order in which the links are established may alter the dynamics of spreading. In this paper, we study the impact of the time ordering in the limits of flow on various empirical temporal networks. By using a random walk dynamics, we estimate the flow on links and convert the original undirected network (temporal and static) into a directed flow network. We then introduce the concept of flow motifs and quantify the divergence in the representativity of motifs when using the temporal and static frameworks. We find that the regularity of contacts and persistence of vertices (common in email communication and face-to-face interactions) result on little differences in the limits of flow for both frameworks. On the other hand, in the case of communication within a dating site and of a sexual network, the flow between vertices changes significantly in the temporal framework such that the static approximation poorly represents the structure of contacts. We have also observed that cliques with 3 and 4 vertices containing only low-flow links are more represented than the same cliques with all high-flow links. The representativity of these low-flow cliques is higher in the temporal framework. Our results suggest that the flow between vertices connected in cliques depend on the topological context in which they are placed and in the time sequence in which the links are established. The structure of the clique alone does not completely characterize the potential of flow between the vertices.

  5. Motivation and engagement in mathematics: a qualitative framework for teacher-student interactions

    Science.gov (United States)

    Durksen, Tracy L.; Way, Jennifer; Bobis, Janette; Anderson, Judy; Skilling, Karen; Martin, Andrew J.

    2017-02-01

    We started with a classic research question (How do teachers motivate and engage middle year students in mathematics?) that is solidly underpinned and guided by an integration of two theoretical and multidimensional models. In particular, the current study illustrates how theory is important for guiding qualitative analytical approaches to motivation and engagement in mathematics. With little research on how teachers of mathematics are able to maintain high levels of student motivation and engagement, we focused on developing a qualitative framework that highlights the influence of teacher-student interactions. Participants were six teachers (upper primary and secondary) that taught students with higher-than-average levels of motivation and engagement in mathematics. Data sources included one video-recorded lesson and associated transcripts from pre- and post-lesson interviews with each teacher. Overall, effective classroom organisation stood out as a priority when promoting motivation and engagement in mathematics. Results on classroom organisation revealed four key indicators within teacher-student interactions deemed important for motivation and engagement in mathematics—confidence, climate, contact, and connection. Since much of the effect of teachers on student learning relies on interactions, and given the universal trend of declining mathematical performance during the middle years of schooling, future research and intervention studies might be assisted by our qualitative framework.

  6. Nutritional ecology beyond the individual: a conceptual framework for integrating nutrition and social interactions.

    Science.gov (United States)

    Lihoreau, Mathieu; Buhl, Jerome; Charleston, Michael A; Sword, Gregory A; Raubenheimer, David; Simpson, Stephen J

    2015-03-01

    Over recent years, modelling approaches from nutritional ecology (known as Nutritional Geometry) have been increasingly used to describe how animals and some other organisms select foods and eat them in appropriate amounts in order to maintain a balanced nutritional state maximising fitness. These nutritional strategies profoundly affect the physiology, behaviour and performance of individuals, which in turn impact their social interactions within groups and societies. Here, we present a conceptual framework to study the role of nutrition as a major ecological factor influencing the development and maintenance of social life. We first illustrate some of the mechanisms by which nutritional differences among individuals mediate social interactions in a broad range of species and ecological contexts. We then explain how studying individual- and collective-level nutrition in a common conceptual framework derived from Nutritional Geometry can bring new fundamental insights into the mechanisms and evolution of social interactions, using a combination of simulation models and manipulative experiments. © 2015 The Authors. Ecology Letters published by John Wiley & Sons Ltd and CNRS.

  7. Learning from instructional explanations: effects of prompts based on the active-constructive-interactive framework.

    Science.gov (United States)

    Roelle, Julian; Müller, Claudia; Roelle, Detlev; Berthold, Kirsten

    2015-01-01

    Although instructional explanations are commonly provided when learners are introduced to new content, they often fail because they are not integrated into effective learning activities. The recently introduced active-constructive-interactive framework posits an effectiveness hierarchy in which interactive learning activities are at the top; these are then followed by constructive and active learning activities, respectively. Against this background, we combined instructional explanations with different types of prompts that were designed to elicit these learning activities and tested the central predictions of the active-constructive-interactive framework. In Experiment 1, N = 83 students were randomly assigned to one of four combinations of instructional explanations and prompts. To test the active learning hypothesis, the learners received either (1) complete explanations and engaging prompts designed to elicit active activities or (2) explanations that were reduced by inferences and inference prompts designed to engage learners in constructing the withheld information. Furthermore, in order to explore how interactive learning activities can be elicited, we gave the learners who had difficulties in constructing the prompted inferences adapted remedial explanations with either (3) unspecific engaging prompts or (4) revision prompts. In support of the active learning hypothesis, we found that the learners who received reduced explanations and inference prompts outperformed the learners who received complete explanations and engaging prompts. Moreover, revision prompts were more effective in eliciting interactive learning activities than engaging prompts. In Experiment 2, N = 40 students were randomly assigned to either (1) a reduced explanations and inference prompts or (2) a reduced explanations and inference prompts plus adapted remedial explanations and revision prompts condition. In support of the constructive learning hypothesis, the learners who received

  8. Structural characterization of framework-gas interactions in the metal-organic framework Co2(dobdc) by in situ single-crystal X-ray diffraction.

    Science.gov (United States)

    Gonzalez, Miguel I; Mason, Jarad A; Bloch, Eric D; Teat, Simon J; Gagnon, Kevin J; Morrison, Gregory Y; Queen, Wendy L; Long, Jeffrey R

    2017-06-01

    The crystallographic characterization of framework-guest interactions in metal-organic frameworks allows the location of guest binding sites and provides meaningful information on the nature of these interactions, enabling the correlation of structure with adsorption behavior. Here, techniques developed for in situ single-crystal X-ray diffraction experiments on porous crystals have enabled the direct observation of CO, CH 4 , N 2 , O 2 , Ar, and P 4 adsorption in Co 2 (dobdc) (dobdc 4- = 2,5-dioxido-1,4-benzenedicarboxylate), a metal-organic framework bearing coordinatively unsaturated cobalt(ii) sites. All these molecules exhibit such weak interactions with the high-spin cobalt(ii) sites in the framework that no analogous molecular structures exist, demonstrating the utility of metal-organic frameworks as crystalline matrices for the isolation and structural determination of unstable species. Notably, the Co-CH 4 and Co-Ar interactions observed in Co 2 (dobdc) represent, to the best of our knowledge, the first single-crystal structure determination of a metal-CH 4 interaction and the first crystallographically characterized metal-Ar interaction. Analysis of low-pressure gas adsorption isotherms confirms that these gases exhibit mainly physisorptive interactions with the cobalt(ii) sites in Co 2 (dobdc), with differential enthalpies of adsorption as weak as -17(1) kJ mol -1 (for Ar). Moreover, the structures of Co 2 (dobdc)·3.8N 2 , Co 2 (dobdc)·5.9O 2 , and Co 2 (dobdc)·2.0Ar reveal the location of secondary (N 2 , O 2 , and Ar) and tertiary (O 2 ) binding sites in Co 2 (dobdc), while high-pressure CO 2 , CO, CH 4 , N 2 , and Ar adsorption isotherms show that these binding sites become more relevant at elevated pressures.

  9. Conceptual Framework: Development of Interactive Reading Malay Language Learning System (I-ReaMaLLS

    Directory of Open Access Journals (Sweden)

    Ismail Nurulisma

    2018-01-01

    Full Text Available Reading is very important to access knowledge. Reading skills starts during preschool level no matter of the types of languages. At present, there are many preschool children who are still unable to recognize letters or even words. This leads to the difficulties in reading. Therefore, there is a need of intervention in reading to overcome such problems. Thus, technologies were adapted in enhancing learning skills, especially in learning to read among the preschool children. Phonological is one of the factors to be considered to ensure a smooth of transition into reading. Phonological concept enables the first learner to easily learn reading such to learn reading Malay language. The medium of learning to read Malay language can be assisted via the supportive of multimedia technology to enhance the preschool children learning. Thus, an interactive system is proposed via a development of interactive reading Malay language learning system, which is called as I-ReaMaLLS. As a part of the development of I-ReaMaLLS, this paper focus on the development of conceptual framework in developing interactive reading Malay language learning system (I-ReaMaLLS. I-ReaMaLLS is voice based system that facilitates the preschool learner in learning reading Malay language. The conceptual framework of developing I-ReaMaLLS is conceptualized based on the initial study conducted via methods of literature review and observation with the preschool children, aged 5 – 6 years. As the result of the initial study, research objectives have been affirmed that finally contributes to the design of conceptual framework for the development of I-ReaMaLLS.

  10. The effect of pressure on open-framework silicates: elastic behaviour and crystal-fluid interaction

    Science.gov (United States)

    Gatta, G. D.; Lotti, P.; Tabacchi, G.

    2018-02-01

    The elastic behaviour and the structural evolution of microporous materials compressed hydrostatically in a pressure-transmitting fluid are drastically affected by the potential crystal-fluid interaction, with a penetration of new molecules through the zeolitic cavities in response to applied pressure. In this manuscript, the principal mechanisms that govern the P-behaviour of zeolites with and without crystal-fluid interaction are described, on the basis of previous experimental findings and computational modelling studies. When no crystal-fluid interaction occurs, the effects of pressure are mainly accommodated by tilting of (quasi-rigid) tetrahedra around O atoms that behave as hinges. Tilting of tetrahedra is the dominant mechanism at low-mid P-regime, whereas distortion and compression of tetrahedra represent the mechanisms which usually dominate the mid-high P regime. One of the most common deformation mechanisms in zeolitic framework is the increase of channels ellipticity. The deformation mechanisms are dictated by the topological configuration of the tetrahedral framework; however, the compressibility of the cavities is controlled by the nature and bonding configuration of the ionic and molecular content, resulting in different unit-cell volume compressibility in isotypic structures. The experimental results pertaining to compression in "penetrating" fluids, and thus with crystal-fluid interaction, showed that not all the zeolites experience a P-induced intrusion of new monoatomic species or molecules from the P-transmitting fluids. For example, zeolites with well-stuffed channels at room conditions (e.g. natural zeolites) tend to hinder the penetration of new species through the zeolitic cavities. Several variables govern the sorption phenomena at high pressure, among those: the "free diameters" of the framework cavities, the chemical nature and the configuration of the extra-framework population, the partial pressure of the penetrating molecule in the

  11. A Framework for Analysing Driver Interactions with Semi-Autonomous Vehicles

    Directory of Open Access Journals (Sweden)

    Siraj Shaikh

    2012-12-01

    Full Text Available Semi-autonomous vehicles are increasingly serving critical functions in various settings from mining to logistics to defence. A key characteristic of such systems is the presence of the human (drivers in the control loop. To ensure safety, both the driver needs to be aware of the autonomous aspects of the vehicle and the automated features of the vehicle built to enable safer control. In this paper we propose a framework to combine empirical models describing human behaviour with the environment and system models. We then analyse, via model checking, interaction between the models for desired safety properties. The aim is to analyse the design for safe vehicle-driver interaction. We demonstrate the applicability of our approach using a case study involving semi-autonomous vehicles where the driver fatigue are factors critical to a safe journey.

  12. A VR Based Interactive Genetic Algorithm Framework For Design of Support Schemes to Deep Excavations

    International Nuclear Information System (INIS)

    Wei, Riyu; Wu, Heng

    2002-01-01

    An interactive genetic algorithm (IGA) framework for the design of support schemes to deep excavations is proposed in this paper, in which virtual reality (VR) is used as an aid to the evaluation of design schemes that is performed interactively. The fitness of a scheme individual is evaluated by two steps. Firstly a fitness value is automatically assigned to a scheme individual according to the the estimated construction cost of the individual. And the human evaluation is introduced to modify the fitness value by taking into account other factors, such as the feasibility factor. The design scheme is composed of four basic categories, i. e., cantilever walls, reinforced soil walls, tieback systems and bracing systems, each of which is encoded by a binary string. To assist human evaluation, 3D models of design schemes are created and visualized in a virtual reality environment, providing designers with a reality sense of various schemes

  13. A Learning and Interaction design framework, from a study on formulating principles for the design of engaging music learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    Based on a preliminary action research study investigating the design of digital music games and years of experiences from interaction design processes of learning resources, this extended abstract presents a framework that mixes designs for learning principles and game design with a process view...... using a simple interaction design lifecycle. Though the first outset was to design engaging music games, the resulting framework has a more generic character....

  14. A thermodynamic framework for thermo-chemo-elastic interactions in chemically active materials

    Science.gov (United States)

    Zhang, XiaoLong; Zhong, Zheng

    2017-08-01

    In this paper, a general thermodynamic framework is developed to describe the thermo-chemo-mechanical interactions in elastic solids undergoing mechanical deformation, imbibition of diffusive chemical species, chemical reactions and heat exchanges. Fully coupled constitutive relations and evolving laws for irreversible fluxes are provided based on entropy imbalance and stoichiometry that governs reactions. The framework manifests itself with a special feature that the change of Helmholtz free energy is attributed to separate contributions of the diffusion-swelling process and chemical reaction-dilation process. Both the extent of reaction and the concentrations of diffusive species are taken as independent state variables, which describe the reaction-activated responses with underlying variation of microstructures and properties of a material in an explicit way. A specialized isothermal formulation for isotropic materials is proposed that can properly account for volumetric constraints from material incompressibility under chemo-mechanical loadings, in which inhomogeneous deformation is associated with reaction and diffusion under various kinetic time scales. This framework can be easily applied to model the transient volumetric swelling of a solid caused by imbibition of external chemical species and simultaneous chemical dilation arising from reactions between the diffusing species and the solid.

  15. UniDA: Uniform Device Access Framework for Human Interaction Environments

    Directory of Open Access Journals (Sweden)

    Santiago Vazquez-Rodriguez

    2011-09-01

    Full Text Available Human interaction environments (HIE must be understood as any place where people carry out their daily life, including their work, family life, leisure and social life, interacting with technology to enhance or facilitate the experience. The integration of technology in these environments has been achieved in a disorderly and incompatible way, with devices operating in isolated islands with artificial edges delimited by the manufacturers. In this paper we are presenting the UniDA framework, an integral solution for the development of systems that require the integration and interoperation of devices and technologies in HIEs. It provides developers and installers with a uniform conceptual framework capable of modelling an HIE, together with a set of libraries, tools and devices to build distributed instrumentation networks with support for transparent integration of other technologies. A series of use case examples and a comparison to many of the existing technologies in the field has been included in order to show the benefits of using UniDA.

  16. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    Science.gov (United States)

    2006-01-01

    segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive...multimedia applications in general and HRI in particular. We provide examples of using the components in both the video game and the Unmanned Aerial

  17. An Empirical Comparison of Joint and Stratified Frameworks for Studying G × E Interactions: Systolic Blood Pressure and Smoking in the CHARGE Gene-Lifestyle Interactions Working Group

    NARCIS (Netherlands)

    Sung, Y.J. (Yun Ju); T.W. Winkler (Thomas W.); A.K. Manning (Alisa); H. Aschard (Hugues); V. Gudnason (Vilmundur); T.B. Harris (Tamara); A.V. Smith (Albert Vernon); E.A. Boerwinkle (Eric); M.R. Brown; A.C. Morrison (Alanna); M. Fornage (Myriam); L.-A. Lin (Li-An); Richard, M. (Melissa); T.M. Bartz (Traci M.); B.M. Psaty (Bruce); C. Hayward (Caroline); O. Polasek (Ozren); J. Marten (Jonathan); I. Rudan (Igor); M.F. Feitosa (Mary Furlan); A. Kraja (Aldi); M.A. Province (Mike); Deng, X. (Xuan); Fisher, V.A. (Virginia A.); Y. Zhou (Yanhua); L.F. Bielak (Lawrence F.); J.A. Smith (Jennifer A); J.E. Huffman (Jennifer); S. Padmanabhan (Sandosh); B.H. Smith (Blair); Ding, J. (Jingzhong); Y. Liu (YongMei); Lohman, K. (Kurt); C. Bouchard (Claude); T. Rankinen (Tuomo); Rice, T.K. (Treva K.); D.K. Arnett (Donna); K. Schwander; X. Guo (Xiuqing); W. Palmas (Walter); Rotter, J.I. (Jerome I.); Alfred, T. (Tamuno); E.P. Bottinger (Erwin); R.J.F. Loos (Ruth); N. Amin (Najaf); O.H. Franco (Oscar); C.M. van Duijn (Cornelia); D. Vojinovic (Dina); D.I. Chasman (Daniel); P.M. Ridker (Paul); L.M. Rose (Lynda); S.L.R. Kardia (Sharon); X. Zhu (Xiaofeng); K.M. Rice (Kenneth); I.B. Borecki (Ingrid); D.C. Rao (Dabeeru C.); Gauderman, W.J. (W. James); L.A. Cupples (Adrienne)

    2016-01-01

    textabstractStudying gene-environment (G × E) interactions is important, as they extend our knowledge of the genetic architecture of complex traits and may help to identify novel variants not detected via analysis of main effects alone. The main statistical framework for studying G × E interactions

  18. Expanding Upon the MEMS Framework: How Temperature Impacts Organo-Mineral Interactions

    Science.gov (United States)

    Smith, K.; Waring, B. G.

    2017-12-01

    Microbial substrate use efficiency (SUE; the fraction of substrate carbon (C) incorporated into biomass vs. respired) affects the development of soil organic matter (SOM). An emerging theoretical model (the Microbial Efficiency-Matrix Stabilization (MEMS) framework) posits that microbial SUE acts as a filter for plant litter inputs, whereby a larger proportion of microbial products are synthesized from labile (and not recalcitrant) plant substrates. Thus, SOM stability depends on both the efficiency of microbial anabolism as well as the degree to which microbial products stabilize within the mineral soil matrix. In this study, we performed a laboratory microcosm experiment using diverse soils collected in Utah to test how substrate complexity, soil mineralogy, and temperature interact to control SOM formation. Prior to microcosm setup, we first removed organic C from our field soils by washing with concentrated hypochlorite solution. Microcosms were then assembled by mixing C-free soil with one of three substrates (glucose, cellulose, and lignin), and placed in incubators set to different temperatures (18°, 28°, and 38°C). Respiration rates were then estimated by periodically sampling headspace CO2 concentrations in each microcosm. Prior to C removal, we found that field soils exhibited distinct properties ranging from clay-rich vertisols (55:27:18, sand:silt:clay; 1.1% C), to loamy-sand entisols (85:11:4; 0.3% C), and organic-rich mollisols (79:17:4; 1.7% C). In the incubation experiment, consistent with enzyme kinetics theory, respiration rates increased as a function of incubation temperature (p soil effects (including interactions with temperature and substrate) were less clear. Together these results build upon the MEMS framework by highlighting the importance of organo-mineral interactions and temperature as controls on soil C cycling.

  19. A Proposed Framework between Internal, External and Pedagogy Dimensions in Adoption of Interactive Multimedia e-Learning

    Science.gov (United States)

    Lahwal, Fathia; Al-Ajlan, Ajlan S.; Amain, Mohamad

    2016-01-01

    This study focuses on interactive multimedia e-learning aims to improve our understanding about the dynamics of e-learning. The objective is to critical evaluate and better understand the interrelationships in the proposed framework between internal, external and the pedagogy dimensions in adoption of interactive multimedia and e-learning. It…

  20. Thermodynamics of solvent interaction with the metal-organic framework MOF-5.

    Science.gov (United States)

    Akimbekov, Zamirbek; Wu, Di; Brozek, Carl K; Dincă, Mircea; Navrotsky, Alexandra

    2016-01-14

    The inclusion of solvent in metal-organic framework (MOF) materials is a highly specific form of guest-host interaction. In this work, the energetics of solvent MOF-5 interactions has been investigated by solution calorimetry in 5 M sodium hydroxide (NaOH) at room temperature. Solution calorimetric measurement of enthalpy of formation (ΔH(f)) of Zn4O(C8H4O4)3·C3H7NO (MOF-5·DMF) and Zn4O(C8H4O4)3·0.60C5H11NO (MOF-5·0.60DEF) from the dense components zinc oxide (ZnO), 1,4-benzenedicarboxylic acid (H2BDC), N,N-dimethylformamide (DMF) and N,N-diethylformamide (DEF) gives values of 16.69 ± 1.21 and 45.90 ± 1.46 kJ (mol Zn4O)(-1), respectively. The enthalpies of interaction (ΔH(int)) for DMF and DEF with MOF-5 are -82.78 ± 4.84 kJ (mol DMF)(-1) and -89.28 ± 3.05 kJ (mol DEF)(-1), respectively. These exothermic interaction energies suggest that, at low guest loading, Lewis base solvents interact more strongly with electron accepting Zn4O clusters in the MOF than at high solvent loading. These data provide a quantitative thermodynamic basis to investigate transmetallation and solvent assisted linker exchange (SALE) methods and to synthesize new MOFs.

  1. Magnetic ordering in TCNQ-based metal–organic frameworks with host–guest interactions

    Energy Technology Data Exchange (ETDEWEB)

    Zhang, Xuan; Saber, Mohamed R.; Prosvirin, Andrey P.; Reibenspies, Joseph H.; Sun, Lei; Ballesteros-Rivas, Maria; Zhao, Hanhua; Dunbar, Kim R. (MIT); (TAM)

    2015-09-03

    Host–guest interactions between the aromatic molecules benzene, toluene, aniline and nitrobenzene and the redox-active TCNQ-based metal–organic framework (MOF), Fe(TCNQ)(4,4'-bpy) (1) (TCNQ = 7,7,8,8-tetracyanoquinodimethane), have been found to modulate spontaneous magnetization behaviours at low temperatures. An analogous MOF, Mn(TCNQ)(4,4'-bpy) (2) with isotropic Mn(II) ions as well as the two-dimensional compound Fe(TCNQ)(DMF)2·2DMF (3·2DMF), were also prepared as models for studying the effects of single-ion magnetic anisotropy and structural distortion on spin canting. The results indicate guest-dependent long range magnetic ordering occurs at low temperatures, which correlates with the electrostatic and steric effects of the incorporated aromatic guests.

  2. Computational studies of adsorption in metal organic frameworks and interaction of nanoparticles in condensed phases

    Energy Technology Data Exchange (ETDEWEB)

    Annapureddy, HVR; Motkuri, RK; Nguyen, PTM; Truong, TB; Thallapally, PK; McGrail, BP; Dang, LX

    2014-02-05

    In this review, we describe recent efforts to systematically study nano-structured metal organic frameworks (MOFs), also known as metal organic heat carriers, with particular emphasis on their application in heating and cooling processes. We used both molecular dynamics and grand canonical Monte Carlo simulation techniques to gain a molecular-level understanding of the adsorption mechanism of gases in these porous materials. We investigated the uptake of various gases such as refrigerants R12 and R143a. We also evaluated the effects of temperature and pressure on the uptake mechanism. Our computed results compared reasonably well with available measurements from experiments, thus validating our potential models and approaches. In addition, we investigated the structural, diffusive and adsorption properties of different hydrocarbons in Ni-2(dhtp). Finally, to elucidate the mechanism of nanoparticle dispersion in condensed phases, we studied the interactions among nanoparticles in various liquids, such as n-hexane, water and methanol.

  3. FACET: A simulation software framework for modeling complex societal processes and interactions

    Energy Technology Data Exchange (ETDEWEB)

    Christiansen, J. H.

    2000-06-02

    FACET, the Framework for Addressing Cooperative Extended Transactions, was developed at Argonne National Laboratory to address the need for a simulation software architecture in the style of an agent-based approach, but with sufficient robustness, expressiveness, and flexibility to be able to deal with the levels of complexity seen in real-world social situations. FACET is an object-oriented software framework for building models of complex, cooperative behaviors of agents. It can be used to implement simulation models of societal processes such as the complex interplay of participating individuals and organizations engaged in multiple concurrent transactions in pursuit of their various goals. These transactions can be patterned on, for example, clinical guidelines and procedures, business practices, government and corporate policies, etc. FACET can also address other complex behaviors such as biological life cycles or manufacturing processes. To date, for example, FACET has been applied to such areas as land management, health care delivery, avian social behavior, and interactions between natural and social processes in ancient Mesopotamia.

  4. Climate change-contaminant interactions in marine food webs: Toward a conceptual framework.

    Science.gov (United States)

    Alava, Juan José; Cheung, William W L; Ross, Peter S; Sumaila, U Rashid

    2017-10-01

    Climate change is reshaping the way in which contaminants move through the global environment, in large part by changing the chemistry of the oceans and affecting the physiology, health, and feeding ecology of marine biota. Climate change-associated impacts on structure and function of marine food webs, with consequent changes in contaminant transport, fate, and effects, are likely to have significant repercussions to those human populations that rely on fisheries resources for food, recreation, or culture. Published studies on climate change-contaminant interactions with a focus on food web bioaccumulation were systematically reviewed to explore how climate change and ocean acidification may impact contaminant levels in marine food webs. We propose here a conceptual framework to illustrate the impacts of climate change on contaminant accumulation in marine food webs, as well as the downstream consequences for ecosystem goods and services. The potential impacts on social and economic security for coastal communities that depend on fisheries for food are discussed. Climate change-contaminant interactions may alter the bioaccumulation of two priority contaminant classes: the fat-soluble persistent organic pollutants (POPs), such as polychlorinated biphenyls (PCBs), as well as the protein-binding methylmercury (MeHg). These interactions include phenomena deemed to be either climate change dominant (i.e., climate change leads to an increase in contaminant exposure) or contaminant dominant (i.e., contamination leads to an increase in climate change susceptibility). We illustrate the pathways of climate change-contaminant interactions using case studies in the Northeastern Pacific Ocean. The important role of ecological and food web modeling to inform decision-making in managing ecological and human health risks of chemical pollutants contamination under climate change is also highlighted. Finally, we identify the need to develop integrated policies that manage the

  5. Sequential interactions-in which one player plays first and another responds-promote cooperation in evolutionary-dynamical simulations of single-shot Prisoner's Dilemma and Snowdrift games.

    Science.gov (United States)

    Laird, Robert A

    2018-05-21

    Cooperation is a central topic in evolutionary biology because (a) it is difficult to reconcile why individuals would act in a way that benefits others if such action is costly to themselves, and (b) it underpins many of the 'major transitions of evolution', making it essential for explaining the origins of successively higher levels of biological organization. Within evolutionary game theory, the Prisoner's Dilemma and Snowdrift games are the main theoretical constructs used to study the evolution of cooperation in dyadic interactions. In single-shot versions of these games, wherein individuals play each other only once, players typically act simultaneously rather than sequentially. Allowing one player to respond to the actions of its co-player-in the absence of any possibility of the responder being rewarded for cooperation or punished for defection, as in simultaneous or sequential iterated games-may seem to invite more incentive for exploitation and retaliation in single-shot games, compared to when interactions occur simultaneously, thereby reducing the likelihood that cooperative strategies can thrive. To the contrary, I use lattice-based, evolutionary-dynamical simulation models of single-shot games to demonstrate that under many conditions, sequential interactions have the potential to enhance unilaterally or mutually cooperative outcomes and increase the average payoff of populations, relative to simultaneous interactions-benefits that are especially prevalent in a spatially explicit context. This surprising result is attributable to the presence of conditional strategies that emerge in sequential games that can't occur in the corresponding simultaneous versions. Copyright © 2018 Elsevier Ltd. All rights reserved.

  6. Active Player Modeling in the Iterated Prisoner’s Dilemma

    Directory of Open Access Journals (Sweden)

    Hyunsoo Park

    2016-01-01

    Full Text Available The iterated prisoner’s dilemma (IPD is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents’ actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player’s behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent’s behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent’s behavior than when the data were collected through random actions.

  7. A unified framework for spiking and gap-junction interactions in distributed neuronal network simulations

    Directory of Open Access Journals (Sweden)

    Jan eHahne

    2015-09-01

    Full Text Available Contemporary simulators for networks of point and few-compartment model neurons come with a plethora of ready-to-use neuron and synapse models and support complex network topologies. Recent technological advancements have broadened the spectrum of application further to the efficient simulation of brain-scale networks on supercomputers. In distributed network simulations the amount of spike data that accrues per millisecond and process is typically low, such that a common optimization strategy is to communicate spikes at relatively long intervals, where the upper limit is given by the shortest synaptic transmission delay in the network. This approach is well-suited for simulations that employ only chemical synapses but it has so far impeded the incorporation of gap-junction models, which require instantaneous neuronal interactions. Here, we present a numerical algorithm based on a waveform-relaxation technique which allows for network simulations with gap junctions in a way that is compatible with the delayed communication strategy. Using a reference implementation in the NEST simulator, we demonstrate that the algorithm and the required data structures can be smoothly integrated with existing code such that they complement the infrastructure for spiking connections. To show that the unified framework for gap-junction and spiking interactions achieves high performance and delivers high accuracy...

  8. The Interaction between Interoceptive and Action States within a Framework of Predictive Coding

    Science.gov (United States)

    Marshall, Amanda C.; Gentsch, Antje; Schütz-Bosbach, Simone

    2018-01-01

    The notion of predictive coding assumes that perception is an iterative process between prior knowledge and sensory feedback. To date, this perspective has been primarily applied to exteroceptive perception as well as action and its associated phenomenological experiences such as agency. More recently, this predictive, inferential framework has been theoretically extended to interoception. This idea postulates that subjective feeling states are generated by top–down inferences made about internal and external causes of interoceptive afferents. While the processing of motor signals for action control and the emergence of selfhood have been studied extensively, the contributions of interoceptive input and especially the potential interaction of motor and interoceptive signals remain largely unaddressed. Here, we argue for a specific functional relation between motor and interoceptive awareness. Specifically, we implicate interoceptive predictions in the generation of subjective motor-related feeling states. Furthermore, we propose a distinction between reflexive and pre-reflexive modes of agentic action control and suggest that interoceptive input may affect each differently. Finally, we advocate the necessity of continuous interoceptive input for conscious forms of agentic action control. We conclude by discussing further research contributions that would allow for a fuller understanding of the interaction between agency and interoceptive awareness. PMID:29515495

  9. A Proposed Framework Between Internal, External and Pedagogy Dimensions in Adoption of Interactive Multimedia e-Learning

    Directory of Open Access Journals (Sweden)

    Fathia LAHWAL

    2016-10-01

    Full Text Available This study about interactive multimedia e-learning aims to improve our understanding about the dynamics of e-learning. The objective is to critical evaluate and better understand the interrelationships in the proposed framework between internal, external and the pedagogy dimensions in adoption of interactive multimedia and e-learning. It develops a tool to measure creative user adoption of interactive multimedia and e-learning services by using Partial Least Squares algorithm as the method of estimation and the major analytical tool in this study. Finding of a small scale data sampling of students in United Kingdom indicate that the proposed measurement framework is an acceptable fit with the data. Overall, the findings supply a precise tool for measuring creative user adoption of interactive multimedia and e-learning services, providing further insights for researchers and may provide to guide research and practice in interactive multimedia and e-learning by using communication media.

  10. A model integrating social-cultural concepts of nature into frameworks of interaction between social and natural systems

    DEFF Research Database (Denmark)

    Muhar, Andreas; Raymond, Christopher M.; van den Born, Riyan J.G.

    2018-01-01

    relationship at both individual and collective levels. We highlight the relevance of individual and collective understandings of the human-nature relationship as influencing factors for environmental behaviour, which may be reflected in natural resource management conflicts, and review the diversity......Existing frameworks for analysing interactions between social and natural systems (e.g. Social-Ecological Systems framework, Ecosystem Services concept) do not sufficiently consider and operationalize the dynamic interactions between people's values, attitudes and understandings of the human-nature....... Integrating this model into existing frameworks provides a tool for the exploration of how social-cultural concepts of nature interact with existing contexts to influence governance of social-ecological systems....

  11. Biana: a software framework for compiling biological interactions and analyzing networks.

    Science.gov (United States)

    Garcia-Garcia, Javier; Guney, Emre; Aragues, Ramon; Planas-Iglesias, Joan; Oliva, Baldo

    2010-01-27

    The analysis and usage of biological data is hindered by the spread of information across multiple repositories and the difficulties posed by different nomenclature systems and storage formats. In particular, there is an important need for data unification in the study and use of protein-protein interactions. Without good integration strategies, it is difficult to analyze the whole set of available data and its properties. We introduce BIANA (Biologic Interactions and Network Analysis), a tool for biological information integration and network management. BIANA is a Python framework designed to achieve two major goals: i) the integration of multiple sources of biological information, including biological entities and their relationships, and ii) the management of biological information as a network where entities are nodes and relationships are edges. Moreover, BIANA uses properties of proteins and genes to infer latent biomolecular relationships by transferring edges to entities sharing similar properties. BIANA is also provided as a plugin for Cytoscape, which allows users to visualize and interactively manage the data. A web interface to BIANA providing basic functionalities is also available. The software can be downloaded under GNU GPL license from http://sbi.imim.es/web/BIANA.php. BIANA's approach to data unification solves many of the nomenclature issues common to systems dealing with biological data. BIANA can easily be extended to handle new specific data repositories and new specific data types. The unification protocol allows BIANA to be a flexible tool suitable for different user requirements: non-expert users can use a suggested unification protocol while expert users can define their own specific unification rules.

  12. FUn: a framework for interactive visualizations of large, high-dimensional datasets on the web.

    Science.gov (United States)

    Probst, Daniel; Reymond, Jean-Louis

    2018-04-15

    During the past decade, big data have become a major tool in scientific endeavors. Although statistical methods and algorithms are well-suited for analyzing and summarizing enormous amounts of data, the results do not allow for a visual inspection of the entire data. Current scientific software, including R packages and Python libraries such as ggplot2, matplotlib and plot.ly, do not support interactive visualizations of datasets exceeding 100 000 data points on the web. Other solutions enable the web-based visualization of big data only through data reduction or statistical representations. However, recent hardware developments, especially advancements in graphical processing units, allow for the rendering of millions of data points on a wide range of consumer hardware such as laptops, tablets and mobile phones. Similar to the challenges and opportunities brought to virtually every scientific field by big data, both the visualization of and interaction with copious amounts of data are both demanding and hold great promise. Here we present FUn, a framework consisting of a client (Faerun) and server (Underdark) module, facilitating the creation of web-based, interactive 3D visualizations of large datasets, enabling record level visual inspection. We also introduce a reference implementation providing access to SureChEMBL, a database containing patent information on more than 17 million chemical compounds. The source code and the most recent builds of Faerun and Underdark, Lore.js and the data preprocessing toolchain used in the reference implementation, are available on the project website (http://doc.gdb.tools/fun/). daniel.probst@dcb.unibe.ch or jean-louis.reymond@dcb.unibe.ch.

  13. A dynamic game of a transboundary pollutant with asymmetric players

    International Nuclear Information System (INIS)

    Martin, W.E.; Patrick, R.H.; Tolwinski, B.

    1993-01-01

    Modeling transboundary pollutants in a dynamic game framework provides a foundation for analyzing the impact of various policy options. The focus of this analysis is on the results of a tax/subsidy scheme used to address the transboundary problem of global climate change. A nonzero-sum dynamic game with asymmetric players is used to evaluate the policy impact of the tax/subsidy scheme on the respective player's value functions and strategies as determined by a Nash equilibrium feedback solution. The asymmetry of the players is reflected in their respective attitudes toward global climate change with one player benefiting from the change and the other losing. 17 refs., 5 tabs

  14. HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Directory of Open Access Journals (Sweden)

    Jia-Rey Chang

    2018-01-01

    Full Text Available This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in

  15. Genotet: An Interactive Web-based Visual Exploration Framework to Support Validation of Gene Regulatory Networks.

    Science.gov (United States)

    Yu, Bowen; Doraiswamy, Harish; Chen, Xi; Miraldi, Emily; Arrieta-Ortiz, Mario Luis; Hafemeister, Christoph; Madar, Aviv; Bonneau, Richard; Silva, Cláudio T

    2014-12-01

    Elucidation of transcriptional regulatory networks (TRNs) is a fundamental goal in biology, and one of the most important components of TRNs are transcription factors (TFs), proteins that specifically bind to gene promoter and enhancer regions to alter target gene expression patterns. Advances in genomic technologies as well as advances in computational biology have led to multiple large regulatory network models (directed networks) each with a large corpus of supporting data and gene-annotation. There are multiple possible biological motivations for exploring large regulatory network models, including: validating TF-target gene relationships, figuring out co-regulation patterns, and exploring the coordination of cell processes in response to changes in cell state or environment. Here we focus on queries aimed at validating regulatory network models, and on coordinating visualization of primary data and directed weighted gene regulatory networks. The large size of both the network models and the primary data can make such coordinated queries cumbersome with existing tools and, in particular, inhibits the sharing of results between collaborators. In this work, we develop and demonstrate a web-based framework for coordinating visualization and exploration of expression data (RNA-seq, microarray), network models and gene-binding data (ChIP-seq). Using specialized data structures and multiple coordinated views, we design an efficient querying model to support interactive analysis of the data. Finally, we show the effectiveness of our framework through case studies for the mouse immune system (a dataset focused on a subset of key cellular functions) and a model bacteria (a small genome with high data-completeness).

  16. Enhancing teen pregnancy prevention in local communities: capacity building using the interactive systems framework.

    Science.gov (United States)

    Duffy, Jennifer L; Prince, Mary Severson; Johnson, Erin E; Alton, Forrest L; Flynn, Shannon; Faye, Amy Mattison; Padgett, Polly Edwards; Rollison, Chris; Becker, Dana; Hinzey, Angela L

    2012-12-01

    Getting To Outcomes (GTO), an innovative framework for planning, implementing, evaluating, and sustaining interventions has been shown to be effective in helping community-based organizations (CBOs) introduce science-based approaches into their prevention work. However, the Interactive Systems Framework (ISF) suggests that adopting innovations like GTO requires a significant amount of capacity building through training and technical assistance (T/TA). In this study, 11 CBOs and three schools in South Carolina entered into a 3 year program of intense and proactive T/TA based on the ISF to learn how to apply an adaptation of GTO (Promoting Science-Based Approaches-Getting To Outcomes, PSBA-GTO) to their teen pregnancy prevention programs. Using semi-structured interviews, the partnering organizations were assessed at three points in time, pre-T/TA, 12 months, and post T/TA (30 months) for their performance of the steps of GTO in their work. The seven organizations which participated in T/TA until the end of the project received an average of 76 h of TA and 112 h of training per organization. Interview results showed increased performance of all 10 steps of PSBA-GTO by these organizations when conducting their teen pregnancy programs. These results suggest targeted and proactive T/TA can successfully bridge the gap between research and practice by using a three part delivery system, as prescribed in the ISF, which relies on an intermediary prevention support system to ensure accurate and effective translation of research to the everyday work of community-based practitioners.

  17. Position Affects Performance in Multiple-Object Tracking in Rugby Union Players

    Directory of Open Access Journals (Sweden)

    Andrés Martín

    2017-09-01

    Full Text Available We report an experiment that examines the performance of rugby union players and a control group composed of graduate student with no sport experience, in a multiple-object tracking task. It compares the ability of 86 high level rugby union players grouped as Backs and Forwards and the control group, to track a subset of randomly moving targets amongst the same number of distractors. Several difficulties were included in the experimental design in order to evaluate possible interactions between the relevant variables. Results show that the performance of the Backs is better than that of the other groups, but the occurrence of interactions precludes an isolated groups analysis. We interpret the results within the framework of visual attention and discuss both, the implications of our results and the practical consequences.

  18. Adapting playware to multiple players

    DEFF Research Database (Denmark)

    Þorsteinsson, Arnar Tumi; Lund, Henrik Hautop; Mastorakis, Nikos

    2011-01-01

    With the creation of playware as intelligent hardware and software that creates play, it is possible to adapt the play tool to the individual user, and even to multiple users playing at the same time with the play tool. In this paper, we show how it is possible to implement adaptivity in modular...... to such differences, and argues that adaptivity is needed to make games fit to the individual users in both single-player games and multi-player games. As a case study, we implemented such adaptivity on modular interactive tiles for the single-user game ColorTimer, and for the multiple-user games PingPong, in which...

  19. Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

    Directory of Open Access Journals (Sweden)

    Yingjie Victor Chen

    2016-06-01

    Full Text Available User experience remains a crucial consideration when assessing the successfulness of information visualization systems. The theory of affordances provides a robust framework for user experience design. In this article, we demonstrate a design case that employs an affordance-based framework and evaluate the information visualization display design. SolarWheels is an interactive information visualization designed for large display walls in computer network control rooms to help cybersecurity analysts become aware of network status and emerging issues. Given the critical nature of this context, the status and performance of a computer network must be precisely monitored and remedied in real time. In this study, we consider various aspects of affordances in order to amplify the user experience via visualization and interaction design. SolarWheels visualizes the multilayer multidimensional computer network issues with a series of integrated circular visualizations inspired by the metaphor of the solar system. To amplify user interaction and experience, the system provides a three-zone physical interaction that allows multiple users to interact with the system. Users can read details at different levels depending on their distance from the display. An expert evaluation study, based on a four-layer affordance framework, was conducted to assess and improve the interactive visualization design.

  20. How Multi-Levels of Individual and Team Learning Interact in a Public Healthcare Organisation: A Conceptual Framework

    Science.gov (United States)

    Doyle, Louise; Kelliher, Felicity; Harrington, Denis

    2016-01-01

    The aim of this paper is to review the relevant literature on organisational learning and offer a preliminary conceptual framework as a basis to explore how the multi-levels of individual learning and team learning interact in a public healthcare organisation. The organisational learning literature highlights a need for further understanding of…

  1. Towards a framework in interaction training for staff working with clients with intellectual disabilities and challenging behaviour

    NARCIS (Netherlands)

    Willems, A.P.A.M.; Embregts, P.J.C.M.; Hendriks, A.H.C.; Bosman, A.M.T.

    2016-01-01

    Background: Training support staff in dealing with challenging behaviour in clients with intellectual disabilities (ID) is needed. The goal of this study is to determine which elements need to be incorporated in a training on staff interactions with these clients, building upon a framework and an

  2. Towards a Framework in Interaction Training for Staff Working with Clients with Intellectual Disabilities and Challenging Behaviour

    Science.gov (United States)

    Willems, A.; Embregts, P.; Hendriks, L.; Bosman, A.

    2016-01-01

    Background: Training support staff in dealing with challenging behaviour in clients with intellectual disabilities (ID) is needed. The goal of this study is to determine which elements need to be incorporated in a training on staff interactions with these clients, building upon a framework and an interpersonal model. As in functional analysis,…

  3. Towards a framework in interaction training for staff working with clients with intellectual disabilities and challenging behavior

    NARCIS (Netherlands)

    Willems, A.P.A.M.; Embregts, P.J.C.M.; Hendriks, A.H.C.; Bosman, A.M.T.

    2016-01-01

    Background Training support staff in dealing with challenging behaviour in clients with intellectual disabilities (ID) is needed. The goal of this study is to determine which elements need to be incorporated in a training on staff interactions with these clients, building upon a framework and an

  4. The Making of a History Standards Wiki: "Covering", "Uncovering", and "Discovering" Curriculum Frameworks Using a Highly Interactive Technology

    Science.gov (United States)

    Maloy, Robert W.; Poirier, Michelle; Smith, Hilary K.; Edwards, Sharon A.

    2010-01-01

    This article explores using a wiki, one of the newest forms of interactive computer-based technology, as a resource for teaching the Massachusetts K-12 History and Social Science Curriculum Framework, a set of state-mandated learning standards. Wikis are web pages that can be easily edited by multiple authors. They invite active involvement by…

  5. Use of Interactive Whiteboard in the Mathematics Classroom: Students' Perceptions within the Framework of the Technology Acceptance Model

    Science.gov (United States)

    Önal, Nezih

    2017-01-01

    The purpose of the present research was to reveal students' perceptions regarding the use of the interactive whiteboard in the mathematics classroom within the framework of the Technology Acceptance Model. Semi-structured interviews were performed with 58 secondary school students (5th, 6th, 7th, and 8th grades) to collect data. The data obtained…

  6. Aerosol-cloud interactions in a multi-scale modeling framework

    Science.gov (United States)

    Lin, G.; Ghan, S. J.

    2017-12-01

    Atmospheric aerosols play an important role in changing the Earth's climate through scattering/absorbing solar and terrestrial radiation and interacting with clouds. However, quantification of the aerosol effects remains one of the most uncertain aspects of current and future climate projection. Much of the uncertainty results from the multi-scale nature of aerosol-cloud interactions, which is very challenging to represent in traditional global climate models (GCMs). In contrast, the multi-scale modeling framework (MMF) provides a viable solution, which explicitly resolves the cloud/precipitation in the cloud resolved model (CRM) embedded in the GCM grid column. In the MMF version of community atmospheric model version 5 (CAM5), aerosol processes are treated with a parameterization, called the Explicit Clouds Parameterized Pollutants (ECPP). It uses the cloud/precipitation statistics derived from the CRM to treat the cloud processing of aerosols on the GCM grid. However, this treatment treats clouds on the CRM grid but aerosols on the GCM grid, which is inconsistent with the reality that cloud-aerosol interactions occur on the cloud scale. To overcome the limitation, here, we propose a new aerosol treatment in the MMF: Explicit Clouds Explicit Aerosols (ECEP), in which we resolve both clouds and aerosols explicitly on the CRM grid. We first applied the MMF with ECPP to the Accelerated Climate Modeling for Energy (ACME) model to have an MMF version of ACME. Further, we also developed an alternative version of ACME-MMF with ECEP. Based on these two models, we have conducted two simulations: one with the ECPP and the other with ECEP. Preliminary results showed that the ECEP simulations tend to predict higher aerosol concentrations than ECPP simulations, because of the more efficient vertical transport from the surface to the higher atmosphere but the less efficient wet removal. We also found that the cloud droplet number concentrations are also different between the

  7. Stability of metal organic frameworks and interaction of small gas molecules in these materials

    Science.gov (United States)

    Tan, Kui

    The work in this dissertation combines spectroscopy ( in-situ infrared absorption and Raman), powder X-ray diffraction and DFT calculations to study the stability of metal organic frameworks materials (MOFs) in the presence of water vapor and other corrosive gases (e.g., SO 2, NO2 NO), and the interaction and competitive co-adsorption of several gases within MOFs by considering two types of prototypical MOFs: 1) a MOF with saturated metal centers based on paddlewheel secondary building units: M(bdc)(ted)0.5 [M=Cu, Zn, Ni, Co, bdc = 1,4-benzenedicarboxylate, ted = triethylenediamine], and 2) a MOF with unsaturated metal centers: M2(dobdc) [M=Mg2+, Zn2+, Ni2+, Co2+ and dobdc = 2,5-dihydroxybenzenedicarboxylate]. We find that the stability of MOFs to water vapor critically depends on their structure and the specific metal cation in the building units. For M(bdc)(ted)0.5, the metal-bdc bond is the most vulnerable for Cu(bdc)(ted)0.5, while the metal-ted bond is first attacked for the Zn and Co analogs. In contrast, Ni(bdc)(ted)0.5 remains stable under the same conditions. For M2(dobdc), or MOF-74, the weak link is the dobdc-metal bond. The water molecule is dissociatively adsorbed at the metal-oxygen group with OH adsorption directly on the metal center and H adsorption on the bridging O of the phenolate group in the dobdc linker. Other technologically important molecules besides water, such as NO, NO2, SO2, tend to poison M2(dobdc) through dissociative or molecular adsorption onto the open metal sites. A high uptake SO2 capacity was measured in M(bdc)(ted)0.5, attributed to multipoint interactions between the guest SO2 molecule and the MOF host. In the case of competitive co-adsorption between CO2 and other small molecules, we find that binding energy alone is not a good indicator of molecular site occupation within the MOF (i.e., it cannot successfully predict and evaluate the displacement of CO2 by other molecules). Instead, we show that the kinetic barrier for the

  8. Adaptivity to Age, Gender, and Gaming Platform Topology in Physical Multi-Player Games

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Friðriksson, Rafn Vídalín; Björnsson, Davíð Þór

    2012-01-01

    In games where players are competing against each other, it can be of interest to ensure that all players are challenged according to their individual skills. In order to investigate such adaptivity to the individual player in physical multi-player games, we developed a game on modular interactive...... tiles which can be used in both single-player and multi-player mode. We implemented simple adaptivity methods and tested these with different user groups including children and adults of both genders. The results show statistically significant differences in the game interactions between children...... and adults, and between male and female players. Also, results show statistically significant differences in the game interactions between different physical set-ups of the modular interactive tiles, i.e. the interaction depended on the topology of the modular tiles set-up. Changing the physical set...

  9. Simple and efficient machine learning frameworks for identifying protein-protein interaction relevant articles and experimental methods used to study the interactions.

    Science.gov (United States)

    Agarwal, Shashank; Liu, Feifan; Yu, Hong

    2011-10-03

    Protein-protein interaction (PPI) is an important biomedical phenomenon. Automatically detecting PPI-relevant articles and identifying methods that are used to study PPI are important text mining tasks. In this study, we have explored domain independent features to develop two open source machine learning frameworks. One performs binary classification to determine whether the given article is PPI relevant or not, named "Simple Classifier", and the other one maps the PPI relevant articles with corresponding interaction method nodes in a standardized PSI-MI (Proteomics Standards Initiative-Molecular Interactions) ontology, named "OntoNorm". We evaluated our system in the context of BioCreative challenge competition using the standardized data set. Our systems are amongst the top systems reported by the organizers, attaining 60.8% F1-score for identifying relevant documents, and 52.3% F1-score for mapping articles to interaction method ontology. Our results show that domain-independent machine learning frameworks can perform competitively well at the tasks of detecting PPI relevant articles and identifying the methods that were used to study the interaction in such articles. Simple Classifier is available at http://sourceforge.net/p/simpleclassify/home/ and OntoNorm at http://sourceforge.net/p/ontonorm/home/.

  10. IT-adoption and the interaction of task, technology and individuals: a fit framework and a case study

    Directory of Open Access Journals (Sweden)

    Iller Carola

    2006-01-01

    Full Text Available Abstract Background Factors of IT adoption have largely been discussed in the literature. However, existing frameworks (such as TAM or TTF are failing to include one important aspect, the interaction between user and task. Method Based on a literature study and a case study, we developed the FITT framework to help analyse the socio-organisational-technical factors that influence IT adoption in a health care setting. Results Our FITT framework ("Fit between Individuals, Task and Technology" is based on the idea that IT adoption in a clinical environment depends on the fit between the attributes of the individual users (e.g. computer anxiety, motivation, attributes of the technology (e.g. usability, functionality, performance, and attributes of the clinical tasks and processes (e.g. organisation, task complexity. We used this framework in the retrospective analysis of a three-year case study, describing the adoption of a nursing documentation system in various departments in a German University Hospital. We will show how the FITT framework helped analyzing the process of IT adoption during an IT implementation: we were able to describe every found IT adoption problem with regard to the three fit dimensions, and any intervention on the fit can be described with regard to the three objects of the FITT framework (individual, task, technology. We also derive facilitators and barriers to IT adoption of clinical information systems. Conclusion This work should support a better understanding of the reasons for IT adoption failures and therefore enable better prepared and more successful IT introduction projects. We will discuss, however, that from a more epistemological point of view, it may be difficult or even impossible to analyse the complex and interacting factors that predict success or failure of IT projects in a socio-technical environment.

  11. An immersogeometric variational framework for fluid–structure interaction: application to bioprosthetic heart valves

    Science.gov (United States)

    Kamensky, David; Hsu, Ming-Chen; Schillinger, Dominik; Evans, John A.; Aggarwal, Ankush; Bazilevs, Yuri; Sacks, Michael S.; Hughes, Thomas J. R.

    2014-01-01

    In this paper, we develop a geometrically flexible technique for computational fluid–structure interaction (FSI). The motivating application is the simulation of tri-leaflet bioprosthetic heart valve function over the complete cardiac cycle. Due to the complex motion of the heart valve leaflets, the fluid domain undergoes large deformations, including changes of topology. The proposed method directly analyzes a spline-based surface representation of the structure by immersing it into a non-boundary-fitted discretization of the surrounding fluid domain. This places our method within an emerging class of computational techniques that aim to capture geometry on non-boundary-fitted analysis meshes. We introduce the term “immersogeometric analysis” to identify this paradigm. The framework starts with an augmented Lagrangian formulation for FSI that enforces kinematic constraints with a combination of Lagrange multipliers and penalty forces. For immersed volumetric objects, we formally eliminate the multiplier field by substituting a fluid–structure interface traction, arriving at Nitsche’s method for enforcing Dirichlet boundary conditions on object surfaces. For immersed thin shell structures modeled geometrically as surfaces, the tractions from opposite sides cancel due to the continuity of the background fluid solution space, leaving a penalty method. Application to a bioprosthetic heart valve, where there is a large pressure jump across the leaflets, reveals shortcomings of the penalty approach. To counteract steep pressure gradients through the structure without the conditioning problems that accompany strong penalty forces, we resurrect the Lagrange multiplier field. Further, since the fluid discretization is not tailored to the structure geometry, there is a significant error in the approximation of pressure discontinuities across the shell. This error becomes especially troublesome in residual-based stabilized methods for incompressible flow, leading

  12. ROSAPL: towards a heterogeneous multi‐robot system and Human interaction framework

    OpenAIRE

    Boronat Roselló, Emili

    2014-01-01

    The appearance of numerous robotic frameworks and middleware has provided researchers with reliable hardware and software units avoiding the need of developing ad-hoc platforms and focus their work on how improve the robots' high-level capabilities and behaviours. Despite this none of these are facilitating frameworks considering social capabilities as a factor in robots design. In a world that everyday seems more and more connected, with the slow but steady advance of th...

  13. WavePropaGator: interactive framework for X-ray free-electron laser optics design and simulations1

    OpenAIRE

    Samoylova, Liubov; Buzmakov, Alexey; Chubar, Oleg; Sinn, Harald

    2016-01-01

    This article describes the WavePropaGator (WPG) package, a new interactive software framework for coherent and partially coherent X-ray wavefront propagation simulations. The package has been developed at European XFEL for users at the existing and emerging free-electron laser (FEL) facilities, as well as at the third-generation synchrotron sources and future diffraction-limited storage rings. The WPG addresses the needs of beamline scientists and user groups to facilitate the design, optimiz...

  14. LAIX-score : a design framework for live audience interaction management systems

    OpenAIRE

    Kuikkaniemi, Kai

    2017-01-01

    This study focuses on computer-supported live audience interaction. In conventional lectures audience interacts explicitly with the performer for example by waving hand and asking question directly or clapping hands. For decades, non digital audience response systems have enabled simple multiple option audience interaction patterns. Modern mobile personal computing devices, digital projectors, wireless networks and real time software platforms enable creation of new kinds of interaction patte...

  15. [Sustainable Implementation of Evidence-Based Programmes in Health Promotion: A Theoretical Framework and Concept of Interactive Knowledge to Action].

    Science.gov (United States)

    Rütten, A; Wolff, A; Streber, A

    2016-03-01

    This article discusses 2 current issues in the field of public health research: (i) transfer of scientific knowledge into practice and (ii) sustainable implementation of good practice projects. It also supports integration of scientific and practice-based evidence production. Furthermore, it supports utilisation of interactive models that transcend deductive approaches to the process of knowledge transfer. Existing theoretical approaches, pilot studies and thoughtful conceptual considerations are incorporated into a framework showing the interplay of science, politics and prevention practice, which fosters a more sustainable implementation of health promotion programmes. The framework depicts 4 key processes of interaction between science and prevention practice: interactive knowledge to action, capacity building, programme adaptation and adaptation of the implementation context. Ensuring sustainability of health promotion programmes requires a concentrated process of integrating scientific and practice-based evidence production in the context of implementation. Central to the integration process is the approach of interactive knowledge to action, which especially benefits from capacity building processes that facilitate participation and systematic interaction between relevant stakeholders. Intense cooperation also induces a dynamic interaction between multiple actors and components such as health promotion programmes, target groups, relevant organisations and social, cultural and political contexts. The reciprocal adaptation of programmes and key components of the implementation context can foster effectiveness and sustainability of programmes. Sustainable implementation of evidence-based health promotion programmes requires alternatives to recent deductive models of knowledge transfer. Interactive approaches prove to be promising alternatives. Simultaneously, they change the responsibilities of science, policy and public health practice. Existing boundaries

  16. An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users

    OpenAIRE

    You, Fang; Liu, Jianping; Guan, Xinjian; Wang, Jianmin; Zheng, Zibin; Tam, Peter

    2011-01-01

    Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predi...

  17. A design-centred framework for social human-robot interaction

    NARCIS (Netherlands)

    Bartneck, C.; Forlizzi, J.

    2004-01-01

    Robots currently integrate into our everyday lives, but little is known about how they can act socially. In this paper, we propose a definition of social robots and describe a framework that classifies properties of social robots. The properties consist of form, modality, social norms, autonomy, and

  18. Real-Time Game Adaptation for Optimizing Player Satisfaction

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John

    2009-01-01

    A methodology for optimizing player satisfaction in games on the "playware" physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment...

  19. There is no game without a player

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    on the subject matter from the catalogue of game theory. All four suggestions exclude the player from the relationship. This paper introduces a phenomenological point of view and includes the player in order to understand the relationship between structure and dressing. It argues that players constitute a bridge......This paper is a search for meaning or to be more precise a study of how meaning is produced between ontology and fiction in computer games. It sets out to investigate the relationship between formal abstract game structures and game representation (dressing) by presenting four suggestions...... or the center which establishes, upholds and renegotiate the relationship between formal game structure and game dressing. It also argues that players’ interaction with both structure and dressing produce meaning and the production of meaning is the relationship between formal abstract game structures and game...

  20. Modelling Virtual Camera Behaviour Through Player Gaze

    DEFF Research Database (Denmark)

    Picardi, Andrea; Burelli, Paolo; Yannakakis, Georgios N.

    2012-01-01

    industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out......In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game...... on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can...

  1. EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.

    Directory of Open Access Journals (Sweden)

    Samantha Jane Clarke

    2017-09-01

    Full Text Available Game-based learning (GBL is often found to be technologically driven and more often than not, serious games for instance, are conceptualised and designed solely for digital platforms and state of the art technologies. To encourage a greater discussion on the potential benefits and challenges of a more holistic approach to developing GBL that promote human centered interactions and play for learning, the authors present the escapED programme. The escapED programme was conceived following the recent entertainment trend of escape rooms and is used for developing non-digital GBL approaches within education. escapED aids the design and creation of educational Escape Rooms and Interactive Gaming Experiences for staff and students in further/higher education settings. The paper first presents a pilot study that was used to assess the feasibility and acceptance of University teaching staff of embedding interactive GBL into a higher education environment. The authors then present the escapED theoretical framework that was used to create the prototype game for the pilot study as a tool to aid future design and development of on-site interactive experiences. The paper also presents an external developer report of using the escapED framework to develop a prototype game for teaching research methods to Southampton University students. Finally, the authors present a discussion on the use of the escapED framework so far and plans for future work and evaluation in order to provide engaging alternatives for learning and soft skills development amongst higher education staff andstudents.

  2. Interactive Classification of Construction Materials: Feedback Driven Framework for Annotation and Analysis of 3d Point Clouds

    Science.gov (United States)

    Hess, M. R.; Petrovic, V.; Kuester, F.

    2017-08-01

    Digital documentation of cultural heritage structures is increasingly more common through the application of different imaging techniques. Many works have focused on the application of laser scanning and photogrammetry techniques for the acquisition of threedimensional (3D) geometry detailing cultural heritage sites and structures. With an abundance of these 3D data assets, there must be a digital environment where these data can be visualized and analyzed. Presented here is a feedback driven visualization framework that seamlessly enables interactive exploration and manipulation of massive point cloud data. The focus of this work is on the classification of different building materials with the goal of building more accurate as-built information models of historical structures. User defined functions have been tested within the interactive point cloud visualization framework to evaluate automated and semi-automated classification of 3D point data. These functions include decisions based on observed color, laser intensity, normal vector or local surface geometry. Multiple case studies are presented here to demonstrate the flexibility and utility of the presented point cloud visualization framework to achieve classification objectives.

  3. A flexible object-based software framework for modeling complex systems with interacting natural and societal processes.

    Energy Technology Data Exchange (ETDEWEB)

    Christiansen, J. H.

    2000-06-15

    The Dynamic Information Architecture System (DIAS) is a flexible, extensible, object-based framework for developing and maintaining complex multidisciplinary simulations. The DIAS infrastructure makes it feasible to build and manipulate complex simulation scenarios in which many thousands of objects can interact via dozens to hundreds of concurrent dynamic processes. The flexibility and extensibility of the DIAS software infrastructure stem mainly from (1) the abstraction of object behaviors, (2) the encapsulation and formalization of model functionality, and (3) the mutability of domain object contents. DIAS simulation objects are inherently capable of highly flexible and heterogeneous spatial realizations. Geospatial graphical representation of DIAS simulation objects is addressed via the GeoViewer, an object-based GIS toolkit application developed at ANL. DIAS simulation capabilities have been extended by inclusion of societal process models generated by the Framework for Addressing Cooperative Extended Transactions (FACET), another object-based framework developed at Argonne National Laboratory. By using FACET models to implement societal behaviors of individuals and organizations within larger DIAS-based natural systems simulations, it has become possible to conveniently address a broad range of issues involving interaction and feedback among natural and societal processes. Example DIAS application areas discussed in this paper include a dynamic virtual oceanic environment, detailed simulation of clinical, physiological, and logistical aspects of health care delivery, and studies of agricultural sustainability of urban centers under environmental stress in ancient Mesopotamia.

  4. Comprehensive process model of clinical information interaction in primary care: results of a "best-fit" framework synthesis.

    Science.gov (United States)

    Veinot, Tiffany C; Senteio, Charles R; Hanauer, David; Lowery, Julie C

    2018-06-01

    To describe a new, comprehensive process model of clinical information interaction in primary care (Clinical Information Interaction Model, or CIIM) based on a systematic synthesis of published research. We used the "best fit" framework synthesis approach. Searches were performed in PubMed, Embase, the Cumulative Index to Nursing and Allied Health Literature (CINAHL), PsycINFO, Library and Information Science Abstracts, Library, Information Science and Technology Abstracts, and Engineering Village. Two authors reviewed articles according to inclusion and exclusion criteria. Data abstraction and content analysis of 443 published papers were used to create a model in which every element was supported by empirical research. The CIIM documents how primary care clinicians interact with information as they make point-of-care clinical decisions. The model highlights 3 major process components: (1) context, (2) activity (usual and contingent), and (3) influence. Usual activities include information processing, source-user interaction, information evaluation, selection of information, information use, clinical reasoning, and clinical decisions. Clinician characteristics, patient behaviors, and other professionals influence the process. The CIIM depicts the complete process of information interaction, enabling a grasp of relationships previously difficult to discern. The CIIM suggests potentially helpful functionality for clinical decision support systems (CDSSs) to support primary care, including a greater focus on information processing and use. The CIIM also documents the role of influence in clinical information interaction; influencers may affect the success of CDSS implementations. The CIIM offers a new framework for achieving CDSS workflow integration and new directions for CDSS design that can support the work of diverse primary care clinicians.

  5. On the rationality of cycling in the Theory of Moves framework

    Science.gov (United States)

    Olsen, Jolie; Sen, Sandip

    2014-04-01

    Theory of Moves (TOM) is a novel approach to game theory for determining rational strategies during the play of dynamic games [Brams, S J. (1994). Theory of moves. Cambridge, UK: Cambridge University Press]. While alternate models such as normal form games exist, players of these games are limited to single shot interactions with each other, but within TOM, sequences of moves and counter moves are allowed. As a consequence of this framework potential cyclic behaviour may arise. Unfortunately, standard TOM framework suggests that players do not move from the initial state if the possibility of cyclic behaviour is detected. However, in a plethora of real life scenarios, cycling can benefit a player over time. We first extend the TOM framework by allowing players to choose how much time to stay in each state while specifying time limits for moves. This generalisation allows for cycling behaviour in addition to normal, acyclic TOM play. We present additional rationality rules to handle the choice of move time and cyclic play and identify conditions for the existence of solutions that involve cycles. Moreover, if solutions do exist, equilibrium are determined so a player can predict the rational outcome upon engaging a cycle. A variety of time constraints on move times are investigated and the effects of these contrasts on the solution space and equilibrium are analysed.

  6. User-Centric Secure Cross-Site Interaction Framework for Online Social Networking Services

    Science.gov (United States)

    Ko, Moo Nam

    2011-01-01

    Social networking service is one of major technological phenomena on Web 2.0. Hundreds of millions of users are posting message, photos, and videos on their profiles and interacting with other users, but the sharing and interaction are limited within the same social networking site. Although users can share some content on a social networking site…

  7. A semi-interactive panorama based 3D reconstruction framework for indoor scenes

    NARCIS (Netherlands)

    Dang, T.K.; Worring, M.; Bui, T.D.

    2011-01-01

    We present a semi-interactive method for 3D reconstruction specialized for indoor scenes which combines computer vision techniques with efficient interaction. We use panoramas, popularly used for visualization of indoor scenes, but clearly not able to show depth, for their great field of view, as

  8. Social networks, social interactions, and activity-travel behavior: a framework for microsimulation

    NARCIS (Netherlands)

    Arentze, T.A.; Timmermans, H.J.P.

    2007-01-01

    We argue that the social networks and activity-travel patterns of people interact and coevolve over time. Through social interaction, people exchange information about activity-travel choice alternatives and adapt their latent and overt preferences for alternatives to each other. At the same time,

  9. Player-Character Dynamics in Multi- Player Role Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; McIlwain, D.; Brolund, T.

    2007-01-01

    This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player...

  10. A Method for Using Player Tracking Data in Basketball to Learn Player Skills and Predict Team Performance.

    Science.gov (United States)

    Skinner, Brian; Guy, Stephen J

    2015-01-01

    Player tracking data represents a revolutionary new data source for basketball analysis, in which essentially every aspect of a player's performance is tracked and can be analyzed numerically. We suggest a way by which this data set, when coupled with a network-style model of the offense that relates players' skills to the team's success at running different plays, can be used to automatically learn players' skills and predict the performance of untested 5-man lineups in a way that accounts for the interaction between players' respective skill sets. After developing a general analysis procedure, we present as an example a specific implementation of our method using a simplified network model. While player tracking data is not yet available in the public domain, we evaluate our model using simulated data and show that player skills can be accurately inferred by a simple statistical inference scheme. Finally, we use the model to analyze games from the 2011 playoff series between the Memphis Grizzlies and the Oklahoma City Thunder and we show that, even with a very limited data set, the model can consistently describe a player's interactions with a given lineup based only on his performance with a different lineup.

  11. A Method for Using Player Tracking Data in Basketball to Learn Player Skills and Predict Team Performance.

    Directory of Open Access Journals (Sweden)

    Brian Skinner

    Full Text Available Player tracking data represents a revolutionary new data source for basketball analysis, in which essentially every aspect of a player's performance is tracked and can be analyzed numerically. We suggest a way by which this data set, when coupled with a network-style model of the offense that relates players' skills to the team's success at running different plays, can be used to automatically learn players' skills and predict the performance of untested 5-man lineups in a way that accounts for the interaction between players' respective skill sets. After developing a general analysis procedure, we present as an example a specific implementation of our method using a simplified network model. While player tracking data is not yet available in the public domain, we evaluate our model using simulated data and show that player skills can be accurately inferred by a simple statistical inference scheme. Finally, we use the model to analyze games from the 2011 playoff series between the Memphis Grizzlies and the Oklahoma City Thunder and we show that, even with a very limited data set, the model can consistently describe a player's interactions with a given lineup based only on his performance with a different lineup.

  12. An Integrated Human System Interaction (HSI) Framework for Human-Agent Team Collaboration, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The NASA commitment to a human presence in space exploration results in the interaction of humans with challenging environments in space, on lunar, and on planetary...

  13. The nucleon-nucleon interaction in the framework of the boson exchange model

    International Nuclear Information System (INIS)

    Niephaus, G.H.

    1984-01-01

    The aim of this thesis was the description of the nucleon-nucleon interaction in a microscopically founded model. For this the description of the 2-nucleon problem by an interacting 2-nucleon-pion system was presented. The starting point of our description was a relativistic eigenvalue equation for the system of mesons and two baryons. The interaction of the baryons with the mesons was described by interaction Hamiltonians. By the elimination of antinucleon states by means of a unitary tansformation (Foldy-Wouthuysen transformation) the interaction Hamiltonians for nucleons could be generated for the field-theoretical Lagrangian densities. The Hamiltonians for resonant baryon states were obtained by means of a simplified procedure from the corresponding Lagrangian densities. Because the determination of Lagrangian densities is not unique, for the pion-nucleon coupling two alternative Lagrangian densities were allowed. For the interaction of positive-energy nucleonic states these two coupling yield nearly equal results; the production or annihilation of negative-energy nucleon states (antiparticles) the predictions however are very different. (orig./HSI) [de

  14. Positronium annihilation in liquids in the framework of non-local interaction

    International Nuclear Information System (INIS)

    Mukherjee, Tapas; Dutta, Dhanadeep

    2012-01-01

    In the bubble model of ortho positronium (o-Ps) annihilation in liquid the origin of the trapping of o-Ps is the electron-exchange repulsive interaction between the electron of o-Ps and the electron of the medium. The corresponding effective interaction is non-local in nature. However, in the prevalent bubble model, this effective interaction is usually treated as local (model) potential (sharp or smooth). In the present study, we have taken an approach to consider this trapping interaction as non-local in nature, which is included through a model separable non-local function to tackle the problem in analytically solvable manner. The analytical calculations show that this non-local interaction effectively acts as a gauge potential in the energy of the Ps atom in parameter (bubble radius) space. The computed bubble variables obtained using experimental Ps annihilation data are shown. A comparison between the present data with the calculated results using prevalent bubble model has been presented. Discussions have been made on the input parameter dependencies of the computed data. - Highlights: ► Bubble model has been modified by considering positronium-atom non-local interaction. ► No straight forward correlation between bubble size and effective potential is observed. ► Non-local potential acts as a guage potential.

  15. Teaching Beginning Trombone Players.

    Science.gov (United States)

    Fallis, Todd L.

    2001-01-01

    Discusses the process of introducing the trombone to beginning students and addresses the issue of warming-up. Provides resources for beginning trombone methods, band methods, and daily warm-up studies. Includes resources for scale studies and etudes for beginning to intermediate trombone players. (CMK)

  16. Cell-biomaterial mechanical interaction in the framework of tissue engineering: insights, computational modeling and perspectives.

    Science.gov (United States)

    Sanz-Herrera, Jose A; Reina-Romo, Esther

    2011-01-01

    Tissue engineering is an emerging field of research which combines the use of cell-seeded biomaterials both in vitro and/or in vivo with the aim of promoting new tissue formation or regeneration. In this context, how cells colonize and interact with the biomaterial is critical in order to get a functional tissue engineering product. Cell-biomaterial interaction is referred to here as the phenomenon involved in adherent cells attachment to the biomaterial surface, and their related cell functions such as growth, differentiation, migration or apoptosis. This process is inherently complex in nature involving many physico-chemical events which take place at different scales ranging from molecular to cell body (organelle) levels. Moreover, it has been demonstrated that the mechanical environment at the cell-biomaterial location may play an important role in the subsequent cell function, which remains to be elucidated. In this paper, the state-of-the-art research in the physics and mechanics of cell-biomaterial interaction is reviewed with an emphasis on focal adhesions. The paper is focused on the different models developed at different scales available to simulate certain features of cell-biomaterial interaction. A proper understanding of cell-biomaterial interaction, as well as the development of predictive models in this sense, may add some light in tissue engineering and regenerative medicine fields.

  17. Simulation Of Relativistic Hadronic Interactions In The Framework Of The Rts&t-2004 Code

    CERN Document Server

    Degtyarev, I I; Blokhin, A I; Liashenko, O A; Yazynin, I A

    2004-01-01

    The paper describes the current status of generalpurpose RTS&T (Radiation Transport Simulation and Isotopes Transmutation) multi-particles Monte Carlo radiation transport code [1]. New developments in modelling of discrete hadronic interactions (implementation of improved version for hA-interaction models and modern evaluated nuclear data libraries) are described. A comparison of the recent experimental data on double differential and total yields of diffractive, s, g and b-particles resulting from the high-energy hN- , hA- and AA-interactions is made with different semi-empirical and theoretical models of direct hadron production: data-driven model, parametrizationdriven model, intranuclear cascade model, quark-gluon string model, parton cascade model and quantum molecular dynamic model combined with generalized excitonevaporation (Fermi break-up)-fussion model to describe of slow particles and residual nuclei emission. The geometry presentation system and enhanced RTS&T-CAD-interface are described a...

  18. A Framework for the Interactive Handling of High-Dimensional Simulation Data in Complex Geometries

    KAUST Repository

    Benzina, Amal; Buse, Gerrit; Butnaru, Daniel; Murarasu, Alin; Treib, Marc; Varduhn, Vasco; Mundani, Ralf-Peter

    2013-01-01

    Flow simulations around building infrastructure models involve large scale complex geometries, which when discretized in adequate detail entail high computational cost. Moreover, tasks such as simulation insight by steering or optimization require many such costly simulations. In this paper, we illustrate the whole pipeline of an integrated solution for interactive computational steering, developed for complex flow simulation scenarios that depend on a moderate number of both geometric and physical parameters. A mesh generator takes building information model input data and outputs a valid cartesian discretization. A sparse-grids-based surrogate model—a less costly substitute for the parameterized simulation—uses precomputed data to deliver approximated simulation results at interactive rates. Furthermore, a distributed multi-display visualization environment shows building infrastructure together with flow data. The focus is set on scalability and intuitive user interaction.

  19. Frameworks for Understanding the Nature of Interactions, Networking, and Community in a Social Networking Site for Academic Practice

    Directory of Open Access Journals (Sweden)

    Grainne Conole

    2011-03-01

    Full Text Available This paper describes a new social networking site, Cloudworks, which has been developed to enable discussion and sharing of learning and teaching ideas/designs and to promote reflective academic practice. The site aims to foster new forms of social and participatory practices (peer critiquing, sharing, user-generated content, aggregation, and personalisation within an educational context. One of the key challenges in the development of the site has been to understand the user interactions and the changing patterns of user behaviour as it evolves. The paper explores the extent to which four frameworks that have been used in researching networked learning contexts can provide insights into the patterns of user behaviour that we see in Cloudworks. The paper considers this within the current debate about the new types of interactions, networking, and community being observed as users adapt to and appropriate new technologies.

  20. Magnetic Interaction through Non-Conjugated Framework Observed in Back-to-Back Connected Triazinyl-Nitroxyl Biradical Derivatives.

    Science.gov (United States)

    Takahashi, Yusuke; Matsuhashi, Ryo; Miura, Youhei; Yoshioka, Naoki

    2018-03-24

    Three hetero-biradical derivatives having a structure of a back-to-back connected benzotriazinyl and tetramethyl or tetraethylisoindoline N-oxyl sharing a common benzo ring, 1-tBu, 1-Ph, and 2-tBu were synthesized and characterized by single crystal X-ray analyses, variable-temperature magnetic susceptibility studies, and DFT calculations. Temperature dependences of the magnetic susceptibility of 1-tBu, 1-Ph, and 2-tBu exhibit broad maxima at 70, 71, and 43 K, respectively. Though these radical derivatives form a columnar or chained assembly in the solid state, magnetic measurement of the polymer diluted sample and computational results imply that the magnetic property of the polycrystalline sample can be explained by two-spin system with an intramolecular antiferromagnetic interaction. The magnetic behavior can be reproduced using the Bleaney-Bowers model with 2J = -80.0 cm-1 for 1-tBu and 2J = -77.1 cm-1 for 1-Ph, and 2J = -48.9 cm-1 for 2-tBu. The moderately strong intramolecular antiferromagnetic interaction can be interpreted by a through-bond interaction via the non-conjugated framework and/or through-space interaction based on the MO theory. The strong distance dependency between the N-O spin site and vinylic carbons indicates that the orbital interaction plays an important role in the intramolecular magnetic interaction. The reduced magnetic interaction in 2-tBu compared to that of 1-tBu and 1-Ph can be attributed to the restricted rotation of the tetraethyl group. © 2018 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  1. Cluster imaging of multi-brain networks (CIMBN: a general framework for hyperscanning and modeling a group of interacting brains

    Directory of Open Access Journals (Sweden)

    Lian eDuan

    2015-07-01

    Full Text Available Studying the neural basis of human social interactions is a key topic in the field of social neuroscience. Brain imaging studies in this field usually focus on the neural correlates of the social interactions between two participants. However, as the participant number further increases, even by a small amount, great difficulties raise. One challenge is how to concurrently scan all the interacting brains with high ecological validity, especially for a large number of participants. The other challenge is how to effectively model the complex group interaction behaviors emerging from the intricate neural information exchange among a group of socially organized people. Confronting these challenges, we propose a new approach called Cluster Imaging of Multi-brain Networks (CIMBN. CIMBN consists of two parts. The first part is a cluster imaging technique with high ecological validity based on multiple functional near-infrared spectroscopy (fNIRS systems. Using this technique, we can easily extend the simultaneous imaging capacity of social neuroscience studies up to dozens of participants. The second part of CIMBN is a multi-brain network (MBN modeling method based on graph theory. By taking each brain as a network node and the relationship between any two brains as a network edge, one can construct a network model for a group of interacting brains. The emergent group social behaviors can then be studied using the network’s properties, such as its topological structure and information exchange efficiency. Although there is still much work to do, as a general framework for hyperscanning and modeling a group of interacting brains, CIMBN can provide new insights into the neural correlates of group social interactions, and advance social neuroscience and social psychology.

  2. Numerical Analysis of Particle Interactions with Nuclei in the Framework of Quantum Molecular Dynamic Model

    CERN Document Server

    Amirkhanov, I V; Zemlyanaya, E V; Polanski, A; Puzynina, T P; Uzhinsky, V V

    2004-01-01

    Combinations of the QMD model with various models of nuclear residual de-excitation are considered. The QMD model parameters are fitted; neutron spectra in hadron-nucleus interactions are calculated. The numerical results were compared with analogous calculations by the cascade-evaporation model and with experimental data. The comparison shows that the numerical results are in agreement between each other and with the experimental data for the energies of projectile particles lower than 200-300 MeV for fast neutrons. Cross-sections of isotope yields in the neutron interactions with radioactive iodine, americium, plutonium and others isotopes have been calculated.

  3. Cumulative impact assessments and bird/wind farm interactions: Developing a conceptual framework

    International Nuclear Information System (INIS)

    Masden, Elizabeth A.; Fox, Anthony D.; Furness, Robert W.; Bullman, Rhys; Haydon, Daniel T.

    2010-01-01

    The wind power industry has grown rapidly in the UK to meet EU targets of sourcing 20% of energy from renewable sources by 2020. Although wind power is a renewable energy source, there are environmental concerns over increasing numbers of wind farm proposals and associated cumulative impacts. Individually, a wind farm, or indeed any action, may have minor effects on the environment, but collectively these may be significant, potentially greater than the sum of the individual parts acting alone. EU and UK legislation requires a cumulative impact assessment (CIA) as part of Environmental Impact Assessments (EIA). However, in the absence of detailed guidance and definitions, such assessments within EIA are rarely adequate, restricting the acquisition of basic knowledge about the cumulative impacts of wind farms on bird populations. Here we propose a conceptual framework to promote transparency in CIA through the explicit definition of impacts, actions and scales within an assessment. Our framework requires improved legislative guidance on the actions to include in assessments, and advice on the appropriate baselines against which to assess impacts. Cumulative impacts are currently considered on restricted scales (spatial and temporal) relating to individual development EIAs. We propose that benefits would be gained from elevating CIA to a strategic level, as a component of spatially explicit planning.

  4. The geometric framework for nutrition reveals interactions between protein and carbohydrate during larval growth in honey bees

    Directory of Open Access Journals (Sweden)

    Bryan R. Helm

    2017-06-01

    Full Text Available In holometabolous insects, larval nutrition affects adult body size, a life history trait with a profound influence on performance and fitness. Individual nutritional components of larval diets are often complex and may interact with one another, necessitating the use of a geometric framework for elucidating nutritional effects. In the honey bee, Apis mellifera, nurse bees provision food to developing larvae, directly moderating growth rates and caste development. However, the eusocial nature of honey bees makes nutritional studies challenging, because diet components cannot be systematically manipulated in the hive. Using in vitro rearing, we investigated the roles and interactions between carbohydrate and protein content on larval survival, growth, and development in A. mellifera. We applied a geometric framework to determine how these two nutritional components interact across nine artificial diets. Honey bees successfully completed larval development under a wide range of protein and carbohydrate contents, with the medium protein (∼5% diet having the highest survival. Protein and carbohydrate both had significant and non-linear effects on growth rate, with the highest growth rates observed on a medium-protein, low-carbohydrate diet. Diet composition did not have a statistically significant effect on development time. These results confirm previous findings that protein and carbohydrate content affect the growth of A. mellifera larvae. However, this study identified an interaction between carbohydrate and protein content that indicates a low-protein, high-carb diet has a negative effect on larval growth and survival. These results imply that worker recruitment in the hive would decline under low protein conditions, even when nectar abundance or honey stores are sufficient.

  5. A Framework for Interaction and Cognitive Engagement in Connectivist Learning Contexts

    Science.gov (United States)

    Wang, Zhijun; Chen, Li; Anderson, Terry

    2014-01-01

    Interaction has always been highly valued in education, especially in distance education (Moore, 1989; Anderson, 2003; Chen, 2004a; Woo & Reeves, 2007; Wang, 2013; Conrad, in press). It has been associated with motivation (Mahle, 2011; Wen-chi, et al., 2011), persistence (Tello, 2007; Joo, Lim, & Kim, 2011), deep learning (Offir, et al.,…

  6. Proposing an Evaluation Framework for Interventions: Focusing on Students' Behaviours in Interactive Science Exhibitions

    Science.gov (United States)

    Hauan, Nils Petter; DeWitt, Jennifer; Kolstø, Stein Dankert

    2017-01-01

    Materials designed for self-guided experiences such as worksheets and digital applications are widely used as tools to enable interactive science exhibitions to support students' progress towards conceptual understanding. However, there is a need to find expedient ways to evaluate the quality of educational experiences resulting from the use of…

  7. DataSpaces: An Interaction and Coordination Framework for Coupled Simulation Workflows

    International Nuclear Information System (INIS)

    Docan, Ciprian; Klasky, Scott A.; Parashar, Manish

    2010-01-01

    Emerging high-performance distributed computing environments are enabling new end-to-end formulations in science and engineering that involve multiple interacting processes and data-intensive application workflows. For example, current fusion simulation efforts are exploring coupled models and codes that simultaneously simulate separate application processes, such as the core and the edge turbulence, and run on different high performance computing resources. These components need to interact, at runtime, with each other and with services for data monitoring, data analysis and visualization, and data archiving. As a result, they require efficient support for dynamic and flexible couplings and interactions, which remains a challenge. This paper presents Data-Spaces, a flexible interaction and coordination substrate that addresses this challenge. DataSpaces essentially implements a semantically specialized virtual shared space abstraction that can be associatively accessed by all components and services in the application workflow. It enables live data to be extracted from running simulation components, indexes this data online, and then allows it to be monitored, queried and accessed by other components and services via the space using semantically meaningful operators. The underlying data transport is asynchronous, low-overhead and largely memory-to-memory. The design, implementation, and experimental evaluation of DataSpaces using a coupled fusion simulation workflow is presented.

  8. Monitoring and evaluating citizen-agency interactions: a framework developed for adaptive management.

    Science.gov (United States)

    Bruce Shindler; Kristin Aldred Cheek; George H. Stankey

    1999-01-01

    As the Forest Service and the Bureau of Land Management turn toward ecosystem and adaptive models of forest stewardship, they are being called on to develop meaningful and lasting relations with citizens. These new management styles require not only improved strategies for public involvement but also methods to examine the interactions between citizens and agencies in...

  9. A multi agent system framework for value focused interactions between buildings and electrical grids

    NARCIS (Netherlands)

    Aduda, K.O.; Zeiler, W.; Boxem, G.

    2014-01-01

    The electrical smart grid connection requires also services from the buildings. The performance demanded during the interactions between buildings and smart electrical grids are multifaceted, involve attainment of various objectives which are sometimes in conflict with each other and require dynamic

  10. Towards a Framework for Analysing Interactions between Social Science and Environmental Policy

    Science.gov (United States)

    Parry, Sarah; Murphy, Joseph

    2013-01-01

    Interactions between social science and environmental policy have become increasingly important over the past 25 years. There has, however, been little analysis of the roles that social scientists adopt and the contributions they make. In this paper we begin the process, offering tentative answers to two key questions: in relation to environmental…

  11. Strategic interaction between government and central bank in framework of cooperative and non-cooperative games

    NARCIS (Netherlands)

    Mahmoudinia, D.; Engwerda, Jacob; Esfahani, Rahim Dallali; Dastjerdi, R.B.; Fakhar, M.

    2016-01-01

    In this paper we analyzed the strategic interaction between government and central bank in Iranian economy. Using dynamic differential games and Nash equilibrium within cooperative and non-cooperative setting, we try to find the optimal values of debt, deficit and monetary base. The results of

  12. M-GCAT: interactively and efficiently constructing large-scale multiple genome comparison frameworks in closely related species

    Directory of Open Access Journals (Sweden)

    Messeguer Xavier

    2006-10-01

    Full Text Available Abstract Background Due to recent advances in whole genome shotgun sequencing and assembly technologies, the financial cost of decoding an organism's DNA has been drastically reduced, resulting in a recent explosion of genomic sequencing projects. This increase in related genomic data will allow for in depth studies of evolution in closely related species through multiple whole genome comparisons. Results To facilitate such comparisons, we present an interactive multiple genome comparison and alignment tool, M-GCAT, that can efficiently construct multiple genome comparison frameworks in closely related species. M-GCAT is able to compare and identify highly conserved regions in up to 20 closely related bacterial species in minutes on a standard computer, and as many as 90 (containing 75 cloned genomes from a set of 15 published enterobacterial genomes in an hour. M-GCAT also incorporates a novel comparative genomics data visualization interface allowing the user to globally and locally examine and inspect the conserved regions and gene annotations. Conclusion M-GCAT is an interactive comparative genomics tool well suited for quickly generating multiple genome comparisons frameworks and alignments among closely related species. M-GCAT is freely available for download for academic and non-commercial use at: http://alggen.lsi.upc.es/recerca/align/mgcat/intro-mgcat.html.

  13. A framework for investigating the interactions between climate, dust, solar power generation and water desalination processes in Desert Climate

    Science.gov (United States)

    Siam, M. S.; Alqatari, S.; Ibrahim, H. D.; AlAloula, R. A.; Alrished, M.; AlSaati, A.; Eltahir, E. A. B.

    2016-12-01

    Increasing water demand in Saudi Arabia due to rapid population growth has forced the rapid expansion of seawater desalination plants in order to meet both current and future freshwater needs. Saudi Arabia has a huge potential for solar energy, hence, solar-powered desalination plants provide an opportunity to sustainably address the freshwater demand in the kingdom without relying on fossil fuels energy. However, the desert climate of Saudi Arabia and limited access to the open ocean imposes several challenges to the expansion and sustainability of solar-powered desalination plants. For example, the frequent and intense dust storms that occur in the region can degrade solar panels and significantly reduce their efficiency. Moreover, the high salinity Arabian Gulf is both the source of feedwater and sink of hypersaline discharge (brine) for many plants in the east of the Kingdom, and the brine may alter the salinity, temperature and movement of the water thereby reducing the quality of the feedwater to the desalination plants. Here, we propose a framework to investigate the different interactions between climate, dust, solar power generation and seawater desalination in order to identify optimal parameters such as locations of solar panels and seawater intake for sustainable implementation of solar-powered desalination plants. This framework integrates several numerical models including regional climate, hydrodynamics, Photovoltaics (PV) and Photovoltaic-Reverse Osmosis (PV-RO) models that are used to investigate these interactions for a solar-powered desalination plant at AlKhafji on the Northeastern coast of Saudi Arabia.

  14. WavePropaGator: interactive framework for X-ray free-electron laser optics design and simulations.

    Science.gov (United States)

    Samoylova, Liubov; Buzmakov, Alexey; Chubar, Oleg; Sinn, Harald

    2016-08-01

    This article describes the WavePropaGator ( WPG ) package, a new interactive software framework for coherent and partially coherent X-ray wavefront propagation simulations. The package has been developed at European XFEL for users at the existing and emerging free-electron laser (FEL) facilities, as well as at the third-generation synchrotron sources and future diffraction-limited storage rings. The WPG addresses the needs of beamline scientists and user groups to facilitate the design, optimization and improvement of X-ray optics to meet their experimental requirements. The package uses the Synchrotron Radiation Workshop ( SRW ) C/C++ library and its Python binding for numerical wavefront propagation simulations. The framework runs reliably under Linux, Microsoft Windows 7 and Apple Mac OS X and is distributed under an open-source license. The available tools allow for varying source parameters and optics layouts and visualizing the results interactively. The wavefront history structure can be used for tracking changes in every particular wavefront during propagation. The batch propagation mode enables processing of multiple wavefronts in workflow mode. The paper presents a general description of the package and gives some recent application examples, including modeling of full X-ray FEL beamlines and start-to-end simulation of experiments.

  15. A conceptual framework for the design and analysis of first-person shooter audio and its potential use for game engines

    DEFF Research Database (Denmark)

    Grimshaw, Mark Nicholas; Schott, Gareth

    2007-01-01

    We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge...... the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world...... spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through realtime synthesis....

  16. Linking performance decline to choking: players' perceptions in basketball.

    Science.gov (United States)

    Fryer, Ashley Marie; Tenenbaum, Gershon; Chow, Graig M

    2018-02-01

    This study was aimed at examining how basketball players view unexpected performance errors in basketball, and under what conditions they perceive them as choking. Fifty-three basketball players were randomly assigned into 2 groups (game half) to evaluate the linkage between performance decline and choking as a function of game-time, score gap and game half. Within each group, players viewed 8 scenario clips, which featured a different player conducting an error, and subsequently rated the extent of performance decline, the instance of choking and the salience of various performance attributions regarding the error. The analysis revealed that choking was most salient in the 2nd half of the game, but an error was perceived as choking more saliently in the beginning of the 2nd half. This trend was also shown for players' perception of performance decline. Players' ratings of the attributions assigned to errors, however, revealed that during the end of the 2nd half, time pressure and lack of concentration were the causes of errors. Overall, the results provide evidence towards a conceptual framework linking performance decline to the perception of choking, and that errors conducted by players are perceived as choking when there is not a salient reason to suggest its occurrence.

  17. A fuzzy stochastic framework for managing hydro-environmental and socio-economic interactions under uncertainty

    Science.gov (United States)

    Subagadis, Yohannes Hagos; Schütze, Niels; Grundmann, Jens

    2014-05-01

    An amplified interconnectedness between a hydro-environmental and socio-economic system brings about profound challenges of water management decision making. In this contribution, we present a fuzzy stochastic approach to solve a set of decision making problems, which involve hydrologically, environmentally, and socio-economically motivated criteria subjected to uncertainty and ambiguity. The proposed methodological framework combines objective and subjective criteria in a decision making procedure for obtaining an acceptable ranking in water resources management alternatives under different type of uncertainty (subjective/objective) and heterogeneous information (quantitative/qualitative) simultaneously. The first step of the proposed approach involves evaluating the performance of alternatives with respect to different types of criteria. The ratings of alternatives with respect to objective and subjective criteria are evaluated by simulation-based optimization and fuzzy linguistic quantifiers, respectively. Subjective and objective uncertainties related to the input information are handled through linking fuzziness and randomness together. Fuzzy decision making helps entail the linguistic uncertainty and a Monte Carlo simulation process is used to map stochastic uncertainty. With this framework, the overall performance of each alternative is calculated using an Order Weighted Averaging (OWA) aggregation operator accounting for decision makers' experience and opinions. Finally, ranking is achieved by conducting pair-wise comparison of management alternatives. This has been done on the basis of the risk defined by the probability of obtaining an acceptable ranking and mean difference in total performance for the pair of management alternatives. The proposed methodology is tested in a real-world hydrosystem, to find effective and robust intervention strategies for the management of a coastal aquifer system affected by saltwater intrusion due to excessive groundwater

  18. Constrained dynamics of two interacting relativistic particles in the Faddeev-Jackiw symplectic framework

    Science.gov (United States)

    Rodríguez-Tzompantzi, Omar

    2018-05-01

    The Faddeev-Jackiw symplectic formalism for constrained systems is applied to analyze the dynamical content of a model describing two massive relativistic particles with interaction, which can also be interpreted as a bigravity model in one dimension. We systematically investigate the nature of the physical constraints, for which we also determine the zero-modes structure of the corresponding symplectic matrix. After identifying the whole set of constraints, we find out the transformation laws for all the set of dynamical variables corresponding to gauge symmetries, encoded in the remaining zero modes. In addition, we use an appropriate gauge-fixing procedure, the conformal gauge, to compute the quantization brackets (Faddeev-Jackiw brackets) and also obtain the number of physical degree of freedom. Finally, we argue that this symplectic approach can be helpful for assessing physical constraints and understanding the gauge structure of theories of interacting spin-2 fields.

  19. A Topological Framework for Interactive Queries on 3D Models in the Web

    Directory of Open Access Journals (Sweden)

    Mauro Figueiredo

    2014-01-01

    Full Text Available Several technologies exist to create 3D content for the web. With X3D, WebGL, and X3DOM, it is possible to visualize and interact with 3D models in a web browser. Frequently, three-dimensional objects are stored using the X3D file format for the web. However, there is no explicit topological information, which makes it difficult to design fast algorithms for applications that require adjacency and incidence data. This paper presents a new open source toolkit TopTri (Topological model for Triangle meshes for Web3D servers that builds the topological model for triangular meshes of manifold or nonmanifold models. Web3D client applications using this toolkit make queries to the web server to get adjacent and incidence information of vertices, edges, and faces. This paper shows the application of the topological information to get minimal local points and iso-lines in a 3D mesh in a web browser. As an application, we present also the interactive identification of stalactites in a cave chamber in a 3D web browser. Several tests show that even for large triangular meshes with millions of triangles, the adjacency and incidence information is returned in real time making the presented toolkit appropriate for interactive Web3D applications.

  20. A Topological Framework for Interactive Queries on 3D Models in the Web

    Science.gov (United States)

    Figueiredo, Mauro; Rodrigues, José I.; Silvestre, Ivo; Veiga-Pires, Cristina

    2014-01-01

    Several technologies exist to create 3D content for the web. With X3D, WebGL, and X3DOM, it is possible to visualize and interact with 3D models in a web browser. Frequently, three-dimensional objects are stored using the X3D file format for the web. However, there is no explicit topological information, which makes it difficult to design fast algorithms for applications that require adjacency and incidence data. This paper presents a new open source toolkit TopTri (Topological model for Triangle meshes) for Web3D servers that builds the topological model for triangular meshes of manifold or nonmanifold models. Web3D client applications using this toolkit make queries to the web server to get adjacent and incidence information of vertices, edges, and faces. This paper shows the application of the topological information to get minimal local points and iso-lines in a 3D mesh in a web browser. As an application, we present also the interactive identification of stalactites in a cave chamber in a 3D web browser. Several tests show that even for large triangular meshes with millions of triangles, the adjacency and incidence information is returned in real time making the presented toolkit appropriate for interactive Web3D applications. PMID:24977236

  1. Psynteract: A flexible, cross-platform, open framework for interactive experiments.

    Science.gov (United States)

    Henninger, Felix; Kieslich, Pascal J; Hilbig, Benjamin E

    2017-10-01

    We introduce a novel platform for interactive studies, that is, any form of study in which participants' experiences depend not only on their own responses, but also on those of other participants who complete the same study in parallel, for example a prisoner's dilemma or an ultimatum game. The software thus especially serves the rapidly growing field of strategic interaction research within psychology and behavioral economics. In contrast to all available software packages, our platform does not handle stimulus display and response collection itself. Instead, we provide a mechanism to extend existing experimental software to incorporate interactive functionality. This approach allows us to draw upon the capabilities already available, such as accuracy of temporal measurement, integration with auxiliary hardware such as eye-trackers or (neuro-)physiological apparatus, and recent advances in experimental software, for example capturing response dynamics through mouse-tracking. Through integration with OpenSesame, an open-source graphical experiment builder, studies can be assembled via a drag-and-drop interface requiring little or no further programming skills. In addition, by using the same communication mechanism across software packages, we also enable interoperability between systems. Our source code, which provides support for all major operating systems and several popular experimental packages, can be freely used and distributed under an open source license. The communication protocols underlying its functionality are also well documented and easily adapted to further platforms. Code and documentation are available at https://github.com/psynteract/ .

  2. Lunar Mapping and Modeling On-the-Go: A mobile framework for viewing and interacting with large geospatial datasets

    Science.gov (United States)

    Chang, G.; Kim, R.; Bui, B.; Sadaqathullah, S.; Law, E.; Malhotra, S.

    2012-12-01

    The Lunar Mapping and Modeling Portal (LMMP, https://www.lmmp.nasa.gov/) is a collaboration between four NASA centers, JPL, Marshall, Goddard, and Ames, along with the USGS and US Army to provide a centralized geospatial repository for storing processed lunar data collected from the Apollo missions to the latest data acquired by the Lunar Reconnaissance Orbiter (LRO). We offer various scientific and visualization tools to analyze rock and crater densities, lighting maps, thermal measurements, mineral concentrations, slope hazards, and digital elevation maps with the intention of serving not only scientists and lunar mission planners, but also the general public. The project has pioneered in leveraging new technologies and embracing new computing paradigms to create a system that is sophisticated, secure, robust, and scalable all the while being easy to use, streamlined, and modular. We have led innovations through the use of a hybrid cloud infrastructure, authentication through various sources, and utilizing an in-house GIS framework, TWMS (TiledWMS) as well as the commercial ArcGIS product from ESRI. On the client end, we also provide a Flash GUI framework as well as REST web services to interact with the portal. We have also developed a visualization framework on mobile devices, specifically Apple's iOS, which allows anyone from anywhere to interact with LMMP. At the most basic level, the framework allows users to browse LMMP's entire catalog of over 600 data imagery products ranging from global basemaps to LRO's Narrow Angle Camera (NAC) images that provide details of up to .5 meters/pixel. Users are able to view map metadata and can zoom in and out as well as pan around the entire lunar surface with the appropriate basemap. They can arbitrarily stack the maps and images on top of each other to show a layered view of the surface with layer transparency adjusted to suit the user's desired look. Once the user has selected a combination of layers, he can also

  3. Evolutionary game theory: molecules as players.

    Science.gov (United States)

    Bohl, Katrin; Hummert, Sabine; Werner, Sarah; Basanta, David; Deutsch, Andreas; Schuster, Stefan; Theissen, Günter; Schroeter, Anja

    2014-12-01

    In this and an accompanying paper we review the use of game theoretical concepts in cell biology and molecular biology. This review focuses on the subcellular level by considering viruses, genes, and molecules as players. We discuss in which way catalytic RNA can be treated by game theory. Moreover, genes can compete for success in replication and can have different strategies in interactions with other genetic elements. Also transposable elements, or "jumping genes", can act as players because they usually bear different traits or strategies. Viruses compete in the case of co-infecting a host cell. Proteins interact in a game theoretical sense when forming heterodimers. Finally, we describe how the Shapley value can be applied to enzymes in metabolic pathways. We show that game theory can be successfully applied to describe and analyse scenarios at the molecular level resulting in counterintuitive conclusions.

  4. Player Transformation of Educational Multiplayer Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Misfeldt, Morten

    2004-01-01

    transformed the game to accommodate social interaction. With these transformed ways of playing the game, they managed to get to the top of the high score list while avoiding the educational parts of the game. Players transforming educational games to escape learning elements can be a problem when these games...... are used for formal education. In this paper we argue that player transformation of educational games can, however, be the basis of exciting and unconventional learning of valuable things, such as how to transform information technology to better accommodate social interaction.......Children's great interest in multiplayer games has led to attempts to design educational multiplayer games. In this study, we have studied a test of an educational multiplayer game designed for mathematics education for children aged nine to twelve. In our observations, it became clear that pupils...

  5. An evaluation framework for multimodal interaction determining quality aspects and modality choice

    CERN Document Server

    Wechsung, Ina

    2014-01-01

    This book presents (1) an exhaustive and empirically validated taxonomy of quality aspects of multimodal interaction as well as respective measurement methods, (2) a validated questionnaire specifically tailored to the evaluation of multimodal systems and covering most of the taxonomy‘s quality aspects, (3) insights on how the quality perceptions of multimodal systems relate to the quality perceptions of its individual components, (4) a set of empirically tested factors which influence modality choice, and (5) models regarding the relationship of the perceived quality of a modality and the actual usage of a modality.

  6. Understanding the interaction between wild fire and vegetation distribution within the NCAR CESM framework

    Science.gov (United States)

    Seo, H.; Kim, Y.; Kim, H. J.

    2017-12-01

    Every year wild fire brings about 400Mha of land burned therefore 2Pg of carbon emissions from the surface occur. In this way fire not only affects the carbon circulation but also has an effect on the terrestrial ecosystems. This study aims to understand role of fire on the geographic vegetation distribution and the terrestrial carbon balances within the NCAR CESM framework, specifically with the CLM-BGC and CLM-BGC-DV. Global climate data from Climate Research Unit (CRU)-National Centers for Environmental Prediction (NCEP) data ranging from 1901 to 2010 are used to drive the land models. First, by comparing fire-on and fire-off simulations with the CLM-BGC-DV, the fire impacts in dynamic vegetation are quantified by the fractional land areas of the different plant functional types. In addition, we examine how changes in vegetation distribution affect the total sum of the burned areas and the carbon balances. This study would provide the limits of and suggestions for the fire and dynamic vegetation modules of the CLM-BGC. AcknowledgementsThis work was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science, ICT & Future Planning (2015R1C1A2A01054800) and by the Korea Meteorological Administration R&D Program under Grant KMIPA 2015-6180. This work was also supported by the Yonsei University Future-leading Research Initiative of 2015(2016-22-0061).

  7. Interaction between GIS and hydrologic model: A preliminary approach using ArcHydro Framework Data Model

    Directory of Open Access Journals (Sweden)

    Silvio Jorge C. Simões

    2013-08-01

    Full Text Available In different regions of Brazil, population growth and economic development can degrade water quality, compromising watershed health and human supply. Because of its ability to combine spatial and temporal data in the same environment and to create water resources management (WRM models, the Geographical Information System (GIS is a powerful tool for managing water resources, preventing floods and estimating water supply. This paper discusses the integration between GIS and hydrological models and presents a case study relating to the upper section of the Paraíba do Sul Basin (Sao Paulo State portion, situated in the Southeast of Brazil. The case study presented in this paper has a database suitable for the basin’s dimensions, including digitized topographic maps at a 50,000 scale. From an ArcGIS®/ArcHydro Framework Data Model, a geometric network was created to produce different raster products. This first grid derived from the digital elevation model grid (DEM is the flow direction map followed by flow accumulation, stream and catchment maps. The next steps in this research are to include the different multipurpose reservoirs situated along the Paraíba do Sul River and to incorporate rainfall time series data in ArcHydro to build a hydrologic data model within a GIS environment in order to produce a comprehensive spatial temporal model.

  8. Origin of the Strong Interaction between Polar Molecules and Copper(II) Paddle-Wheels in Metal Organic Frameworks.

    Science.gov (United States)

    Ongari, Daniele; Tiana, Davide; Stoneburner, Samuel J; Gagliardi, Laura; Smit, Berend

    2017-07-20

    The copper paddle-wheel is the building unit of many metal organic frameworks. Because of the ability of the copper cations to attract polar molecules, copper paddle-wheels are promising for carbon dioxide adsorption and separation. They have therefore been studied extensively, both experimentally and computationally. In this work we investigate the copper-CO 2 interaction in HKUST-1 and in two different cluster models of HKUST-1: monocopper Cu(formate) 2 and dicopper Cu 2 (formate) 4 . We show that density functional theory methods severely underestimate the interaction energy between copper paddle-wheels and CO 2 , even including corrections for the dispersion forces. In contrast, a multireference wave function followed by perturbation theory to second order using the CASPT2 method correctly describes this interaction. The restricted open-shell Møller-Plesset 2 method (ROS-MP2, equivalent to (2,2) CASPT2) was also found to be adequate in describing the system and used to develop a novel force field. Our parametrization is able to predict the experimental CO 2 adsorption isotherms in HKUST-1, and it is shown to be transferable to other copper paddle-wheel systems.

  9. Developing a framework for integrating turbulence measurements and modeling of ecosystem-atmosphere interactions

    Science.gov (United States)

    Markfort, C. D.

    2017-12-01

    Aquatic ecosystems are integrators of nutrient and carbon from their watersheds. The effects of climate change in many cases will enhance the rate of these inputs and change the thermodynamics within aquatic environments. It is unclear the extent these changes will have on water quality and carbon assimilation, but the drivers of these processes will be determined by the complex interactions at the land-water and air-water interfaces. For example, flow over and beneath wind-driven surface waves generate turbulence that plays an important role in aquatic ecology and biogeochemistry, exchange of gases such as oxygen and carbon dioxide, and it is important for the transfer of energy and controlling evaporation. Energy transferred from the atmosphere promotes the generation and maintenance of waves. A fraction of the energy is transferred to the surface mixed layer through the generation of turbulence. Energy is also transferred back to the atmosphere by waves. There is a need to quantify the details of the coupled boundary layers of the air-water system to better understand how turbulence plays a role in the interactions. We have developed capabilities to conduct field and laboratory experiments using eddy covariance on tall-towers and rafts, UAS platforms integrated with remote sensing, and detailed wind-wave measurements with time-resolved PIV in a new boundary layer wind-wave tunnel. We will show measurements of the detailed structure of the air and water boundary layers under varying wind and wave conditions in the newly developed IIHR Boundary-Layer Wind-Wave Tunnel. The facility combines a 30-m long recirculating water channel with an open-return boundary layer wind tunnel. A thick turbulent boundary layer is developed in the 1 m high air channel, over the water surface, allowing for the study of boundary layer turbulence interacting with a wind-driven wave field. Results will help interpret remote sensing, energy budget measurements, and turbulence transport

  10. Quantum transfer energy in the framework of time-dependent dipole-dipole interaction

    Science.gov (United States)

    El-Shishtawy, Reda M.; Haddon, Robert C.; Al-Heniti, Saleh H.; Raffah, Bahaaudin M.; Berrada, K.; Abdel-Khalek, S.; Al-Hadeethi, Yas F.

    2018-03-01

    In this work, we examine the process of the quantum transfer of energy considering time-dependent dipole-dipole interaction in a dimer system characterized by two-level atom systems. By taking into account the effect of the acceleration and speed of the atoms in the dimer coupling, we demonstrate that the improvement of the probability for a single-excitation transfer energy extremely benefits from the incorporation of atomic motion effectiveness and the energy detuning. We explore the relevance between the population and entanglement during the time-evolution and show that this kind of nonlocal correlation may be generated during the process of the transfer of energy. Our work may provide optimal conditions to implement realistic experimental scenario in the transfer of the quantum energy.

  11. Simulation of antiproton-nucleus interactions in the framework of the UrQMD model

    International Nuclear Information System (INIS)

    Galoyan, A.S.; Polanski, A.

    2003-01-01

    This paper proposes to apply the Ultra-Relativistic Quantum Molecular Dynamics (UrQMD) approach to implement the PANDA project (GSI, Germany). Simulation of p bar A interactions has been performed at antiproton energies from 1 to 200 GeV by using the UrQMD model. We have studied average multiplicities, multiplicity distributions of various types of secondary particles, correlations between the multiplicities, rapidity, and transverse momentum distributions of the particles. The UrQMD model predictions on inelastic p bar A collisions have been found to reproduce qualitatively the experimental data. However, to reach the quantitative agreement, especially, in fragmentation regions, it is needed to modify the UrQMD model

  12. Smart Grid Charging of Electric Vehicles: EV-Owner Response to Scheduling and Pricing under Myopic Loss Aversion in an Ultimatum Two-Player Game

    DEFF Research Database (Denmark)

    Fetene, Gebeyehu Manie; Kaplan, Sigal; Sebald, Alexander Christopher

    2015-01-01

    at the neglected psychological dynamics of EV-owners facing charging decisions and interacting with the supplier. This study represents these dynamics by proposing a behavioral framework of utility maximization under myopic loss aversion within an ultimatum two-player game framework. The EV......, but are affected by myopic loss aversion resulting from monetary considerations as well as the ultimatum game with the supplier; (ii) EV-owners are open towards centralized smart-grid strategies optimizing the load on the grid from a system optimum perspective; (iii) the frequency of charging decisions (daily...

  13. Development of description framework of pharmacodynamics ontology and its application to possible drug-drug interaction reasoning.

    Science.gov (United States)

    Imai, Takeshi; Hayakawa, Masayo; Ohe, Kazuhiko

    2013-01-01

    Prediction of synergistic or antagonistic effects of drug-drug interaction (DDI) in vivo has been of considerable interest over the years. Formal representation of pharmacological knowledge such as ontology is indispensable for machine reasoning of possible DDIs. However, current pharmacology knowledge bases are not sufficient to provide formal representation of DDI information. With this background, this paper presents: (1) a description framework of pharmacodynamics ontology; and (2) a methodology to utilize pharmacodynamics ontology to detect different types of possible DDI pairs with supporting information such as underlying pharmacodynamics mechanisms. We also evaluated our methodology in the field of drugs related to noradrenaline signal transduction process and 11 different types of possible DDI pairs were detected. The main features of our methodology are the explanation capability of the reason for possible DDIs and the distinguishability of different types of DDIs. These features will not only be useful for providing supporting information to prescribers, but also for large-scale monitoring of drug safety.

  14. Dynamic, Interactive and Visual Analysis of Population Distribution and Mobility Dynamics in an Urban Environment Using the Mobility Explorer Framework

    Directory of Open Access Journals (Sweden)

    Jan Peters-Anders

    2017-05-01

    Full Text Available This paper investigates the extent to which a mobile data source can be utilised to generate new information intelligence for decision-making in smart city planning processes. In this regard, the Mobility Explorer framework is introduced and applied to the City of Vienna (Austria by using anonymised mobile phone data from a mobile phone service provider. This framework identifies five necessary elements that are needed to develop complex planning applications. As part of the investigation and experiments a new dynamic software tool, called Mobility Explorer, has been designed and developed based on the requirements of the planning department of the City of Vienna. As a result, the Mobility Explorer enables city stakeholders to interactively visualise the dynamic diurnal population distribution, mobility patterns and various other complex outputs for planning needs. Based on the experiences during the development phase, this paper discusses mobile data issues, presents the visual interface, performs various user-defined analyses, demonstrates the application’s usefulness and critically reflects on the evaluation results of the citizens’ motion exploration that reveal the great potential of mobile phone data in smart city planning but also depict its limitations. These experiences and lessons learned from the Mobility Explorer application development provide useful insights for other cities and planners who want to make informed decisions using mobile phone data in their city planning processes through dynamic visualisation of Call Data Record (CDR data.

  15. An open-source framework for analyzing N-electron dynamics. II. Hybrid density functional theory/configuration interaction methodology.

    Science.gov (United States)

    Hermann, Gunter; Pohl, Vincent; Tremblay, Jean Christophe

    2017-10-30

    In this contribution, we extend our framework for analyzing and visualizing correlated many-electron dynamics to non-variational, highly scalable electronic structure method. Specifically, an explicitly time-dependent electronic wave packet is written as a linear combination of N-electron wave functions at the configuration interaction singles (CIS) level, which are obtained from a reference time-dependent density functional theory (TDDFT) calculation. The procedure is implemented in the open-source Python program detCI@ORBKIT, which extends the capabilities of our recently published post-processing toolbox (Hermann et al., J. Comput. Chem. 2016, 37, 1511). From the output of standard quantum chemistry packages using atom-centered Gaussian-type basis functions, the framework exploits the multideterminental structure of the hybrid TDDFT/CIS wave packet to compute fundamental one-electron quantities such as difference electronic densities, transient electronic flux densities, and transition dipole moments. The hybrid scheme is benchmarked against wave function data for the laser-driven state selective excitation in LiH. It is shown that all features of the electron dynamics are in good quantitative agreement with the higher-level method provided a judicious choice of functional is made. Broadband excitation of a medium-sized organic chromophore further demonstrates the scalability of the method. In addition, the time-dependent flux densities unravel the mechanistic details of the simulated charge migration process at a glance. © 2017 Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.

  16. Active Learning for Player Modeling

    DEFF Research Database (Denmark)

    Shaker, Noor; Abou-Zleikha, Mohamed; Shaker, Mohammad

    2015-01-01

    Learning models of player behavior has been the focus of several studies. This work is motivated by better understanding of player behavior, a knowledge that can ultimately be employed to provide player-adapted or personalized content. In this paper, we propose the use of active learning for player...... experience modeling. We use a dataset from hundreds of players playing Infinite Mario Bros. as a case study and we employ the random forest method to learn mod- els of player experience through the active learning approach. The results obtained suggest that only part of the dataset (up to half the size...... that the method can be used online during the content generation process where the mod- els can improve and better content can be presented as the game is being played....

  17. SU-F-BRF-01: A GPU Framework for Developing Interactive High-Resolution Patient-Specific Biomechanical Models

    International Nuclear Information System (INIS)

    Neylon, J; Qi, S; Sheng, K; Kupelian, P; Santhanam, A

    2014-01-01

    Purpose: To develop a GPU-based framework that can generate highresolution and patient-specific biomechanical models from a given simulation CT and contoured structures, optimized to run at interactive speeds, for addressing adaptive radiotherapy objectives. Method: A Massspring-damping (MSD) model was generated from a given simulation CT. The model's mass elements were generated for every voxel of anatomy, and positioned in a deformation space in the GPU memory. MSD connections were established between neighboring mass elements in a dense distribution. Contoured internal structures allowed control over elastic material properties of different tissues. Once the model was initialized in GPU memory, skeletal anatomy was actuated using rigid-body transformations, while soft tissues were governed by elastic corrective forces and constraints, which included tensile forces, shear forces, and spring damping forces. The model was validated by applying a known load to a soft tissue block and comparing the observed deformation to ground truth calculations from established elastic mechanics. Results: Our analyses showed that both local and global load experiments yielded results with a correlation coefficient R 2 > 0.98 compared to ground truth. Models were generated for several anatomical regions. Head and neck models accurately simulated posture changes by rotating the skeletal anatomy in three dimensions. Pelvic models were developed for realistic deformations for changes in bladder volume. Thoracic models demonstrated breast deformation due to gravity when changing treatment position from supine to prone. The GPU framework performed at greater than 30 iterations per second for over 1 million mass elements with up to 26 MSD connections each. Conclusions: Realistic simulations of site-specific, complex posture and physiological changes were simulated at interactive speeds using patient data. Incorporating such a model with live patient tracking would facilitate real

  18. Towards a framework in interaction training for staff working with clients with intellectual disabilities and challenging behaviour.

    Science.gov (United States)

    Willems, A; Embregts, P; Hendriks, L; Bosman, A

    2016-02-01

    Training support staff in dealing with challenging behaviour in clients with intellectual disabilities (ID) is needed. The goal of this study is to determine which elements need to be incorporated in a training on staff interactions with these clients, building upon a framework and an interpersonal model. As in functional analysis, this study tests the influence of client interpersonal behaviour, three types of staff reactions to challenging behaviour, two types of staff psychological resources and staff team climate on four styles of staff interpersonal behaviour. A total of 318 support staff members completed a questionnaire on staff interpersonal behaviour for 44 clients with ID and challenging behaviour, as well as seven questionnaires on client interpersonal behaviour, staff emotions, attributions, self-efficacy, self-reflection, coping styles and team climate. The influence of these seven factors on four staff interpersonal behaviours was examined using multilevel multiple regression analysis. Friendly-warm and dominant client interpersonal behaviour had a significant positive impact on friendly and assertive control staff behaviour, respectively. Also, there was a strong influence of staff negative and positive emotions, as well as their self-efficacy, on most of the staff interpersonal behaviours. Staff self-reflection, insight and avoidance-focused coping style had an impact on some staff interpersonal behaviours. Staff team climate only predicted higher support-seeking staff behaviour. In conducting a functional analysis of staff interpersonal behaviour, the results of this study can be used both as a framework in staff-client interaction training and in clinical practice for treating challenging behaviour. The emphasis in training and practice should not only be on the bidirectional dynamics of control and affiliation between staff and clients, but also - in order of importance - on the impact of staff emotions, self-efficacy, self-reflection and insight

  19. Hi-Jack: a novel computational framework for pathway-based inference of host–pathogen interactions

    KAUST Repository

    Kleftogiannis, Dimitrios A.

    2015-03-09

    Motivation: Pathogens infect their host and hijack the host machinery to produce more progeny pathogens. Obligate intracellular pathogens, in particular, require resources of the host to replicate. Therefore, infections by these pathogens lead to alterations in the metabolism of the host, shifting in favor of pathogen protein production. Some computational identification of mechanisms of host-pathogen interactions have been proposed, but it seems the problem has yet to be approached from the metabolite-hijacking angle. Results: We propose a novel computational framework, Hi-Jack, for inferring pathway-based interactions between a host and a pathogen that relies on the idea of metabolite hijacking. Hi-Jack searches metabolic network data from hosts and pathogens, and identifies candidate reactions where hijacking occurs. A novel scoring function ranks candidate hijacked reactions and identifies pathways in the host that interact with pathways in the pathogen, as well as the associated frequent hijacked metabolites. We also describe host-pathogen interaction principles that can be used in the future for subsequent studies. Our case study on Mycobacterium tuberculosis (Mtb) revealed pathways in human-e.g. carbohydrate metabolism, lipids metabolism and pathways related to amino acids metabolism-that are likely to be hijacked by the pathogen. In addition, we report interesting potential pathway interconnections between human and Mtb such as linkage of human fatty acid biosynthesis with Mtb biosynthesis of unsaturated fatty acids, or linkage of human pentose phosphate pathway with lipopolysaccharide biosynthesis in Mtb. © The Author 2015. Published by Oxford University Press. All rights reserved.

  20. An Interactive Web-Based Analysis Framework for Remote Sensing Cloud Computing

    Science.gov (United States)

    Wang, X. Z.; Zhang, H. M.; Zhao, J. H.; Lin, Q. H.; Zhou, Y. C.; Li, J. H.

    2015-07-01

    Spatiotemporal data, especially remote sensing data, are widely used in ecological, geographical, agriculture, and military research and applications. With the development of remote sensing technology, more and more remote sensing data are accumulated and stored in the cloud. An effective way for cloud users to access and analyse these massive spatiotemporal data in the web clients becomes an urgent issue. In this paper, we proposed a new scalable, interactive and web-based cloud computing solution for massive remote sensing data analysis. We build a spatiotemporal analysis platform to provide the end-user with a safe and convenient way to access massive remote sensing data stored in the cloud. The lightweight cloud storage system used to store public data and users' private data is constructed based on open source distributed file system. In it, massive remote sensing data are stored as public data, while the intermediate and input data are stored as private data. The elastic, scalable, and flexible cloud computing environment is built using Docker, which is a technology of open-source lightweight cloud computing container in the Linux operating system. In the Docker container, open-source software such as IPython, NumPy, GDAL, and Grass GIS etc., are deployed. Users can write scripts in the IPython Notebook web page through the web browser to process data, and the scripts will be submitted to IPython kernel to be executed. By comparing the performance of remote sensing data analysis tasks executed in Docker container, KVM virtual machines and physical machines respectively, we can conclude that the cloud computing environment built by Docker makes the greatest use of the host system resources, and can handle more concurrent spatial-temporal computing tasks. Docker technology provides resource isolation mechanism in aspects of IO, CPU, and memory etc., which offers security guarantee when processing remote sensing data in the IPython Notebook. Users can write

  1. Building a framework to explore water-human interaction for sustainable agro ecosystems in US Midwest

    Science.gov (United States)

    Mishra, S. K.; Ding, D.; Rapolu, U.

    2012-12-01

    Human activity is intricately linked to the quality and quantity of water resources. Although many studies have examined water-human interaction, the complexity of such coupled systems is not well understood largely because of gaps in our knowledge of water-cycle processes which are heavily influenced by socio-economic drivers. On this context, this team has investigated connections among agriculture, policy, climate, land use/land cover, and water quality in Iowa over the past couple of years. To help explore these connections the team is developing a variety of cyber infrastructure tools that facilitate the collection, analysis and visualization of data, and the simulation of system dynamics. In an ongoing effort, the prototype system is applied to Clear Creek watershed, an agricultural dominating catchment in Iowa in the US Midwest, to understand water-human processes relevant to management decisions by farmers regarding agro ecosystems. The primary aim of this research is to understand the connections that exist among the agricultural and biofuel economy, land use/land cover change, and water quality. To help explore these connections an agent-based model (ABM) of land use change has been developed that simulates the decisions made by farmers given alternative assumptions about market forces, farmer characteristics, and water quality regulations. The SWAT model was used to simulate the impact of these decisions on the movement of sediment, nitrogen, and phosphorus across the landscape. The paper also demonstrate how through the use of this system researchers can, for example, search for scenarios that lead to desirable socio-economic outcomes as well as preserve water quantity and quality.

  2. Effects on driving performance of interacting with an in-vehicle music player: a comparison of three interface layout concepts for information presentation.

    Science.gov (United States)

    Mitsopoulos-Rubens, Eve; Trotter, Margaret J; Lenné, Michael G

    2011-05-01

    Interface design is an important factor in assessing the potential effects on safety of interacting with an in-vehicle information system while driving. In the current study, the layout of information on a visual display was manipulated to explore its effect on driving performance in the context of music selection. The comparative effects of an auditory-verbal (cognitive) task were also explored. The driving performance of 30 participants was assessed under both baseline and dual task conditions using the Lane Change Test. Concurrent completion of the music selection task with driving resulted in significant impairment to lateral driving performance (mean lane deviation and percentage of correct lane changes) relative to the baseline, and significantly greater mean lane deviation relative to the combined driving and the cognitive task condition. The magnitude of these effects on driving performance was independent of layout concept, although significant differences in subjective workload estimates and performance on the music selection task across layout concepts highlights that potential uncertainty regarding design use as conveyed through layout concept could be disadvantageous. The implications of these results for interface design and safety are discussed. Copyright © 2010 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  3. The Hedonic Haptic Player

    DEFF Research Database (Denmark)

    Vallgårda, Anna; Boer, Laurens; Cahill, Ben

    2017-01-01

    In this design case we present the Hedonic Haptic Player—a wearable device that plays different patterns of vibrations on the body as a form of music for the skin. With this we begin to explore the enjoyability of vibrations in a wearable set-up. Instead of implementing vibrations as a haptic...... output for some form of communication we want to explore their hedonistic value. The process leading up to the Hedonic Haptic player served as a first step in getting a grasp of the design space of vibrotactile stimuli in a broader sense. This is reported as seven episodes of explorations. The Hedonic...

  4. AN INTERACTIVE WEB-BASED ANALYSIS FRAMEWORK FOR REMOTE SENSING CLOUD COMPUTING

    Directory of Open Access Journals (Sweden)

    X. Z. Wang

    2015-07-01

    Full Text Available Spatiotemporal data, especially remote sensing data, are widely used in ecological, geographical, agriculture, and military research and applications. With the development of remote sensing technology, more and more remote sensing data are accumulated and stored in the cloud. An effective way for cloud users to access and analyse these massive spatiotemporal data in the web clients becomes an urgent issue. In this paper, we proposed a new scalable, interactive and web-based cloud computing solution for massive remote sensing data analysis. We build a spatiotemporal analysis platform to provide the end-user with a safe and convenient way to access massive remote sensing data stored in the cloud. The lightweight cloud storage system used to store public data and users’ private data is constructed based on open source distributed file system. In it, massive remote sensing data are stored as public data, while the intermediate and input data are stored as private data. The elastic, scalable, and flexible cloud computing environment is built using Docker, which is a technology of open-source lightweight cloud computing container in the Linux operating system. In the Docker container, open-source software such as IPython, NumPy, GDAL, and Grass GIS etc., are deployed. Users can write scripts in the IPython Notebook web page through the web browser to process data, and the scripts will be submitted to IPython kernel to be executed. By comparing the performance of remote sensing data analysis tasks executed in Docker container, KVM virtual machines and physical machines respectively, we can conclude that the cloud computing environment built by Docker makes the greatest use of the host system resources, and can handle more concurrent spatial-temporal computing tasks. Docker technology provides resource isolation mechanism in aspects of IO, CPU, and memory etc., which offers security guarantee when processing remote sensing data in the IPython Notebook

  5. PecS is an important player in the regulatory network governing the coordinated expression of virulence genes during the interaction between Dickeya dadantii 3937 and plants.

    Science.gov (United States)

    Mhedbi-Hajri, Nadia; Malfatti, Pierrette; Pédron, Jacques; Gaubert, Stéphane; Reverchon, Sylvie; Van Gijsegem, Frédérique

    2011-11-01

    Successful infection of a pathogen relies on the coordinated expression of numerous virulence factor-encoding genes. In plant-bacteria interactions, this control is very often achieved through the integration of several regulatory circuits controlling cell-cell communication or sensing environmental conditions. Dickeya dadantii (formerly Erwinia chrysanthemi), the causal agent of soft rot on many crops and ornamentals, provokes maceration of infected plants mainly by producing and secreting a battery of plant cell wall-degrading enzymes. However, several other virulence factors have also been characterized. During Arabidopsis infection, most D. dadantii virulence gene transcripts accumulated in a coordinated manner during infection. This activation requires a functional GacA-GacS two-component regulatory system but the Gac system is not involved in the growth phase dependence of virulence gene expression. Here we show that, contrary to Pectobacterium, the AHL-mediated ExpIR quorum-sensing system does not play a major role in the growth phase-dependent control of D. dadantii virulence genes. On the other hand, the global regulator PecS participates in this coordinated expression since, in a pecS mutant, an early activation of virulence genes is observed both in vitro and in planta. This correlated with the known hypervirulence phenotype of the pecS mutant. Analysis of the relationship between the regulatory circuits governed by the PecS and GacA global regulators indicates that these two regulators act independently. PecS prevents a premature expression of virulence genes in the first stages of colonization whereas GacA, presumably in conjunction with other regulators, is required for the activation of virulence genes at the onset of symptom occurrence. © 2011 Society for Applied Microbiology and Blackwell Publishing Ltd.

  6. Interaction of turbine-generated turbulence with agricultural crops: Conceptual framework and preliminary results

    Science.gov (United States)

    Takle, E. S.; Rajewski, D. A.; Segal, M.; Elmore, R.; Hatfield, J.; Prueger, J. H.; Taylor, S. E.

    2009-12-01

    such purposes for growing commodity agricultural crops are unknown. Suppressing effects of a premature freeze could extend the growing season by two or more weeks. Aerodynamic surface roughness influences the mean wind at hub height of wind turbines. Type of crop (e.g., corn vs. soybeans) and stage of growth will influence roughness, as will management practices (smooth surface vs. crop residue and tillage-induced roughness). Management of crop residue and snow cover influences surface albedo and hence diabatic influences on turbulent loss of momentum at the surface. We have launched a pilot project to assess the interaction of turbines with crops in Iowa by use of models and measurements. Preliminary studies show that turbulence kinetic energy in the lee of turbines may be enhanced by as much as 300% near hub height and 40% at 10 m above the ground under neutral flow conditions. Field observations of fluxes of CO2, heat, and water vapor have been made outside of wind farms, and plans call for simultaneous measurements to be made within and outside of wind farms.

  7. A new generic plant growth model framework (PMF): Simulating distributed dynamic interaction of biomass production and its interaction with water and nutrients fluxes

    Science.gov (United States)

    Multsch, Sebastian; Kraft, Philipp; Frede, Hans-Georg; Breuer, Lutz

    2010-05-01

    Today, crop models have a widespread application in natural sciences, because plant growth interacts and modifies the environment. Transport processes involve water and nutrient uptake from the saturated and unsaturated zone in the pedosphere. Turnover processes include the conversion of dead root biomass into organic matter. Transpiration and the interception of radiation influence the energy exchange between atmosphere and biosphere. But many more feedback mechanisms might be of interest, including erosion, soil compaction or trace gas exchanges. Most of the existing crop models have a closed structure and do not provide interfaces or code design elements for easy data transfer or process exchange with other models during runtime. Changes in the model structure, the inclusion of alternative process descriptions or the implementation of additional functionalities requires a lot of coding. The same is true if models are being upscaled from field to landscape or catchment scale. We therefore conclude that future integrated model developments would benefit from a model structure that has the following requirements: replaceability, expandability and independency. In addition to these requirements we also propose the interactivity of models, which means that models that are being coupled are highly interacting and depending on each other, i.e. the model should be open for influences from other independent models and react on influences directly. Hence, a model which consists of building blocks seems to be reasonable. The aim of the study is the presentation of the new crop model type, the plant growth model framework, PMF. The software concept refers to an object-oriented approach, which is developed with the Unified Modeling Language (UML). The model is implemented with Python, a high level object-oriented programming language. The integration of the models with a setup code enables the data transfer on the computer memory level and direct exchange of information

  8. Player-Specific Conflict Handling Ontology

    Directory of Open Access Journals (Sweden)

    Charline Hondrou

    2014-09-01

    Full Text Available This paper presents an ontology that leads the player of a serious game - regarding conflict handling - to the educative experience from which they will benefit the most. It provides a clearly defined tree of axioms that maps the player’s visually manifested affective cues and emotional stimuli from the serious game to conflict handling styles and proposes interventions. The importance of this ontology lies in the fact that it promotes natural interaction (non-invasive methods and at the same time makes the game as player-specific as it can be for its educational goal. It is an ontology that can be adapted to different educational theories and serve various educational purposes.

  9. The 3 vs 1 game build-up effectiveness examination in physical and technical tests of 11-year-old football players

    Directory of Open Access Journals (Sweden)

    Tóth jr. Janos

    2014-01-01

    Full Text Available Study aim: The aim of this study is to prove that young players who have been coached with the main focus on technical ability and player interaction, perform better when tested on physical and technical attributes.

  10. Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

    OpenAIRE

    Smeddinck, Jan D.; Gerling, Kathrin M.; Tiemkeo, Saranat

    2013-01-01

    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the e...

  11. Signaling equilibria in sensorimotor interactions.

    Science.gov (United States)

    Leibfried, Felix; Grau-Moya, Jordi; Braun, Daniel A

    2015-08-01

    Although complex forms of communication like human language are often assumed to have evolved out of more simple forms of sensorimotor signaling, less attention has been devoted to investigate the latter. Here, we study communicative sensorimotor behavior of humans in a two-person joint motor task where each player controls one dimension of a planar motion. We designed this joint task as a game where one player (the sender) possesses private information about a hidden target the other player (the receiver) wants to know about, and where the sender's actions are costly signals that influence the receiver's control strategy. We developed a game-theoretic model within the framework of signaling games to investigate whether subjects' behavior could be adequately described by the corresponding equilibrium solutions. The model predicts both separating and pooling equilibria, in which signaling does and does not occur respectively. We observed both kinds of equilibria in subjects and found that, in line with model predictions, the propensity of signaling decreased with increasing signaling costs and decreasing uncertainty on the part of the receiver. Our study demonstrates that signaling games, which have previously been applied to economic decision-making and animal communication, provide a framework for human signaling behavior arising during sensorimotor interactions in continuous and dynamic environments. Copyright © 2015 Elsevier B.V. All rights reserved.

  12. A unified framework for unraveling the functional interaction structure of a biomolecular network based on stimulus-response experimental data.

    Science.gov (United States)

    Cho, Kwang-Hyun; Choo, Sang-Mok; Wellstead, Peter; Wolkenhauer, Olaf

    2005-08-15

    We propose a unified framework for the identification of functional interaction structures of biomolecular networks in a way that leads to a new experimental design procedure. In developing our approach, we have built upon previous work. Thus we begin by pointing out some of the restrictions associated with existing structure identification methods and point out how these restrictions may be eased. In particular, existing methods use specific forms of experimental algebraic equations with which to identify the functional interaction structure of a biomolecular network. In our work, we employ an extended form of these experimental algebraic equations which, while retaining their merits, also overcome some of their disadvantages. Experimental data are required in order to estimate the coefficients of the experimental algebraic equation set associated with the structure identification task. However, experimentalists are rarely provided with guidance on which parameters to perturb, and to what extent, to perturb them. When a model of network dynamics is required then there is also the vexed question of sample rate and sample time selection to be resolved. Supplying some answers to these questions is the main motivation of this paper. The approach is based on stationary and/or temporal data obtained from parameter perturbations, and unifies the previous approaches of Kholodenko et al. (PNAS 99 (2002) 12841-12846) and Sontag et al. (Bioinformatics 20 (2004) 1877-1886). By way of demonstration, we apply our unified approach to a network model which cannot be properly identified by existing methods. Finally, we propose an experiment design methodology, which is not limited by the amount of parameter perturbations, and illustrate its use with an in numero example.

  13. Should students design or interact with models? Using the Bifocal Modelling Framework to investigate model construction in high school science

    Science.gov (United States)

    Fuhrmann, Tamar; Schneider, Bertrand; Blikstein, Paulo

    2018-05-01

    The Bifocal Modelling Framework (BMF) is an approach for science learning which links students' physical experimentation with computer modelling in real time, focusing on the comparison of the two media. In this paper, we explore how a Bifocal Modelling implementation supported learning outcomes related to both content and metamodeling knowledge, focusing on the role of designing models. Our study consisted of three conditions implemented with a total of 69 9th grade high-school students. The first and second classes were assigned two implementation modes of BMF: with and without a model design module. The third condition, employed as a control, consisted of a class that received instruction in the school's traditional approach. Our results indicate that students participating in both BMF implementations demonstrated improved content knowledge and a better understanding of metamodeling. However, only the 'BMF-with-design' group improved significantly in both content and metamodeling knowledge. Our qualitative analyses indicate that both BMF groups designed detailed models that included scientific explanations. However only students who engaged in the model design component: (1) completed a detailed model displaying molecular interaction; and (2) developed a critical perspective about models. We discuss the implications of those results for teaching scientific science concepts and metamodeling knowledge.

  14. Efficiently detecting outlying behavior in video-game players.

    Science.gov (United States)

    Kim, Young Bin; Kang, Shin Jin; Lee, Sang Hyeok; Jung, Jang Young; Kam, Hyeong Ryeol; Lee, Jung; Kim, Young Sun; Lee, Joonsoo; Kim, Chang Hun

    2015-01-01

    In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  15. An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users

    Directory of Open Access Journals (Sweden)

    Fang You

    2011-01-01

    Full Text Available Massively multiplayer online role-playing games (MMORPGs have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model. From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model, our proposed player taxonomy model can achieve good results: classification is more stable.

  16. Ranking benchmarks of top 100 players in men's professional tennis.

    Science.gov (United States)

    Reid, Machar; Morris, Craig

    2013-01-01

    In men's professional tennis, players aspire to hold the top ranking position. On the way to the top spot, reaching the top 100 can be seen as a significant career milestone. National Federations undertake extensive efforts to assist their players to reach the top 100. However, objective data considering reasonable ranking yardsticks for top 100 success in men's professional tennis are lacking. Therefore, it is difficult for National Federations and those involved in player development to give empirical programming advice to young players. By taking a closer look at the ranking history of professional male tennis players, this article tries to provide those involved in player development a more objective basis for decision-making. The 100 names, countries, birthdates and ranking histories of the top 100 players listed in the Association of Tennis Professionals (ATP) at 31 December 2009 were recorded from websites in the public domain. Descriptive statistics were reported for the ranking milestones of interest. Results confirmed the merits of the International Tennis Federation's junior tour with 91% of the top 100 professionals earning a junior ranking, the mean peak of which was 94.1, s=148.9. On average, top 100 professionals achieved their best junior rankings and earned their first ATP point at similar ages, suggesting that players compete on both the junior and professional tours during their transition. Once professionally ranked, players took an average 4.5, s=2.1 years to reach the ATP top 100 at the mean age of 21.5, s=2.6 years, which contrasts with the mean current age of the top 100 of 26.8, s=3.2. The best professional rankings of players born in 1982 or earlier were positively related to the ages at which players earned their first ATP point and then entered the top 100, suggesting that the ages associated with these ranking milestones may have some forecasting potential. Future work should focus on the change in top 100 demographics over time as well

  17. The Astro Learning Design Player

    NARCIS (Netherlands)

    Sharples, Paul; Wilson, Scott; Popat, Kris; Griffiths, David; Beauvoir, Phillip

    2010-01-01

    Sharples, Paul Wilson, S., Popat, K., Griffiths, D., Beauvoir, P. (2009) The Astro Learning Design Player. This software is distributed under the three clause BSD license, copyright TENCompetence Foundation

  18. Interactive, mobile, AGIle and novel education (IMAGINE): a conceptual framework to support students with mobility challenges in higher education.

    Science.gov (United States)

    Goldberg, Mary; Karimi, Hassan; Pearlman, Jonathan L

    2016-01-01

    Interactive, mobile, AGIle and novel education (IMAGINE) is a conceptual framework to help students with disabilities (SwD) participate more in the physical space and become more engaged in school. IMAGINE recommends and reminds students, and allows them to make requests of key learning resources (LRs). The goal of IMAGINE is to provide SwD with the location and time for attending a LR that is most optimal with respect to their learning style and preference, learning performance and other activities. IMAGINE will be a means through which SWD will be provided with tailored recommendations with respect to their daily activities to improve learning outcomes. A pilot was conducted with SwD who used IMAGINE's navigation and wayfinding functionality, and the subjects reported that it aligns well with their needs. Preliminary results suggest that after completing a training and using the tool, SwD reported that they are more likely to use the tool and their participation may increase as a result. In contrast to before the trial, the SwD were also able to better describe the tool's benefits and how to improve its functionality after using the tool for four weeks. Implications for Rehabilitation The IMAGINE tool may be a means through which SwD can be provided with tailored recommendations with respect to their daily activities to improve learning outcomes. PWD should be involved (as research study participants and research study team members) in the design and development of tools like IMAGINE to improve participation. IMAGINE and similar tools may not only encourage better learning outcomes, but also more physical participation in the community, and could be used across education and employment settings.

  19. A COMPARISON OF THE ANTHROPOMETRIC PARAMETERS BETWEEN BASKETBALL PLAYERS, HANDBALL PLAYERS AND VOLLEYBALL PLAYERS

    OpenAIRE

    Florian Miftari; Juel Jarani; Dhimitraq Stratoberdha; Hazir Salihu

    2017-01-01

    The purpose of this study was to compare the anthropometric measurement to the professional players of the three different disciplines of basketball, handball and volleyball. . For each player anthropometric measurements such as weight, body height, waist circumference, BMI and skinfold calculation on different sports are performed. Differences in terms of anthropometric measurements were assessed by independent static tests and the differences for each variable for each sport were evaluated ...

  20. Frontal Lobe Function in Chess Players

    Directory of Open Access Journals (Sweden)

    Vahid Nejati

    2012-05-01

    Full Text Available Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players dont have any preference in any stage of Stroop test. Chess players dont have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.

  1. Frontal lobe function in chess players.

    Science.gov (United States)

    Nejati, Majid; Nejati, Vahid

    2012-01-01

    Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST) data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players don't have any preference in any stage of Stroop test. Chess players don't have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.

  2. The work compatibility improvement framework: an assessment of the worker-work environment interaction in the manufacturing sector.

    Science.gov (United States)

    Genaidy, Ash M; Rinder, Magda M; A-Rehim, Amal D

    2008-08-01

    The manufacturing sector in the US is challenged by high health care costs and shortage of qualified workers, which are largely attributed to the degree of fit between the worker and work environment. In this regard, a healthy worker-work environment interface is a necessary and sufficient condition for the containment of health care costs and the retaining/attraction of highly qualified knowledge workers and should be based on the principles of optimum physical, cognitive and emotional health for the workers. In prior research, the Work Compatibility Improvement Framework (WCIF) was introduced as a vehicle to address these issues and was defined as the identification, improvement and maintenance of the well-being characteristics of the workforce and its interaction with the work environment through the application of engineering, medicine, management and human sciences methodologies, technologies and best practices. This paper advances WCIF by examining its applications in manufacturing with regard to the evaluation of working conditions impacting musculoskeletal/stress outcome measures. A study was conducted in a machining department of a bag packaging manufacturer in the Midwest of the United States. The work tasks were planned and executed with regard to the following aims: (1) to compute work compatibility as a function of work demands and energisers; (2) to establish whether the prevalence of musculoskeletal/stress disorders increases with a decrease in the quality of worker-work environment interface in terms of work compatibility level and other work factors such as shift and job category. A major finding is that a 'poor' work environment (a function of all work domains) results in musculoskeletal/stress disorders that are 105% and 67% higher than those for a 'good' work environment. The evening shift exhibited the poorest compatibility followed by the night shift relative to the day shift. Application of the work compatibility approach demonstrated the

  3. Soccer player recognition by pixel classification in a hybrid color space

    Science.gov (United States)

    Vandenbroucke, Nicolas; Macaire, Ludovic; Postaire, Jack-Gerard

    1997-08-01

    Soccer is a very popular sport all over the world, Coaches and sport commentators need accurate information about soccer games, especially about the players behavior. These information can be gathered by inspectors who watch the soccer match and report manually the actions of the players involved in the principal phases of the game. Generally, these inspectors focus their attention on the few players standing near the ball and don't report about the motion of all the other players. So it seems desirable to design a system which automatically tracks all the players in real- time. That's why we propose to automatically track each player through the successive color images of the sequences acquired by a fixed color camera. Each player which is present in the image, is modelized by an active contour model or snake. When, during the soccer match, a player is hidden by another, the snakes which track these two players merge. So, it becomes impossible to track the players, except if the snakes are interactively re-initialized. Fortunately, in most cases, the two players don't belong to the same team. That is why we present an algorithm which recognizes the teams of the players by pixels representing the soccer ground which must be withdrawn before considering the players themselves. To eliminate these pixels, the color characteristics of the ground are determined interactively. In a second step, dealing with windows containing only one player of one team, the color features which yield the best discrimination between the two teams are selected. Thanks to these color features, the pixels associated to the players of the two teams form two separated clusters into a color space. In fact, there are many color representation systems and it's interesting to evaluate the features which provide the best separation between the two classes of pixels according to the players soccer suit. Finally, the classification process for image segmentation is based on the three most

  4. Interactive Two-Way mHealth Interventions for Improving Medication Adherence: An Evaluation Using The Behaviour Change Wheel Framework.

    Science.gov (United States)

    Chiang, Nicole; Guo, Michael; Amico, K Rivet; Atkins, Lou; Lester, Richard T

    2018-04-12

    Medication adherence is an important but highly complex set of behaviors, which for life-threatening and infectious diseases such as HIV carry critical consequences for individual and public health. There is growing evidence that mobile phone text messaging interventions (mHealth) connecting providers with patients positively impact medication adherence, particularly two-way engagement platforms that require bidirectional communication versus one-way in which responses are not mandatory. However, mechanisms of action have not been well defined. The Behavior Change Wheel is a comprehensive framework for behavior change that includes an all-encompassing model of behavior known as Capability Opportunity Motivation-Behavior and is complemented by a taxonomy of behavior change techniques. Evaluating mHealth interventions for medication adherence using these tools could provide useful insights that may contribute to optimizing their integration into the healthcare system and successful scaling-up. This study aimed to help address the current knowledge gap regarding how two-way mHealth interventions for medication adherence may work by applying the Behavior Change Wheel to characterize WelTel: an interactive digital health outreach platform with robust evidence for improving adherence to antiretroviral therapy. To characterize how WelTel may promote medication adherence, we applied the Behavior Change Wheel to systematically (1) generate a behavioral diagnosis through mapping known antiretroviral therapy adherence barriers onto the Capability Opportunity Motivation-Behavior model of behavior, (2) specify the behavior change techniques that WelTel delivers, (3) link identified behavior change techniques to corresponding intervention functions of the Behavior Change Wheel, and (4) connect these behavior change techniques and intervention functions to respective Capability Opportunity Motivation-Behavior influences on behavior to determine potential mechanisms of action. Our

  5. Interactive Two-Way mHealth Interventions for Improving Medication Adherence: An Evaluation Using The Behaviour Change Wheel Framework

    Science.gov (United States)

    Amico, K Rivet; Atkins, Lou; Lester, Richard T

    2018-01-01

    Background Medication adherence is an important but highly complex set of behaviors, which for life-threatening and infectious diseases such as HIV carry critical consequences for individual and public health. There is growing evidence that mobile phone text messaging interventions (mHealth) connecting providers with patients positively impact medication adherence, particularly two-way engagement platforms that require bidirectional communication versus one-way in which responses are not mandatory. However, mechanisms of action have not been well defined. The Behavior Change Wheel is a comprehensive framework for behavior change that includes an all-encompassing model of behavior known as Capability Opportunity Motivation-Behavior and is complemented by a taxonomy of behavior change techniques. Evaluating mHealth interventions for medication adherence using these tools could provide useful insights that may contribute to optimizing their integration into the healthcare system and successful scaling-up. Objective This study aimed to help address the current knowledge gap regarding how two-way mHealth interventions for medication adherence may work by applying the Behavior Change Wheel to characterize WelTel: an interactive digital health outreach platform with robust evidence for improving adherence to antiretroviral therapy. Methods To characterize how WelTel may promote medication adherence, we applied the Behavior Change Wheel to systematically (1) generate a behavioral diagnosis through mapping known antiretroviral therapy adherence barriers onto the Capability Opportunity Motivation-Behavior model of behavior, (2) specify the behavior change techniques that WelTel delivers, (3) link identified behavior change techniques to corresponding intervention functions of the Behavior Change Wheel, and (4) connect these behavior change techniques and intervention functions to respective Capability Opportunity Motivation-Behavior influences on behavior to determine

  6. The interaction of economic and pedagogical ideals in the context of workplace learning in Germany: a framework for empirical research – inspired by business ethics

    OpenAIRE

    Röbel, Tina

    2016-01-01

    As an effect of marketisation, the importance of workplace learning in Germany has increased. The article follows up on the long-standing discourse around the question of how economic and pedagogical ideals interact in this context. In order to develop a theoretical framework for empirical research, three major positions of the discipline of business ethics are introduced. Business ethics in more abstract ways deals with the very same question, namely how do ideas such as profit orientation i...

  7. Physical fitness of elite Belgian soccer players by player position.

    Science.gov (United States)

    Boone, Jan; Vaeyens, Roel; Steyaert, Adelheid; Vanden Bossche, Luc; Bourgois, Jan

    2012-08-01

    The purpose of this study was to gain an insight into the physical and physiological profile of elite Belgian soccer players with specific regard to the player's position on the field. The sample consisted of 289 adult players from 6 different first division teams. The players were divided into 5 subgroups (goalkeepers, center backs, full backs, midfielders, and strikers) according to their self-reported best position on the field. The subjects performed anaerobic (10-m sprint, 5 × 10-m shuttle run [SR], squat jump [SJ], and countermovement jump [CMJ]) and aerobic (incremental running protocol) laboratory tests. The strikers had significantly shorter sprinting times (5-, 5- to 10-m time, and SR) compared with the midfielders, center backs, and goalkeepers, whereas the full backs were also significantly faster compared with the goalkeepers and the center backs. The goalkeepers and the center backs displayed higher jumping heights (total mean SJ = 40.7 ± 4.6 cm and CMJ = 43.1 ± 4.9 cm) compared with the other 3 positions, whereas the strikers also jumped higher than the full backs and the midfielders did. Regarding the aerobic performance, both full backs and the midfielders (61.2 ± 2.7 and 60.4 ± 2.8 ml · min(-1) · kg(-1), respectively) had a higher VO2max compared with the strikers, center backs, and goalkeepers (56.8 ± 3.1, 55.6 ± 3.5, and 52.1 ± 5.0 ml · min(-1) · kg(-1), respectively). From this study, it could be concluded that players in different positions have different physiological characteristics. The results of this study might provide useful insights for individualized conditional training programs for soccer players. Aside from the predominant technical and tactical skills, a physical profile that is well adjusted to the position on the field might enhance game performance.

  8. The effect of deprivation on the developmental activities of adolescent rugby union players in Wales.

    Science.gov (United States)

    Winn, Charles O N; Ford, Paul R; McNarry, Melitta A; Lewis, Jason; Stratton, Gareth

    2017-12-01

    The developmental activities of rugby union players and their interaction with deprivation remain to be elucidated. Five-hundred and ninety elite junior rugby union players (14.8 ± 0.5 years) were split into deprivation quintiles. These players subsequently completed a participant history questionnaire to record their involvement in rugby and other sports. Players accumulated 1987 ± 1297 h in rugby between 6 and 15 years of age. During the mini rugby stage (6-10 years of age), players accumulated an average of 113 ± 105, 89 ± 69 and 43 ± 19 h per year in rugby play, practice and competition, respectively. Moreover, 461 players engaged in an average of two other sports during the mini rugby stage. During the junior rugby stage (11-15 years of age), players accumulated 179 ± 98, 115 ± 90 and 64 ± 26 h per year in rugby practice, play and competition, respectively, and 538 players took part in three other sports. Players who were more deprived accumulated less rugby hours and participated in fewer other sports, but age milestones were not different between deprivation quintiles. There were no differences within developmental activities in rugby between deprivation groups.

  9. How Our Cognition Shapes and Is Shaped by Technology: A Common Framework for Understanding Human Tool-Use Interactions in the Past, Present, and Future

    Directory of Open Access Journals (Sweden)

    François Osiurak

    2018-03-01

    Full Text Available Over the evolution, humans have constantly developed and improved their technologies. This evolution began with the use of physical tools, those tools that increase our sensorimotor abilities (e.g., first stone tools, modern knives, hammers, pencils. Although we still use some of these tools, we also employ in daily life more sophisticated tools for which we do not systematically understand the underlying physical principles (e.g., computers, cars. Current research is also turned toward the development of brain–computer interfaces directly linking our brain activity to machines (i.e., symbiotic tools. The ultimate goal of research on this topic is to identify the key cognitive processes involved in these different modes of interaction. As a primary step to fulfill this goal, we offer a first attempt at a common framework, based on the idea that humans shape technologies, which also shape us in return. The framework proposed is organized into three levels, describing how we interact when using physical (Past, sophisticated (Present, and symbiotic (Future technologies. Here we emphasize the role played by technical reasoning and practical reasoning, two key cognitive processes that could nevertheless be progressively suppressed by the proficient use of sophisticated and symbiotic tools. We hope that this framework will provide a common ground for researchers interested in the cognitive basis of human tool-use interactions, from paleoanthropology to neuroergonomics.

  10. Dialogue Coherence: A Generation Framework

    NARCIS (Netherlands)

    Beun, R.J.; Eijk, R.M. van

    2007-01-01

    This paper presents a framework for the generation of coherent elementary conversational sequences at the speech act level. We will embrace the notion of a cooperative dialogue game in which two players produce speech acts to transfer relevant information with respect to their commitments.

  11. Efficiently detecting outlying behavior in video-game players

    Directory of Open Access Journals (Sweden)

    Young Bin Kim

    2015-12-01

    Full Text Available In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players’ characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  12. Special considerations in the medical management of professional basketball players.

    Science.gov (United States)

    Steingard, S A

    1993-04-01

    The NBA basketball players are among the finest athletes in the world. That along with the increased popularity of the NBA has put a premium on the health of the players. The course of the season puts tremendous stress and strain on players. As medical illnesses occur, the physician may feel increased pressure to put the ill player back into the line-up. One cannot let the pressure for the player to return to activity interfere with good medical practice. At times, it is difficult to allow for the natural course of an illness, however, as discussed in this article, sometimes this is exactly what needs to be done. The temptation to overtreat is also seen in some team physicians. This too must be avoided. Along with proper treatment, there is the need for education of the athletes both in social interactions and in diet and life-style. Then we, as team physicians, can sit back and enjoy the performance on the court.

  13. Predicting Player Position for Talent Identification in Association Football

    Science.gov (United States)

    Razali, Nazim; Mustapha, Aida; Yatim, Faiz Ahmad; Aziz, Ruhaya Ab

    2017-08-01

    This paper is set to introduce a new framework from the perspective of Computer Science for identifying talents in the sport of football based on the players’ individual qualities; physical, mental, and technical. The combination of qualities as assessed by coaches are then used to predict the players’ position in a match that suits the player the best in a particular team formation. Evaluation of the proposed framework is two-fold; quantitatively via classification experiments to predict player position, and qualitatively via a Talent Identification Site developed to achieve the same goal. Results from the classification experiments using Bayesian Networks, Decision Trees, and K-Nearest Neighbor have shown an average of 98% accuracy, which will promote consistency in decision-making though elimination of personal bias in team selection. The positive reviews on the Football Identification Site based on user acceptance evaluation also indicates that the framework is sufficient to serve as the basis of developing an intelligent team management system in different sports, whereby growth and performance of sport players can be monitored and identified.

  14. Game, Player, Ethics

    DEFF Research Database (Denmark)

    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....

  15. Secure Multi-Player Protocols

    DEFF Research Database (Denmark)

    Fehr, Serge

    While classically cryptography is concerned with the problem of private communication among two entities, say players, in modern cryptography multi-player protocols play an important role. And among these, it is probably fair to say that secret sharing, and its stronger version verifiable secret...... sharing (VSS), as well as multi-party computation (MPC) belong to the most appealing and/or useful ones. The former two are basic tools to achieve better robustness of cryptographic schemes against malfunction or misuse by “decentralizing” the security from one single to a whole group of individuals...... (captured by the term threshold cryptography). The latter allows—at least in principle—to execute any collaboration among a group of players in a secure way that guarantees the correctness of the outcome but simultaneously respects the privacy of the participants. In this work, we study three aspects...

  16. A Quantum-Like View to a Generalized Two Players Game

    Science.gov (United States)

    Bagarello, F.

    2015-10-01

    This paper consider the possibility of using some quantum tools in decision making strategies. In particular, we consider here a dynamical open quantum system helping two players, and , to take their decisions in a specific context. We see that, within our approach, the final choices of the players do not depend in general on their initial mental states, but they are driven essentially by the environment which interacts with them. The model proposed here also considers interactions of different nature between the two players, and it is simple enough to allow for an analytical solution of the equations of motion.

  17. Mother-Child Interaction and Prosocial Development in Toddlers: A Multivariate Study Using the Living Systems Framework.

    Science.gov (United States)

    Bergin, Christi A. C.

    The Living Systems Framework was used to generate four categories of parent behaviors that might affect processes responsible for eliciting prosocial behavior in children: (1) teaching values, rules, and standards; (2) providing opportunities for rehearsal and mastery; (3) providing opportunities for self-regulation and self-control; and (4)…

  18. The Effectiveness Evaluation among Different Player-Matching Mechanisms in a Multi-Player Quiz Game

    Science.gov (United States)

    Tsai, Fu-Hsing

    2016-01-01

    This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…

  19. An Online Experimental Framework for Cooperative Relationships With a Real-Time Decision-Making and Rewarding Environment

    Directory of Open Access Journals (Sweden)

    Reiji Suzuki

    2018-06-01

    Full Text Available This paper investigates interactions between game theoretical strategies and social relationships in real-time decision-making and rewarding environments. We propose an experimental framework based on techniques of web-based multiplayer online games for this purpose. In our framework, multiple human players, represented as particles in a two-dimensional space of social interactions, can modify their positions and game strategies for the prisoner's dilemma in real time, and receive benefit or cost emerging from both game theoretical and social relationships with neighboring players. We report on experiments with human participants in different conditions of the payoff matrix, which reflects game structures, and the speed of each player, which reflects the ability to change her social relationship. We show that cooperative relationships emerge in real human groups regardless of experimental settings, and show their basic behavioral patterns. We further discuss relationships between behavioral characters of participants in the experiments and their psychological characters to see how their personalities can be reflected in their behavior in such a game theoretical framework, and show that a few psychological characters of participants might reflect their behavioral characters at least in part, but there were variations in these relationships between experimental groups.

  20. Not all players are equally motivated: The role of narcissism.

    Science.gov (United States)

    Roberts, Ross; Woodman, Tim; Lofthouse, Sian; Williams, Lucy

    2015-01-01

    Research on motivational climates consistently demonstrates that mastery-focused climates are associated with positive outcomes and ego-involving performance climates lead to maladaptive outcomes. However, the role of personality within such a framework has been largely ignored. To redress this imbalance, we examined the potential role of narcissism in moderating the effects of different motivational climates on leader-inspired extra effort in training. Training is where rugby players spend most of their rugby time and we were keen to examine the combination of personality and climate that might maximise the yield of such training environments. Female rugby players (n = 126) from 15 clubs completed measures of narcissism, motivational climate and effort. Moderated regression analyses revealed that narcissism moderated the relationship between motivational climate and effort. Increases in either performance or mastery climates were associated with increases in effort for narcissists; no such relationship was revealed for low narcissists. The findings demonstrate the importance of considering personality within rugby training environments, as it is clear that not every player will respond the same way to specific training conditions. Coaches who understand this and are able to tailor individualised motivational climates will likely gain the greatest benefits from their different players.

  1. Sophisticated Players and Sophisticated Agents

    NARCIS (Netherlands)

    Rustichini, A.

    1998-01-01

    A sophisticated player is an individual who takes the action of the opponents, in a strategic situation, as determined by decision of rational opponents, and acts accordingly. A sophisticated agent is rational in the choice of his action, but ignores the fact that he is part of a strategic

  2. The effect of a complex training program on skating abilities in ice hockey players.

    Science.gov (United States)

    Lee, Changyoung; Lee, Sookyung; Yoo, Jaehyun

    2014-04-01

    [Purpose] Little data exist on systemic training programs to improve skating abilities in ice hockey players. The purpose of this study was to evaluate the effectiveness of a complex training program on skating abilities in ice hockey players. [Methods] Ten male ice hockey players (training group) that engaged in 12 weeks of complex training and skating training and ten male players (control group) that only participated in 12 weeks of skating training completed on-ice skating tests including a 5 time 18 meters shuttle, t-test, Rink dash 5 times, and line drill before, during, and the training. [Results] Significant group-by-time interactions were found in all skating ability tests. [Conclusion] The complex training program intervention for 12 weeks improved their skating abilities of the ice hockey players.

  3. The NBA’s Maximum Player Salary and the Distribution of Player Rents

    Directory of Open Access Journals (Sweden)

    Kelly M. Hastings

    2015-03-01

    Full Text Available The NBA’s 1999 Collective Bargaining Agreement (CBA included provisions capping individual player pay in addition to team payrolls. This study examines the effect the NBA’s maximum player salary on player rents by comparing player pay from the 1997–1998 and 2003–2004 seasons while controlling for player productivity and other factors related to player pay. The results indicate a large increase in the pay received by teams’ second highest and, to a lesser extent, third highest paid players. We interpret this result as evidence that the adoption of the maximum player salary shifted rents from stars to complementary players. We also show that the 1999 CBA’s rookie contract provisions reduced salaries of early career players.

  4. Cultural ergonomics in interactional and experiential design: conceptual framework and case study of the Taiwanese twin cup.

    Science.gov (United States)

    Lin, Chih-Long; Chen, Si-Jing; Hsiao, Wen-Hsin; Lin, Rungtai

    2016-01-01

    Cultural ergonomics is an approach that considers interaction- and experience-based variations among cultures. Designers need to develop a better understanding of cultural ergonomics not just to participate in cultural contexts but also to develop interactive experiences for users. Cultural ergonomics extends our understanding of cultural meaning and our ability to utilize such understanding for design and evaluate everyday products. This study aims to combine cultural ergonomics and interactive design to explore human-culture interaction in user experiences. The linnak is a typical Taiwanese aboriginal cultural object. This study examined the cultural meaning and operational interface of the linnak, as well as the scenarios in which it is used in interaction and user experiences. The results produced a cultural ergonomics interface for examining the manner in which designers communicate across cultures as well as the interweaving of design and culture in the design process. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  5. An automated multi-model based evapotranspiration estimation framework for understanding crop-climate interactions in India

    Science.gov (United States)

    Bhattarai, N.; Jain, M.; Mallick, K.

    2017-12-01

    A remote sensing based multi-model evapotranspiration (ET) estimation framework is developed using MODIS and NASA Merra-2 reanalysis data for data poor regions, and we apply this framework to the Indian subcontinent. The framework eliminates the need for in-situ calibration data and hence estimates ET completely from space and is replicable across all regions in the world. Currently, six surface energy balance models ranging from widely-used SEBAL, METRIC, and SEBS to moderately-used S-SEBI, SSEBop, and a relatively new model, STIC1.2 are being integrated and validated. Preliminary analysis suggests good predictability of the models for estimating near- real time ET under clear sky conditions from various crop types in India with coefficient of determination 0.32-0.55 and percent bias -15%-28%, when compared against Bowen Ratio based ET estimates. The results are particularly encouraging given that no direct ground input data were used in the analysis. The framework is currently being extended to estimate seasonal ET across the Indian subcontinent using a model-ensemble approach that uses all available MODIS 8-day datasets since 2000. These ET products are being used to monitor inter-seasonal and inter-annual dynamics of ET and crop water use across different crop and irrigation practices in India. Particularly, the potential impacts of changes in precipitation patterns and extreme heat (e.g., extreme degree days) on seasonal crop water consumption is being studied. Our ET products are able to locate the water stress hotspots that need to be targeted with water saving interventions to maintain agricultural production in the face of climate variability and change.

  6. Hi-Jack: a novel computational framework for pathway-based inference of host–pathogen interactions

    KAUST Repository

    Kleftogiannis, Dimitrios A.; Wong, Limsoon; Archer, John A.C.; Kalnis, Panos

    2015-01-01

    also describe host-pathogen interaction principles that can be used in the future for subsequent studies. Our case study on Mycobacterium tuberculosis (Mtb) revealed pathways in human-e.g. carbohydrate metabolism, lipids metabolism and pathways related

  7. Hydrogeologic framework and groundwater/surface-water interactions of the upper Yakima River Basin, Kittitas County, central Washington

    Science.gov (United States)

    Gendaszek, Andrew S.; Ely, D. Matthew; Hinkle, Stephen R.; Kahle, Sue C.; Welch, Wendy B.

    2014-01-01

    The hydrogeology, hydrology, and geochemistry of groundwater and surface water in the upper (western) 860 square miles of the Yakima River Basin in Kittitas County, Washington, were studied to evaluate the groundwater-flow system, occurrence and availability of groundwater, and the extent of groundwater/surface-water interactions. The study area ranged in altitude from 7,960 feet in its headwaters in the Cascade Range to 1,730 feet at the confluence of the Yakima River with Swauk Creek. A west-to-east precipitation gradient exists in the basin with the western, high-altitude headwaters of the basin receiving more than 100 inches of precipitation per year and the eastern, low-altitude part of the basin receiving about 20 inches of precipitation per year. From the early 20th century onward, reservoirs in the upper part of the basin (for example, Keechelus, Kachess, and Cle Elum Lakes) have been managed to store snowmelt for irrigation in the greater Yakima River Basin. Canals transport water from these reservoirs for irrigation in the study area; additional water use is met through groundwater withdrawals from wells and surface-water withdrawals from streams and rivers. Estimated groundwater use for domestic, commercial, and irrigation purposes is reported for the study area. A complex assemblage of sedimentary, metamorphic, and igneous bedrock underlies the study area. In a structural basin in the southeastern part of the study area, the bedrock is overlain by unconsolidated sediments of glacial and alluvial origin. Rocks and sediments were grouped into six hydrogeologic units based on their lithologic and hydraulic characteristics. A map of their extent was developed from previous geologic mapping and lithostratigraphic information from drillers’ logs. Water flows through interstitial space in unconsolidated sediments, but largely flows through fractures and other sources of secondary porosity in bedrock. Generalized groundwater-flow directions within the

  8. A Multiscale Nested Modeling Framework to Simulate the Interaction of Surface Gravity Waves with Nonlinear Internal Gravity Waves

    Science.gov (United States)

    2015-09-30

    Interaction of Surface Gravity Waves with Nonlinear Internal Gravity Waves Lian Shen St. Anthony Falls Laboratory and Department of Mechanical...on studying surface gravity wave evolution and spectrum in the presence of surface currents caused by strongly nonlinear internal solitary waves...interaction of surface and internal gravity waves in the South China Sea. We will seek answers to the following questions: 1) How does the wind-wave

  9. Soccer Players Cultural Capital and Its Impact on Migration

    Science.gov (United States)

    Leskošek, Bojan; Vodičar, Janez; Topič, Mojca Doupona

    2016-01-01

    Abstract The purpose of this study was to identify factors that constituted the cultural capital among soccer players. We assumed that in the increasingly globalized world of professional soccer, a player’s success would often depend on migrating and adjusting to life in other countries. Willingness to migrate and successful adjustment are tied to player’s previous attitudes and/or behaviours (habitus), significant support from others, including family members, and previous experiences and success in sports and education. Our hypothesised model of the cultural capital was based on the Pierre Bourdieu’s theoretical framework. It consisted of 26 variables related to three sets of factors: soccer experiences, a family context and support, and educational achievements of the players and their parents. The model was tested using a sample of 79 current soccer coaches who also had been players at the elite level. A factor analysis was used to empirically verify the content of the hypothetical model of the soccer players’ cultural capital. Nine latent factors were extracted and together, they accounted for 55.01% of the total model variance. Individual factors obtained showed a sufficient level of substantial connection. The Cronbach’s alpha value of 0.77 confirmed the internal consistency of the operationalised variables in the hypothetical model. In addition, the impact of these aforementioned life dimensions on the migration of soccer players was studied. The results of the binary logistic regression analysis showed that the first factor of the hypothetical model (F1) had 2.2 times and the second factor (F8) had 3.9 times higher odds for migration abroad. Sociocultural findings using this new assessment approach could help create better “success conditions” in the talent development of young players. PMID:28031770

  10. Soccer Players Cultural Capital and Its Impact on Migration

    Directory of Open Access Journals (Sweden)

    Križaj Jožef

    2016-12-01

    Full Text Available The purpose of this study was to identify factors that constituted the cultural capital among soccer players. We assumed that in the increasingly globalized world of professional soccer, a player’s success would often depend on migrating and adjusting to life in other countries. Willingness to migrate and successful adjustment are tied to player’s previous attitudes and/or behaviours (habitus, significant support from others, including family members, and previous experiences and success in sports and education. Our hypothesised model of the cultural capital was based on the Pierre Bourdieu’s theoretical framework. It consisted of 26 variables related to three sets of factors: soccer experiences, a family context and support, and educational achievements of the players and their parents. The model was tested using a sample of 79 current soccer coaches who also had been players at the elite level. A factor analysis was used to empirically verify the content of the hypothetical model of the soccer players’ cultural capital. Nine latent factors were extracted and together, they accounted for 55.01% of the total model variance. Individual factors obtained showed a sufficient level of substantial connection. The Cronbach’s alpha value of 0.77 confirmed the internal consistency of the operationalised variables in the hypothetical model. In addition, the impact of these aforementioned life dimensions on the migration of soccer players was studied. The results of the binary logistic regression analysis showed that the first factor of the hypothetical model (F1 had 2.2 times and the second factor (F8 had 3.9 times higher odds for migration abroad. Sociocultural findings using this new assessment approach could help create better “success conditions” in the talent development of young players.

  11. Norwegian Football Academy Players-Players Self-Assessed Competence, Perfectionism, Goal Orientations and Motivational Climate

    Directory of Open Access Journals (Sweden)

    Eirik Nerland

    2016-06-01

    Full Text Available Grounded in the theoretical framework of achievement goal theory and perfectionism theory, the purpose of this study was to examine how self-assessed perceived abilities covariance these variables among Norwegian football academy players. 140 adolescent football players participated, representing three football academies. Perceived competence was reported as equivalent to or better than others. Perfectionism scores showed personal standards as the highest of the dimensions of perfectionism, while perceived parental pressure was lowest. In contrast, mean task orientation and perceived mastery climate were higher than ego orientation and perceived performance climate. The correlation analysis showed that perceived competence correlated positively with personal standards. Personal standards correlated positively with the rest of the perfectionism dimensions as well as ego orientation, perceived mastery- and performance climate. Concern over mistakes was positively correlated with ego-orientation. Overall, findings suggested that personal standards correlate with perceived competence, while these variables also relate to other perfectionism dimensions, goal orientations and perceived motivational climate. Therefore, coaches should highlight the importance of high personal standards, as a potentially maladaptive function on talent development.

  12. The interaction of economic and pedagogical ideals in the context of workplace learning in Germany: a framework for empirical research - inspired by business ethics

    Directory of Open Access Journals (Sweden)

    Tina Röbel

    2016-10-01

    Full Text Available As an effect of marketisation, the importance of workplace learning in Germany has increased. The article follows up on the long-standing discourse around the question of how economic and pedagogical ideals interact in this context. In order to develop a theoretical framework for empirical research, three major positions of the discipline of business ethics are introduced. Business ethics in more abstract ways deals with the very same question, namely how do ideas such as profit orientation interact with other norms and values? The new perspectives show that the discourse has been hitherto based on a specific understanding of economy. In order to derive an empirical answer to the research question, the question is re-formulated as follows: Which values are inherent in the decisions taken? Consequently, it suggests using the concept of "rationalities of justification" for empirical research. The article shows how this concept can be applied by conducting a test run.

  13. Predicting the effects of ocean acidification on predator-prey interactions: a conceptual framework based on coastal molluscs.

    Science.gov (United States)

    Kroeker, Kristy J; Sanford, Eric; Jellison, Brittany M; Gaylord, Brian

    2014-06-01

    The influence of environmental change on species interactions will affect population dynamics and community structure in the future, but our current understanding of the outcomes of species interactions in a high-CO2 world is limited. Here, we draw upon emerging experimental research examining the effects of ocean acidification on coastal molluscs to provide hypotheses of the potential impacts of high-CO2 on predator-prey interactions. Coastal molluscs, such as oysters, mussels, and snails, allocate energy among defenses, growth, and reproduction. Ocean acidification increases the energetic costs of physiological processes such as acid-base regulation and calcification. Impacted molluscs can display complex and divergent patterns of energy allocation to defenses and growth that may influence predator-prey interactions; these include changes in shell properties, body size, tissue mass, immune function, or reproductive output. Ocean acidification has also been shown to induce complex changes in chemoreception, behavior, and inducible defenses, including altered cue detection and predator avoidance behaviors. Each of these responses may ultimately alter the susceptibility of coastal molluscs to predation through effects on predator handling time, satiation, and search time. While many of these effects may manifest as increases in per capita predation rates on coastal molluscs, the ultimate outcome of predator-prey interactions will also depend on how ocean acidification affects the specified predators, which also exhibit complex responses to ocean acidification. Changes in predator-prey interactions could have profound and unexplored consequences for the population dynamics of coastal molluscs in a high-CO2 ocean. © 2014 Marine Biological Laboratory.

  14. Spondylolysis in young tennis players

    Science.gov (United States)

    Ruiz‐Cotorro, A; Balius‐Matas, R; Estruch‐Massana, A; Angulo, J Vilaró

    2006-01-01

    The general aetiology, diagnosis, and treatment of spondylolysis, a bone defect in the pars interarticularis of the vertebra, are reviewed. A retrospective study of young tennis players diagnosed between 2000 and 2004 with spondylolysis with or without spondylolisthesis, assessed by radiography and planar bone scintigraphy, is described. If the radiographic results were negative, computed tomography was performed. Sixty six cases were evaluated: 53 L5 lesions, eight L4 lesions, two L3 lesions, and one bilateral lesion at the L2 level. Two more lesions at two levels were found (bilateral L5 and unilateral L4 and L3 on the right side). Classification, treatment, and outcome of the cases are reported. A combination of radiography, planar bone scintigraphy, and SPECT is useful for evaluating spondylolysis in tennis players and recommending treatment. Use of a brace did not appear to achieve significant results. PMID:16632576

  15. How to Set Up a Research Framework to Analyze Social-Ecological Interactive Processes in a Rural Landscape

    Directory of Open Access Journals (Sweden)

    Marc Deconchat

    2007-06-01

    Full Text Available Interdisciplinary research frameworks can be useful in providing answers to the environmental challenges facing rural environments, but concrete implementation of them remains empirical and requires better control. We present our practical experience of an interdisciplinary research project dealing with non-industrial private forestry in rural landscapes. The theoretical background, management, and methodological aspects, as well as results of the project, are presented in order to identify practical key factors that may influence its outcomes. Landscape ecology plays a central role in organizing the project. The efforts allocated for communication between scientists from different disciplines must be clearly stated in order to earn reciprocal trust. Sharing the same nested sampling areas, common approaches, and analytical tools (GIS is important, but has to be balanced by autonomy for actual implementation of field work and data analysis in a modular and evolving framework. Data sets are at the heart of the collaboration and GIS is necessary to ensure their long-term management and sharing. The experience acquired from practical development of such projects should be shared more often in networks of teams to compare their behavior and identify common rules of functioning.

  16. Interactive Virtual Cinematography

    OpenAIRE

    Burelli, Paolo

    2012-01-01

    A virtual camera represents the point-of-view of the player through which sheperceives the game world and gets feedback on her actions. Thus, the virtualcamera plays a vital role in 3D computer games and aects player experienceand enjoyability in games. Interactive virtual cinematography is the process ofvisualising the content of a virtual environment by positioning and animatingthe virtual camera in the context of interactive applications such as a computergame.Camera placement and animatio...

  17. The relationship between avatar's capital and player's gaming orientation : a study in Final Fantasy XIV

    OpenAIRE

    Korkeila, Henry

    2017-01-01

    The world's digitalization has changed our lives in numerous ways. Digitalization has changed how people consume entertainment and video games are just one example of this. Persistent online game worlds where a massive number of players can interact with each other around the clock were non-existent two decades ago. Player studies is still in its infancy, because it is not fully understood yet what kind of lives the players have in these online virtual worlds. One way to look at the lives of ...

  18. Game Cinematography: from Camera Control to Player Emotions

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2016-01-01

    Building on the definition of cinematography (Soanes and Stevenson, Oxford dictionary of English. Oxford University Press, Oxford/New York, 2005), game cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its...... traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her perception of the events represented. However, game events are not necessarily pre-scripted and player interaction has a major role on the quality of a game...... experience; therefore, the role of the camera and the challenges connected to it are different in game cinematography as the virtual camera has to both dynamically react to unexpected events to correctly convey the game story and take into consideration player actions and desires to support her interaction...

  19. Towards a Framework of Interactions in a Blended Synchronous Learning Environment: What Effects Are There on Students' Social Presence Experience?

    Science.gov (United States)

    Szeto, Elson; Cheng, Annie Y. N.

    2016-01-01

    A synchronous blend of online learning and "face-to-face" teaching is becoming a feasible instructional approach in higher education with the advent of technology. Although this learning mode is not new in higher education, little research has been done to contextualise social presence experiences in which effects of interactions were…

  20. Social exchange as a framework for client-nurse interaction during public health nursing maternal-child home visits.

    Science.gov (United States)

    Byrd, Mary E

    2006-01-01

    The purpose of this paper was to develop a nursing-focused use of social exchange theory within the context of maternal-child home visiting. The nature of social exchange theory, its application to client-nurse interaction, and its fit with an existing data set from a field research investigation were examined. Resources exchanged between the nurse and clients were categorized and compared across the patterns of home visiting, nursing strategies based on exchange notions were identified, and variations in exchange were linked with client outcomes. The nurse provided resources within the categories of information, status, service, and goods. Clients provided time, access to the home, space within the home to conduct the visit, opportunities to observe maternal-child interaction, access to the infant, and information. The ease and breadth of resource exchange varied across the patterns of home visiting. The social exchange perspective was useful in categorizing resources, specifying and uncovering new resource categories, understanding nursing strategies to initiate and maintain the client-nurse relationship, and linking client-nurse interactive phenomena with client outcomes. Social exchange theory is potentially useful for understanding client-nurse interaction in the context of maternal-child home visits.

  1. Motivational profile quality players handball

    Directory of Open Access Journals (Sweden)

    Alfonso Martínez Moreno

    2017-06-01

    Full Text Available In the sport context, elite category, it is necessary to know all the factors, which in one way or another, affect the athletes throughout the different competitions. The object of study is to know the motivational profile of elite handball players. The sample consisted of 495 players, of whom 47.8% were boys and 52.2% girls, their ages ranged from 12 to 16 years, with an average of 13.8 years (dt = 1.0. Descriptive statistical analyzes of the sample, absolute and relative frequencies were performed for the qualitative variables and for the quantitative values minimum, maximum, mean, standard deviation, Cronbach's alpha. Correlation between variables, with the Pearson correlation coefficient. The MANCOVA test was performed to determine if there were differences between the dimensions of the questionnaire, according to age and years of practice. The results reveal that handball players elite category of the sample object of study have mainly intrinsic motivation, achieving high scores on general motivation, motivation achievement and motivation stimulation. In addition to moderately high values in introjected regulation and very low values in demotivation.

  2. [Dietary behaviours of volleyball and basketball players].

    Science.gov (United States)

    Szczepańska, Elzbieta; Spałkowska, Agnieszka

    2012-01-01

    In sports, such as basketball and volleyball, players must demonstrate the speed, strength, stamina and concentration. Correct nutrition affects the strength of the muscles and the extension of capacity. It is also necessary for the proper functioning of the nervous system and determines the rate of regeneration after physical effort. The aim of this study was to assess dietary behaviours of professional volleyball and basketball players and compare the prevalence of correct behaviours in both groups. 209 professional volleyball and basketball players from sports clubs localized in six Silesian cities were survived with the mean of author questionnaire. The chi-square test was used to examine differences in the prevalence of the correct behaviours among players. Analysis of the results obtained showed that 52% of the players had 4-5 meals a day. 35% of respondents had wholemeal bread and/or groats daily. Milk and dairy products daily ate 71% of surveyed players, meat and sausages 70% respectively. 41% of respondents had cottage cheese and 28% had fish several times a week. Vegetables and fruit were eaten by 21% and respectively 23% of respondents. Sweets were eaten daily by 40% of surveyed, while fast-food were eaten several times a week by 17% of players. Nutrients for athletes were used by 32%, and vitamin supplementation by 48% of respondents. Prevalence of correct dietary behaviour in the group of professional volleyball and basketball players differed. Basketball players statistically more frequently than volleyball players had 4-5 meals a day, had wholemeal bread and/or thick groats, milk and dairy products, meat and sausages, especially poultry. They had raw vegetables and fruit several times a day. They drank more than 2.5 liters of fluids per day. They also significantly more frequently than volleyball players consumed the fast-food occasionally or never. Dietary behaviours of surveyed players were incorrect. Comparison of prevalence of proper behaviours

  3. Modelling Common Agricultural Policy-Water Framework Directive interactions and cost-effectiveness of measures to reduce nitrogen pollution.

    Science.gov (United States)

    Mouratiadou, Ioanna; Russell, Graham; Topp, Cairistiona; Louhichi, Kamel; Moran, Dominic

    2010-01-01

    Selecting cost-effective measures to regulate agricultural water pollution to conform to the Water Framework Directive presents multiple challenges. A bio-economic modelling approach is presented that has been used to explore the water quality and economic effects of the 2003 Common Agricultural Policy Reform and to assess the cost-effectiveness of input quotas and emission standards against nitrate leaching, in a representative case study catchment in Scotland. The approach combines a biophysical model (NDICEA) with a mathematical programming model (FSSIM-MP). The results indicate only small changes due to the Reform, with the main changes in farmers' decision making and the associated economic and water quality indicators depending on crop price changes, and suggest the use of target fertilisation in relation to crop and soil requirements, as opposed to measures targeting farm total or average nitrogen use.

  4. Programming Entity Framework

    CERN Document Server

    Lerman, Julia

    2010-01-01

    Get a thorough introduction to ADO.NET Entity Framework 4 -- Microsoft's core framework for modeling and interacting with data in .NET applications. The second edition of this acclaimed guide provides a hands-on tour of the framework latest version in Visual Studio 2010 and .NET Framework 4. Not only will you learn how to use EF4 in a variety of applications, you'll also gain a deep understanding of its architecture and APIs. Written by Julia Lerman, the leading independent authority on the framework, Programming Entity Framework covers it all -- from the Entity Data Model and Object Service

  5. Measuring the Impact of a Moving Target: Towards a Dynamic Framework for Evaluating Collaborative Adaptive Interactive Technologies

    OpenAIRE

    O?Grady, Laura; Witteman, Holly; Bender, Jacqueline L; Urowitz, Sara; Wiljer, David; Jadad, Alejandro R

    2009-01-01

    Background Website evaluation is a key issue for researchers, organizations, and others responsible for designing, maintaining, endorsing, approving, and/or assessing the use and impact of interventions designed to influence health and health services. Traditionally, these evaluations have included elements such as content credibility, interface usability, and overall design aesthetics. With the emergence of collaborative, adaptive, and interactive ("Web 2.0") technologies such as wikis and o...

  6. Formal Framework to improve the reliability of concurrent and collaborative learning games

    Directory of Open Access Journals (Sweden)

    Mounier

    2014-05-01

    Full Text Available Multi-player learning games are complex software applications resulting from a costly and complex engineering process, and involving multiple stakeholders (domain experts, teachers, game designers, programmers, testers, etc.. Moreover, they are dynamic systems that evolve over time and implement complex interactions between objects and players. Usually, once a learning game is developed, testing activities are conducted by humans who explore the possible executions of the game’s scenario to detect bugs. The complexity and the dynamic nature of multiplayer learning games enforces the complexity of testing activities. Indeed, it is impracticable to explore manually all possible executions due to their huge number. Moreover, the test cannot verify some properties on multi-player and collaborative scenarios, such as paths leading to deadlock between learners or prevent learners to meet all objectives and win the game. This type of properties should be verified at the design stage. We propose a framework enabling a formal modeling of game scenarios and an associated automatic verification of learning game’s scenario at the design stage of the development process.We use Symmetric Petri nets as a modeling language and choose to verify properties by means of model checkers. This paper discusses the possibilities offered by this framework to verify learning game’s properties before the programming stage.

  7. Different individual areas of interaction and the effects on the behavior of players: applications to training in soccer Análisis de los diferentes espacios individuales de interacción y los efectos en las conductas motrices de los jugadores: aplicaciones al entrenamiento en fútbol

    Directory of Open Access Journals (Sweden)

    D. Casamichana

    2010-09-01

    Full Text Available

    The small-sided games are situations commonly used in the training of soccer with physical, technical and/or tactical-strategic purposes. Those are held in different pitch dimensions, unkown altering the effect in the game. Therefore, the purpose of this study is to know the effects on the behavior of players and teams of one format of small-sided games where has been altered the individual space of interaction, keeping constant the variables: number of players, the presence of goalkeepers, availability of balls, encouragement of the coach and similar level of teams.          

    Were performed in three consecutive sessions three formats of small-sided games each of the individual space of interaction. Subsequently recorded the driving behavior of players using a tool designed for ad hoc observation, which before showed high stability between observations. Finally, carried out a series of descriptions and inferential analysis. The pitch dimensions of interaction in the task proposals affecting quality and quantity in the driving behavior of players, which have detected significant differences in the game. The individual space of interaction is an important variable to consider in the design of tasks for training in soccer.
    Key Words:
    soccer, small sided games, notation analysis, motor behaviour

     

    Los juegos reducidos son situaciones habitualmente utilizadas en el entrenamiento del fútbol con diversos propósitos como pueden ser físicos, técnicos y/o táctico-estratégicos. Dichas tareas se realizan en diferentes dimensiones del terreno de juego, desconociéndose el efecto que tienen sobre el juego. El propósito de este estudio será el de conocer los efectos que producen en el comportamiento de jugadores y equipos un mismo formato de juego reducido donde se ha alterado el

  8. Vitamin D Deficiency Among Professional Basketball Players.

    Science.gov (United States)

    Fishman, Matthew P; Lombardo, Stephen J; Kharrazi, F Daniel

    2016-07-01

    Vitamin D plays an important role in several systems of the human body. Various studies have linked vitamin D deficiency to stress and insufficiency fractures, muscle recovery and function, and athletic performance. The prevalence of vitamin D deficiency in the elite athletic population has not been extensively studied, and very few reports exist among professional athletes. There is a high prevalence of vitamin D deficiency or insufficiency among players attending the National Basketball Association (NBA) Combine. Cross-sectional study; Level of evidence, 3. This is a retrospective review of data previously collected as part of the routine medical evaluation of players in the NBA Combines from 2009 through 2013. Player parameters evaluated were height, weight, body mass index (BMI), and vitamin D level. Statistical analysis using t tests and analysis of variance was used to detect any correlation between the player parameters and vitamin D level. Vitamin D levels were categorized as deficient (32 ng/mL). After institutional review board approval was submitted to the NBA, the NBA released deidentified data on 279 players who participated in the combines from 2009 through 2013. There were 90 players (32.3%) who were deficient, 131 players (47.0%) who were insufficient, and 58 players (20.8%) who were sufficient. A total of 221 players (79.3%) were either vitamin D deficient or insufficient. Among all players included, the average vitamin D level was 25.6 ± 10.2 ng/mL. Among the players who were deficient, insufficient, and sufficient, the average vitamin D levels were 16.1 ± 2.1 ng/mL, 25.0 ± 3.4 ng/mL, and 41.6 ± 8.6 ng/mL, respectively. Player height and weight were significantly increased in vitamin D-sufficient players compared with players who were not sufficient (P = .0008 and .009, respectively). Player age and BMI did not significantly differ depending on vitamin D status (P = .15 and .77, respectively). There is a high prevalence of vitamin D deficiency

  9. A Deep Learning Framework for Robust and Accurate Prediction of ncRNA-Protein Interactions Using Evolutionary Information.

    Science.gov (United States)

    Yi, Hai-Cheng; You, Zhu-Hong; Huang, De-Shuang; Li, Xiao; Jiang, Tong-Hai; Li, Li-Ping

    2018-06-01

    The interactions between non-coding RNAs (ncRNAs) and proteins play an important role in many biological processes, and their biological functions are primarily achieved by binding with a variety of proteins. High-throughput biological techniques are used to identify protein molecules bound with specific ncRNA, but they are usually expensive and time consuming. Deep learning provides a powerful solution to computationally predict RNA-protein interactions. In this work, we propose the RPI-SAN model by using the deep-learning stacked auto-encoder network to mine the hidden high-level features from RNA and protein sequences and feed them into a random forest (RF) model to predict ncRNA binding proteins. Stacked assembling is further used to improve the accuracy of the proposed method. Four benchmark datasets, including RPI2241, RPI488, RPI1807, and NPInter v2.0, were employed for the unbiased evaluation of five established prediction tools: RPI-Pred, IPMiner, RPISeq-RF, lncPro, and RPI-SAN. The experimental results show that our RPI-SAN model achieves much better performance than other methods, with accuracies of 90.77%, 89.7%, 96.1%, and 99.33%, respectively. It is anticipated that RPI-SAN can be used as an effective computational tool for future biomedical researches and can accurately predict the potential ncRNA-protein interacted pairs, which provides reliable guidance for biological research. Copyright © 2018 The Author(s). Published by Elsevier Inc. All rights reserved.

  10. A unified framework for modelling sediment fate from source to sink and its interactions with reef systems over geological times.

    Science.gov (United States)

    Salles, Tristan; Ding, Xuesong; Webster, Jody M; Vila-Concejo, Ana; Brocard, Gilles; Pall, Jodie

    2018-03-27

    Understanding the effects of climatic variability on sediment dynamics is hindered by limited ability of current models to simulate long-term evolution of sediment transfer from source to sink and associated morphological changes. We present a new approach based on a reduced-complexity model which computes over geological time: sediment transport from landmasses to coasts, reworking of marine sediments by longshore currents, and development of coral reef systems. Our framework links together the main sedimentary processes driving mixed siliciclastic-carbonate system dynamics. It offers a methodology for objective and quantitative sediment fate estimations over regional and millennial time-scales. A simulation of the Holocene evolution of the Great Barrier Reef shows: (1) how high sediment loads from catchments erosion prevented coral growth during the early transgression phase and favoured sediment gravity-flows in the deepest parts of the northern region basin floor (prior to 8 ka before present (BP)); (2) how the fine balance between climate, sea-level, and margin physiography enabled coral reefs to thrive under limited shelf sedimentation rates after ~6 ka BP; and, (3) how since 3 ka BP, with the decrease of accommodation space, reduced of vertical growth led to the lateral extension of reefs consistent with available observational data.

  11. Swimming literacy field hockey woman player ground.

    OpenAIRE

    Baštová, Miroslava

    2012-01-01

    Title: Swimming literacy field hockey woman player ground. Objectives: To obtain and analyze data on the level ground swimming literacy field hockey woman player. Their perception swimming literacy for life, the use of non-specific regeneration and as a training resource. Methods: Analysis of scientific literature, survey, case study, data analysis and graphical presentation of results. Results of the work: field hockey player as swimming literate, benefits swimming but not used as a means of...

  12. A first principles study of interactions of CO{sub 2} with surfaces of a Cu(benzene‐1,3,5‐tricarboxylate) metal organic framework

    Energy Technology Data Exchange (ETDEWEB)

    Li, Jie, E-mail: jl3336@drexel.edu [Department of Materials Science & Engineering, Drexel University, Philadelphia, PA 19104 (United States); Zhu, Chenming [CAS Key Laboratory of Low-Carbon Conversion Science and Engineering, Shanghai Advanced Research Institute, Chinese Academy of Science, Shanghai 201210 (China); Qiao, Zhen [Department of Chemistry, Drexel University, Philadelphia, PA 19104 (United States); Chen, Xinqing; Wei, Wei [CAS Key Laboratory of Low-Carbon Conversion Science and Engineering, Shanghai Advanced Research Institute, Chinese Academy of Science, Shanghai 201210 (China); Ji, Haifeng [CAS Key Laboratory of Low-Carbon Conversion Science and Engineering, Shanghai Advanced Research Institute, Chinese Academy of Science, Shanghai 201210 (China); Department of Chemistry, Drexel University, Philadelphia, PA 19104 (United States); Sohlberg, Karl [Department of Materials Science & Engineering, Drexel University, Philadelphia, PA 19104 (United States); Department of Chemistry, Drexel University, Philadelphia, PA 19104 (United States)

    2016-11-01

    Highlights: • DFT calculations are reported for a new Cu(benzene 1,3,5 tricarboxylate) MOF. • Neither of two low-index surfaces displays appreciable surface relaxation. • Strongest CO{sub 2} binding is to surface-exposed aryl groups. • Surface-exposed Cu atoms do not bind CO{sub 2} strongly, even if unsaturated. • Fitting the BET isotherm yields a binding energy in agreement with DFT calculations. - Abstract: Density functional theory is used to investigate the interaction of CO{sub 2} with the 100 and 010 surfaces of a Cu(benzene 1,3,5 tricarboxylate) metal organic framework. The calculation method is first validated by applying it to similar systems for which reliable results have been reported in literature and verifying that consistent results are obtained. The method is then applied to the Cu(benzene 1,3,5 tricarboxylate) system. The results show that neither the 100 or 010 surface undergoes major surface relaxation or surface reconstruction during structural optimization. CO{sub 2} adsorption calculations show that on the 100 surface, the CO{sub 2} molecule interacts with the surface benzene ring through π-π interaction. On the 010 surface, the interaction between the CO{sub 2} and the surface is again dominated by dispersion. Population analysis shows that a Cu atom on the 010 surface, even when nominally coordinatively unsaturated, is not electron deficient, which explains why CO{sub 2} does not bind to it chemically. Adsorption of multiple CO{sub 2} molecules on the 100 surface was also studied to investigate the dependence of the interaction on surface coverage. Least squares fitting of experimental adsorption versus pressure data to the BET isotherm model yields a binding energy in good agreement with the first-principles calculations.

  13. Model of competence: a conceptual framework for understanding the person-environment interaction for persons with motor disabilities.

    Science.gov (United States)

    Rousseau, Jacqueline; Potvin, Louise; Dutil, Elisabeth; Falta, Patricia

    2002-01-01

    The "Model of Competence" has been recently elaborated to help expand our understanding relating to a person's interaction with the environment. Specifically, it seeks to deal with the issues related to the home adaptation (the home layout and equipment) for a person living with motor disabilities. This theoretical model takes into account various characteristics of the person as well as of the environment, by re-grouping six concepts: person, environment, activity, role, competence and handicap situation. The "Model of Competence" is distinct because it includes: (1) both the human and the nonhuman dimension of the environment; (2) personal characteristics other than the strictly physical ones; (3) a clear identification of the interaction between the person and the environment; and (4) a means of operationalizing it via an assessment instrument. This model proposes an innovative approach to the person-environment relation in terms of personalizing accessibility, and thereby offers a new approach to understanding the concept of universal access. It has been developed for research and application, and addresses several disciplines.

  14. The Prevalence of Injuries in Professional Turkish Soccer Players

    Science.gov (United States)

    Yamaner, Faruk; Gumusdag, Hayrettin; Kartal, Alparslan; Gumus, M.; Gullu, A.; Imamoglu, O.

    2011-01-01

    Study aim: To assess the prevalence and anatomical sites of injuries in professional soccer players in one game season. Material and methods: A cohort of 510 professional male soccer players consisting of 48 goalkeepers, 194 defence players, 189 mid-field players and 79 forward players of the 1st and 2nd Turkish Professional Soccer Leagues in…

  15. Gender differences in the relative age effect among US olympic development program youth soccer players.

    Science.gov (United States)

    Vincent, John; Glamser, Francis D

    2006-04-01

    A large body of research has shown that a disproportionate number of elite youth male soccer players competing in age-segmented competition are born early in the selection year. The advantage of being born early in a cohort has been termed the "relative age effect". Although there has been an exponential growth in women's soccer, few studies have examined the relative age effect in female youth soccer. This study compared the relative age effect of 1,344 female and male youth soccer players considered by the US Olympic Development Program (ODP), in 2001, to be the most talented soccer players born in 1984. The birth dates were taken from the women's state and regional ODP, and national team rosters, and were analysed using basic descriptive statistics and chi-square tests. Results revealed only a marginal relative age effect for female ODP regional and national team players and no relative age effect for female ODP state team players. In comparison, a strong relative age effect was found in male state, regional and national team players. The results suggest that there are gender differences in the relative age effect of 17-year-old elite female and male soccer players. The gender differences may be explained by a complex interaction of biological and maturational differences with socialization influences.

  16. Context-dependent player's movement interpretation: application to adaptive game development

    Science.gov (United States)

    Picard, Francois; Estraillier, Pascal

    2010-02-01

    Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.

  17. Auditory memory function in expert chess players.

    Science.gov (United States)

    Fattahi, Fariba; Geshani, Ahmad; Jafari, Zahra; Jalaie, Shohreh; Salman Mahini, Mona

    2015-01-01

    Chess is a game that involves many aspects of high level cognition such as memory, attention, focus and problem solving. Long term practice of chess can improve cognition performances and behavioral skills. Auditory memory, as a kind of memory, can be influenced by strengthening processes following long term chess playing like other behavioral skills because of common processing pathways in the brain. The purpose of this study was to evaluate the auditory memory function of expert chess players using the Persian version of dichotic auditory-verbal memory test. The Persian version of dichotic auditory-verbal memory test was performed for 30 expert chess players aged 20-35 years and 30 non chess players who were matched by different conditions; the participants in both groups were randomly selected. The performance of the two groups was compared by independent samples t-test using SPSS version 21. The mean score of dichotic auditory-verbal memory test between the two groups, expert chess players and non-chess players, revealed a significant difference (p≤ 0.001). The difference between the ears scores for expert chess players (p= 0.023) and non-chess players (p= 0.013) was significant. Gender had no effect on the test results. Auditory memory function in expert chess players was significantly better compared to non-chess players. It seems that increased auditory memory function is related to strengthening cognitive performances due to playing chess for a long time.

  18. Chess players' fame versus their merit.

    Science.gov (United States)

    Simkin, M V; Roychowdhury, V P

    2015-12-12

    We investigate a pool of international chess title holders born between 1901 and 1943. Using Elo ratings, we compute for every player his expected score in a game with a randomly selected player from the pool. We use this figure as the player's merit. We measure players' fame as the number of Google hits. The correlation between fame and merit is 0.38. At the same time, the correlation between the logarithm of fame and merit is 0.61. This suggests that fame grows exponentially with merit.

  19. Enhancing the gene-environment interaction framework through a quasi-experimental research design: evidence from differential responses to September 11.

    Science.gov (United States)

    Fletcher, Jason M

    2014-01-01

    This article uses a gene-environment interaction framework to examine the differential responses to an objective external stressor based on genetic variation in the production of depressive symptoms. This article advances the literature by utilizing a quasi-experimental environmental exposure design, as well as a regression discontinuity design, to control for seasonal trends, which limit the potential for gene-environment correlation and allow stronger causal claims. Replications are attempted for two prominent genes (5-HTT and MAOA), and three additional genes are explored (DRD2, DRD4, and DAT1). This article provides evidence of a main effect of 9/11 on reports of feelings of sadness and fails to replicate a common finding of interaction using 5-HTT but does show support for interaction with MAOA in men. It also provides new evidence that variation in the DRD4 gene modifies an individual's response to the exposure, with individuals with no 7-repeats found to have a muted response.

  20. Effect of implementing the 5As of obesity management framework on provider-patient interactions in primary care.

    Science.gov (United States)

    Rueda-Clausen, C F; Benterud, E; Bond, T; Olszowka, R; Vallis, M T; Sharma, A M

    2014-02-01

    Obesity counselling in primary care is positively associated with self-reported behaviour change in patients with obesity. Obesity counselling is rare, and when it does occur, it is often of low quality because of poor training and/or competency of providers' obesity management, lack of time and economical disincentives, and negative attitude towards obesity and obesity management. 5As frameworks are routinely used for behaviour-change counselling and addiction management (e.g. smoking cessation), but few studies have examined its efficacy for weight management. This study presents pilot data from the implementation and evaluation of an obesity management tool (5As of Obesity Management developed by the Canadian Obesity Network) in a primary care setting. Results show that the tool facilitates weight management in primary care by promoting physician-patient communications, medical assessments for obesity and plans for follow-up care. Obesity remains poorly managed in primary care. The 5As of Obesity Management is a theory-driven, evidence-based minimal intervention designed to facilitate obesity counselling and management by primary care practitioners. This project tested the impact of implementing this tool in primary care clinics. Electronic self-administered surveys were completed by pre-screened obese subjects at the end of their appointments in four primary care clinics (over 25 healthcare providers [HCPs]). These measurements were performed before (baseline, n = 51) and 1 month after implementing the 5As of Obesity Management (post-intervention, n = 51). Intervention consisted of one online training session (90 min) and distribution of the 5As toolkit to HCPs of participating clinics. Subjects completing the survey before and after the intervention were comparable in terms of age, sex, body mass index, comorbidities, satisfaction and self-reported health status (P > 0.2). Implementing the 5As of Obesity Management resulted in a twofold increase

  1. Hippocampal Temporal-Parietal Junction Interaction in the Production of Psychotic Symptoms: A Framework for Understanding the Schizophrenic Syndrome

    Directory of Open Access Journals (Sweden)

    Cynthia Gayle Wible

    2012-06-01

    Full Text Available A framework is described for understanding the schizophrenic syndrome at the brain systems level. It is hypothesized that over-activation of dynamic gesture and social perceptual processes in the temporal-parietal occipital junction (TPJ, posterior superior temporal sulcus (PSTS and surrounding regions produce the syndrome (including positive and negative symptoms, their prevalence, prodromal signs and cognitive deficits. Hippocampal system hyper-activity and atrophy have been consistently found in schizophrenia. Hippocampal activity is highly related to activity in the TPJ and may be a source of over-excitation of the TPJ and surrounding regions. Strong evidence for this comes from in-vivo recordings in humans during psychotic episodes. The TPJ and PSTS play a key role in the perception (and production of dynamic social, emotional and attentional gestures for the self and others (e.g., body/face/eye gestures, audiovisual speech, prosody. The single cell representation of dynamic gestures is multimodal (auditory, visual, tactile, matching the predominant hallucinatory categories in schizophrenia. Inherent in the single cell perceptual signal of dynamic gesture representations is a computation of intention, agency, and anticipation or expectancy (for the self and others. The neurons are also tuned or biased to detect threat related emotions. Abnormal over-activation in this system could produce the conscious hallucination of a voice (audiovisual speech, person or a touch. Over-activation could interfere with attentional/emotional gesture perception and production (negative symptoms. It could produce the unconscious feeling of being watched, followed or of a social situation unfolding along with accompanying perception of intent and agency inherent in those representations (delusions. Cognitive disturbances in attention, predictive social processing, agency, working memory, and a bias toward the perception of threat would also be predicted.

  2. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games

    DEFF Research Database (Denmark)

    Bulling, Nils; Goranko, Valentin

    2013-01-01

    We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.......e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning....

  3. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games (Extended Abstract

    Directory of Open Access Journals (Sweden)

    Nils Bulling

    2013-03-01

    Full Text Available We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning.

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

    Directory of Open Access Journals (Sweden)

    Olli Sotamaa

    2010-07-01

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

  5. Promoting Healthy Child Development via a Two-Generation Translational Neuroscience Framework: The Filming Interactions to Nurture Development Video Coaching Program.

    Science.gov (United States)

    Fisher, Philip A; Frenkel, Tahl I; Noll, Laura K; Berry, Melanie; Yockelson, Melissa

    2016-12-01

    In this article, we focus on applying methods of translational neuroscience to two-generation, family-based interventions. In recent years, a small but growing body of evidence has documented the reversibility of some of the neurobiological effects of early adversity in the context of environmental early interventions. Some of these interventions are now being implemented at scale, which may help reduce disparities in the face of early life stress. Further progress may occur by extending these efforts to two-generation models that target caregivers' capabilities to improve children's outcomes. In this article, we describe the content and processes of the Filming Interactions to Nurture Development (FIND) video coaching intervention. We also discuss the two-generation, translational neuroscience framework on which FIND is based, and how similar approaches can be developed and scaled to mitigate the effects of adversity.

  6. The design and implementation of an Interactive Computerised Decision Support Framework (ICDSF) as a strategy to improve nursing students' clinical reasoning skills.

    Science.gov (United States)

    Hoffman, Kerry; Dempsey, Jennifer; Levett-Jones, Tracy; Noble, Danielle; Hickey, Noelene; Jeong, Sarah; Hunter, Sharyn; Norton, Carol

    2011-08-01

    This paper describes the conceptual design and testing of an Interactive Computerised Decision Support Framework (ICDSF) which was constructed to enable student nurses to "think like a nurse." The ICDSF was based on a model of clinical reasoning. Teaching student nurses to reason clinically is important as poor clinical reasoning skills can lead to "failure-to rescue" of deteriorating patients. The framework of the ICDSF was based on nursing concepts to encourage deep learning and transferability of knowledge. The principles of active student participation, situated cognition to solve problems, authenticity, and cognitive rehearsal were used to develop the ICDSF. The ICDSF was designed in such a way that students moved through it in a step-wise fashion and were required to achieve competency at each step before proceeding to the next. The quality of the ICDSF was evaluated using a questionairre survey, students' written comments and student assessment measures on a pilot and the ICDSF. Overall students were highly satisfied with the clinical scenarios of the ICDSF and believed they were an interesting and useful way to engage in authentic clinical learning. They also believed the ICDSF was useful in developing cognitive skills such as clinical reasoning, problem-solving and decision-making. Some reported issues were the need for good technical support and the lack of face to face contact when using e-learning. Some students also believed the ICDSF was less useful than actual clinical placements. Copyright © 2010 Elsevier Ltd. All rights reserved.

  7. Effects of systematic asymmetric discounting on physician-patient interactions: a theoretical framework to explain poor compliance with lifestyle counseling

    Directory of Open Access Journals (Sweden)

    Fleischer Alan B

    2002-11-01

    Full Text Available Abstract Background This study advances the use of a utility model to model physician-patient interactions from the perspectives of physicians and patients. Presentation of the hypothesis In cases involving acute care, patient counseling involves a relatively straightforward transfer of information from the physician to a patient. The patient has less information than the physician on the impact the condition and its treatment have on utility. In decisions involving lifestyle changes, the patient may have more information than the physician on his/her utility of consumption; moreover, differences in discounting future health may contribute significantly to differences between patients' preferences and physicians' recommendations. Testing the hypothesis The expectation of differences in internal discount rate between patients and their physicians is discussed. Implications of the hypothesis This utility model provides a conceptual basis for the finding that educational approaches alone may not effect changes in patient behavior and suggests other economic variables that could be targeted in the attempt to produce healthier behavior.

  8. Cooperation: New Players in Africa

    Directory of Open Access Journals (Sweden)

    Philippe Hugon

    2010-03-01

    Full Text Available In the context of globalisation and the current global financial crisis, new players are emerging in cooperation in Africa. These partners loosen financial constraints and conditionalities, increase the room for manoeuvre and stimulate commodity markets. On the other hand, they also increase the risks of renewed indebtedness and potentially weaken the coordination of aid policies. Do these partnerships call the new cooperation practices of OECD countries into question? Do they justify the return to a realpolitik or are they repeating the earlier mistakes of industrial powers? Can these mistakes be corrected? The question also arises as to whether the global crisis, which has a profound effect on Africa, will lead to a withdrawal or to a passing of the baton on to new, emerging powers. This article highlights the new geopolitical issues concerning Africa in a multipolar world, then discusses the new players involved in cooperation in Africa, before going on to explore the horizons that are opening up for cooperation in Africa, in particular with regard to the global crisis.

  9. Affective Music Generation and its effect on Player Experience

    DEFF Research Database (Denmark)

    Scirea, Marco

    Procedural content generation for games --the automated creation of some type of asset-- has become increasingly popular in the last decade, both with academics and game developers. This interest has been mainly motivated by how complex games have become, requiring a huge amount of assets......, narrative events unfold in response to player input. Therefore, the music composer in an interactive environment needs to create music that is dynamic and non-repetitive. This thesis investigates how to express emotions and moods in music and how to apply this research to improve player experience in games....... This focus on the emotional expression that procedurally generated music should express has also been identified by Collins as one of the missing features that currently prevent procedurally generated music being more widely used in the game industry. The research therefore focuses on investigating...

  10. Contributions to Using IT in Education: An Educational Video Player

    Directory of Open Access Journals (Sweden)

    Ciprian CUCU

    2010-01-01

    Full Text Available Following the trends of IT use in education we propose four main principles of educational application development: anytime-anywhere access (including access for mobile devices; user-generated content; assigning users an active role inside the platform; creating a correlation between natural activities and educational activities – adding fun into the equation. With these principles in mind we developed a small Educational Player – a movie player that connects to a database to show information relevant to the events in the movie, more specific to the exact key-frame (in the movie time-line at the moment of the request. Though the application is still in a conceptual form, its possibilities make us confident in its future success either as an informal way of learning, or by using it in a formal educational context either as an e-learning tool, either as interactivity tool in a traditional classroom setting.

  11. Evolution of cooperation among game players with non-uniform migration scopes

    International Nuclear Information System (INIS)

    Zhang, Chunyan; Zhang, Jianlei; Xie, Guangming

    2014-01-01

    In social dilemmas, cooperation among randomly interacting individuals is often hard to achieve. The situation changes if migration takes place, where game structure jointly evolves with the migration from adverse neighborhoods. Here we introduce a framework combining migration with the individual heterogeneity of migration scopes. When faced with a gloomy outlook, some players prefer vacant sites within their adjacent neighborhoods, while others may migrate within the whole network, provided the sites are empty. Thus, we can make a thorough inquiry of the sustainability of cooperation in a spatially distributed population divided by these two groups, and all possible mixtures between them. Our main result is that small-scope migration and suitable population density can gear up high cooperation levels in the midst of dense populations structured by scale-free networks, while large-scope migration and sparsity favor the cooperator clustering among lattice-structured populations. In this sense, the conditions for the emergence of cooperation are prevailingly created by the spatial reciprocity, and migration also has enough potential to help cooperation to prevail in suitable combination of game parameters in dynamics (e.g., population density, the type of interaction structure and also the migration scope)

  12. Precision measurements in the weak interaction framework: development of realistic simulations for the LPCTrap device installed at GANIL

    International Nuclear Information System (INIS)

    Fabian, Xavier

    2015-01-01

    This work belongs to the effort presently deployed to measure the angular correlation parameter a_β_ν in three nuclear beta decays ("6He"+, "3"5Ar"+ and "1"9Ne"+). The V-A structure of the weak interaction implies that a_β_ν = +1 for a pure Fermi transition and a_β_ν = -1/3 for a pure Gamow-Teller transition. A thorough measurement of this parameter to check any deviation from these values may lead to the discovery of possible exotic currents. Furthermore, the measurement of a_β_ν in mirror transitions allows the extraction of V_u_d, the first element of the Cabibbo-Kobayashi-Maskawa (CKM) matrix. The LPCTrap apparatus, installed at GANIL, is designed to ready a continuous ion beam for injection in a dedicated Paul trap. This latter device allows to have a quasi-punctual source from which the decay products are detected in coincidence. It is from the study of the recoil ion time-of-flight (TOF) distribution that a_β_ν is withdrawn and, since 2010, the associated Shake-Off (SO) probabilities. This study requires the complete simulation of the LPCTrap experiments. The major part of this work is dedicated to such simulations, especially to the modeling of the trapped ion cloud dynamic. The Clouda program, which takes advantage of graphics processing unit (GPU), was developed in this context and its full characterization is presented here. Three important aspects are addressed: the electromagnetic trapping field, the realistic collisions between the ions and the buffer gas atoms and the space charge effect. The present work shows the importance of these simulations to increase the control of the systematic errors on a_β_ν. (author) [fr

  13. Computing Decoupled Residuals for Compact Disc Players

    DEFF Research Database (Denmark)

    Odgaard, Peter Fogh; Stoustrup, Jakob; Andersen, Palle

    2006-01-01

    a pair of residuals generated by Compact Disc Player. However, these residuals depend on the performance of position servos in the Compact Disc Player. In other publications of the same authors a pair of decoupled residuals is derived. However, the computation of these alternative residuals has been...

  14. Fault Predictive Control of Compact Disk Players

    DEFF Research Database (Denmark)

    Odgaard, Peter Fogh; Wickerhauser, Mladen Victor

    2006-01-01

    Optical disc players such as CD-players have problems playing certain discs with surface faults like scratches and fingerprints. The problem is to be found in the servo controller which positions the optical pick-up, such that the laser beam is focused on the information track. A scheme handling...

  15. Quantum Two Player Game in Thermal Environment.

    Directory of Open Access Journals (Sweden)

    Jerzy Dajka

    Full Text Available A two-player quantum game is considered in the presence of thermal decoherence. It is shown how the thermal environment modeled in terms of rigorous Davies approach affects payoffs of the players. The conditions for either beneficial or pernicious effect of decoherence are identified. The general considerations are exemplified by the quantum version of Prisoner Dilemma.

  16. Programming Entity Framework

    CERN Document Server

    Lerman, Julia

    2009-01-01

    Programming Entity Framework is a thorough introduction to Microsoft's new core framework for modeling and interacting with data in .NET applications. This highly-acclaimed book not only gives experienced developers a hands-on tour of the Entity Framework and explains its use in a variety of applications, it also provides a deep understanding of its architecture and APIs -- knowledge that will be extremely valuable as you shift to the Entity Framework version in .NET Framework 4.0 and Visual Studio 2010. From the Entity Data Model (EDM) and Object Services to EntityClient and the Metadata Work

  17. INTERACT

    DEFF Research Database (Denmark)

    Jochum, Elizabeth; Borggreen, Gunhild; Murphey, TD

    This paper considers the impact of visual art and performance on robotics and human-computer interaction and outlines a research project that combines puppetry and live performance with robotics. Kinesics—communication through movement—is the foundation of many theatre and performance traditions ...

  18. Outcomes of microfracture in professional basketball players.

    Science.gov (United States)

    Cerynik, Douglas L; Lewullis, Gabriel E; Joves, Brian C; Palmer, Michael P; Tom, James A

    2009-09-01

    Surgical treatment for chondral defects of the knee in competitive running and jumping athletes remains controversial. This study evaluated the performance outcomes of professional basketball players in the National Basketball Association (NBA) who underwent microfracture. Data from 24 professional basketball players from 1997 to 2006 was obtained and analyzed. NBA player efficiency ratings (PER) were calculated for two seasons before and after injury. A control group of 24 players was used for comparison. Study group and control group demographics including age, NBA experience, and minutes per game demonstrated no statistical difference. Mean time to return to an NBA game was 30.0 weeks from the time of surgery. The first season after returning to competition PER and minutes per game decreased by 3.5 (P 0.05) and 3.0 min (P NBA game. On return to competition player performance and minutes per game are diminished.

  19. An embouchure aid for saxophone player

    Directory of Open Access Journals (Sweden)

    Ho-Jin Moon

    2012-02-01

    Full Text Available This study aims to introduce the method that can relieve vibrating forces to oral environment by making an embouchure aid. Thin plastic crown forms were fabricated to prevent tooth abrasion and irritation to lip mucosa for the saxophone player. After application to the player, the most comfort form was chosen and delivered to 3 professional saxophone players. After 5 mon, the players responded to the survey. This embouchure aid did not disturb playing and gave comfort to lower lip. In general, the players preferred thin soft type and thought it caused little effect on sound. Far too little attention has been paid to the problems encountered by single-reed wind instrumentalist who suffer from tooth abrasion and irritation to lip mucosa. The embouchure aid not only prevent tooth damage but also diminish the discomfort of tight embouchure.

  20. Finite stage asymmetric repeated games: Both players' viewpoints

    KAUST Repository

    Li, Lichun; Feron, Eric; Shamma, Jeff S.

    2017-01-01

    the opponents' corresponding best responses depends only on the informed player's history action sequences. Moreover, efficient LP formulations to compute both player's security strategies are provided.

  1. Finite stage asymmetric repeated games: Both players' viewpoints

    KAUST Repository

    Li, Lichun

    2017-01-05

    In asymmetric zero-sum games, one player has superior information about the game over the other. It is known that the informed players (maximizer) face the tradeoff of exploiting its superior information at the cost of revealing its superior information, but the basic point of the uninformed player (minimizer)\\'s decision making remains unknown. This paper studies the finite stage asymmetric repeated games from both players\\' viewpoints, and derives that not only security strategies but also the opponents\\' corresponding best responses depends only on the informed player\\'s history action sequences. Moreover, efficient LP formulations to compute both player\\'s security strategies are provided.

  2. Executive Functioning in Highly Talented Soccer Players

    Science.gov (United States)

    Verburgh, Lot; Scherder, Erik J. A.; van Lange, Paul A.M.; Oosterlaan, Jaap

    2014-01-01

    Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9), and forty-two age-matched amateur soccer players (mean age 11.8) in the age range 8 to 16 years performed a Stop Signal task (motor inhibition), the Attention Network Test (alerting, orienting, and executive attention) and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT) on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur) as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer. PMID:24632735

  3. Executive functioning in highly talented soccer players.

    Directory of Open Access Journals (Sweden)

    Lot Verburgh

    Full Text Available Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9, and forty-two age-matched amateur soccer players (mean age 11.8 in the age range 8 to 16 years performed a Stop Signal task (motor inhibition, the Attention Network Test (alerting, orienting, and executive attention and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer.

  4. Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming

    Directory of Open Access Journals (Sweden)

    Andreas Gregersen

    2011-11-01

    Full Text Available Technology has been given relatively little attention in genre theory, but this article argues that material technologies can be important components in genre development. The argument is based on a historically informed analysis of digital games, with special attention paid to home console video games and recent genre developments within this domain commonly referred to as motion gaming. The main point is that digital game genres imply structured embodied activity. A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of ‘interaction modes’ to describe the coupling of technology and player embodiment and show how this can be integrated with genre theory. The resulting framework allows for increased attention to continuity and change in game and communication genres, material and digital technologies, and the related interaction modes.

  5. Public participation: Picking the players

    International Nuclear Information System (INIS)

    McNeill, L.; Jernigan, G.

    1995-01-01

    When citizens become involved in the public policy decision-making process, who picks the players? Are there any criteria for determining which members of the public should sit at the table? These are questions frequently asked by new participants and observers of the public involvement process. In the interest of trust and credibility, the process must be one of self-selection. Any exclusion on the part of the sponsoring organization would probably be interpreted by the public and the press as manipulative self-interest. Clearly, at times there are irrational people attending public meetings or submitting written comments. But if an organization begins excluding participants, the risk increases that the process will be perceived as a travesty

  6. A survey of commercial frameworks for the Internet of Things

    OpenAIRE

    Derhamy, Hasan; Eliasson, Jens; Delsing, Jerker; Priller, Peter

    2015-01-01

    In 2011 Ericsson and Cisco estimated 50 billion Internet connected devices by 2020, encouraged by this industry is developing application frameworks to scale the Internet of Things. This paper presents a survey of commercial frameworks and platforms designed for developing and running Internet of Things applications. The survey covers frameworks supported by big players in the software and electronics industries. The frameworks are evaluated against criteria such as architectural approach, in...

  7. Incidence of Stingers in Young Rugby Players.

    Science.gov (United States)

    Kawasaki, Takayuki; Ota, Chihiro; Yoneda, Takeshi; Maki, Nobukazu; Urayama, Shingo; Nagao, Masashi; Nagayama, Masataka; Kaketa, Takefumi; Takazawa, Yuji; Kaneko, Kazuo

    2015-11-01

    A stinger is a type of neurapraxia of the cervical roots or brachial plexus and represents a reversible peripheral nerve injury. The incidence of and major risk factors for stingers among young rugby players remain uninvestigated. To investigate the incidence, symptoms, and intrinsic risk factors for stingers in elite rugby union teams of young players. Descriptive epidemiology study. A total of 569 male rugby players, including 358 players from 7 high school teams and 211 players from 2 university teams, were investigated using self-administered preseason and postseason questionnaires. The prevalence of a history of stingers was 33.9% (95% CI, 30.3-37.9), and 20.9% (119/569) of players experienced at least 1 episode of a stinger during the season (34.2 [95% CI, 26.2-42.1] events per 1000 player-hours of match exposure). The reinjury rate for stingers per season was 37.3% (95% CI, 30.4-44.2). Using the multivariate Poisson regression method, a history of stingers in the previous season and the grade and position of the player were found to be risk factors for stingers during the current season. The mean severity of injury was 2.9 days, with 79.3% (191/241) of the players not losing any time from playing after sustaining a stinger injury and 5.8% (14/241) of the players recovering within more than 14 days. The most frequent symptom was numbness in the unilateral upper extremity, and the most severe symptom was weakness of grasping (mean severity, 6 days). A logistic regression analysis indicated that a history of stingers in the previous season and an injury with more than 3 symptoms, especially motor weakness, were correlated with the severity of injury. Young rugby players with a history of stingers have a significantly high rate of repeat injuries. Although nearly 80% of the players experienced only minimal (0-1 day) time loss injuries, neurological deficits sometimes last beyond 1 month. A history of stingers was identified to be the strongest risk factor for

  8. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games.

    Science.gov (United States)

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul

    2016-06-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.

  9. Analysis of two-player quantum games in an EPR setting using Clifford's geometric algebra.

    Science.gov (United States)

    Chappell, James M; Iqbal, Azhar; Abbott, Derek

    2012-01-01

    The framework for playing quantum games in an Einstein-Podolsky-Rosen (EPR) type setting is investigated using the mathematical formalism of geometric algebra (GA). The main advantage of this framework is that the players' strategy sets remain identical to the ones in the classical mixed-strategy version of the game, and hence the quantum game becomes a proper extension of the classical game, avoiding a criticism of other quantum game frameworks. We produce a general solution for two-player games, and as examples, we analyze the games of Prisoners' Dilemma and Stag Hunt in the EPR setting. The use of GA allows a quantum-mechanical analysis without the use of complex numbers or the Dirac Bra-ket notation, and hence is more accessible to the non-physicist.

  10. Analysis of two-player quantum games in an EPR setting using Clifford's geometric algebra.

    Directory of Open Access Journals (Sweden)

    James M Chappell

    Full Text Available The framework for playing quantum games in an Einstein-Podolsky-Rosen (EPR type setting is investigated using the mathematical formalism of geometric algebra (GA. The main advantage of this framework is that the players' strategy sets remain identical to the ones in the classical mixed-strategy version of the game, and hence the quantum game becomes a proper extension of the classical game, avoiding a criticism of other quantum game frameworks. We produce a general solution for two-player games, and as examples, we analyze the games of Prisoners' Dilemma and Stag Hunt in the EPR setting. The use of GA allows a quantum-mechanical analysis without the use of complex numbers or the Dirac Bra-ket notation, and hence is more accessible to the non-physicist.

  11. Kinetic model framework for aerosol and cloud surface chemistry and gas-particle interactions - Part 1: General equations, parameters, and terminology

    Science.gov (United States)

    Pöschl, U.; Rudich, Y.; Ammann, M.

    2007-12-01

    Aerosols and clouds play central roles in atmospheric chemistry and physics, climate, air pollution, and public health. The mechanistic understanding and predictability of aerosol and cloud properties, interactions, transformations, and effects are, however, still very limited. This is due not only to the limited availability of measurement data, but also to the limited applicability and compatibility of model formalisms used for the analysis, interpretation, and description of heterogeneous and multiphase processes. To support the investigation and elucidation of atmospheric aerosol and cloud surface chemistry and gas-particle interactions, we present a comprehensive kinetic model framework with consistent and unambiguous terminology and universally applicable rate equations and parameters. It enables a detailed description of mass transport and chemical reactions at the gas-particle interface, and it allows linking aerosol and cloud surface processes with gas phase and particle bulk processes in systems with multiple chemical components and competing physicochemical processes. The key elements and essential aspects of the presented framework are: a simple and descriptive double-layer surface model (sorption layer and quasi-static layer); straightforward flux-based mass balance and rate equations; clear separation of mass transport and chemical reactions; well-defined and consistent rate parameters (uptake and accommodation coefficients, reaction and transport rate coefficients); clear distinction between gas phase, gas-surface, and surface-bulk transport (gas phase diffusion, surface and bulk accommodation); clear distinction between gas-surface, surface layer, and surface-bulk reactions (Langmuir-Hinshelwood and Eley-Rideal mechanisms); mechanistic description of concentration and time dependences (transient and steady-state conditions); flexible addition of unlimited numbers of chemical species and physicochemical processes; optional aggregation or resolution

  12. Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior

    Directory of Open Access Journals (Sweden)

    Niko Vegt

    2016-12-01

    Full Text Available Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us conclude that goal-driven rules steered players towards competition and cooperation. Interaction rules, in contrast, mainly stimulated dependent competitive behavior, e.g. obstructing each other. Since different types of rules thus led to different player behavior, discriminating in game design between interaction- and goal-driven rules seems relevant. Moreover, our research showed that game theory proved to be useful for understanding goal-driven rules.

  13. Protective equipment use among female rugby players.

    Science.gov (United States)

    Comstock, R Dawn; Fields, Sarah K; Knox, Christy L

    2005-07-01

    Our objective was to assess the prevalence of protective equipment use and the motivation for using protective equipment among a sample of US female rugby players. We surveyed a convenience sample of 234 current US female rugby players from 14 teams participating in a US women's rugby tournament, obtaining self-reported demographic, rugby exposure, and protective equipment use information. Mouthguards were the most commonly used piece of protective equipment: 90.8% of players reported having always worn a mouthguard while playing or practicing rugby within their most recent 3 months of play. Fewer than 15% of players reported having always worn other types of protective equipment. Equipment use varied by playing position. Whereas over 80% of players in all other positions always wore a mouthguard, 66.7% of scrum halves reported always wearing one. Both backs and forwards reported wearing shoulder pads, but only forwards reported always wearing padded headgear. Mouthguards, padded headgear, and shoulder pads were worn "to prevent injury," whereas ankle braces, neoprene sleeves, and athletic tape on joints were worn "to protect a current/recent injury." This is the first study of female rugby players to assess the prevalence of protective equipment use by playing position and the motivation for using protective equipment. With the exception of mouthguards, US female rugby players infrequently use protective equipment. Protective equipment use varies by playing position. Some types of protective equipment appear to be used as primary prevention mechanisms, whereas others are used as secondary or tertiary prevention mechanisms.

  14. Musculoskeletal injuries among Malaysian badminton players.

    Science.gov (United States)

    Shariff, A H; George, J; Ramlan, A A

    2009-11-01

    The purpose of this study was to investigate the pattern of musculoskeletal injuries sustained by Malaysian badminton players. This is a retrospective case notes review of all badminton players who attended the National Sports Institute (NSI) Clinic, Kuala Lumpur, Malaysia, and were diagnosed with musculoskeletal injuries. In a two and a half year period, from January 2005 to June 2007, 469 musculoskeletal injuries were diagnosed among badminton players at the NSI Clinic. The mean age of the players who attended the clinic was 19.2 (range 13-52) years. Approximately 60 percent of the injuries occurred in players younger than 20 years of age. The majority of injuries (91.5 percent) were categorised as mild overuse injury and mostly involved the knee. The majority of the injuries sustained by badminton players in this study were due to overuse, primarily in the knee. The majority of the injuries were diagnosed in younger players and occurred during training/practice sessions. There was no difference in terms of incidence and types of injuries between the genders.

  15. A tabletop interactive storytelling system: designing for social interaction

    NARCIS (Netherlands)

    Alofs, Thijs; Theune, Mariet; Swartjes, I.M.T.

    This paper presents the Interactive Storyteller, a multi-user interface for AI-based interactive storytelling, where stories emerge from the interaction of human players with intelligent characters in a simulated story world. To support face-to-face contact and social interaction, we position users

  16. A unified framework for building high performance DVEs

    Science.gov (United States)

    Lei, Kaibin; Ma, Zhixia; Xiong, Hua

    2011-10-01

    A unified framework for integrating PC cluster based parallel rendering with distributed virtual environments (DVEs) is presented in this paper. While various scene graphs have been proposed in DVEs, it is difficult to enable collaboration of different scene graphs. This paper proposes a technique for non-distributed scene graphs with the capability of object and event distribution. With the increase of graphics data, DVEs require more powerful rendering ability. But general scene graphs are inefficient in parallel rendering. The paper also proposes a technique to connect a DVE and a PC cluster based parallel rendering environment. A distributed multi-player video game is developed to show the interaction of different scene graphs and the parallel rendering performance on a large tiled display wall.

  17. Towards Player-Driven Procedural Content Generation

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Togelius, Julian

    2012-01-01

    Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players’ perception of the same game differ according to a number of factors including: players’ personality, playing styles, expertise and culture background....... While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation......-driven content generation....

  18. Coaches' interpersonal style, basic psychological needs and the well- and ill-being of young soccer players: a longitudinal analysis.

    Science.gov (United States)

    Balaguer, Isabel; González, Lorena; Fabra, Priscila; Castillo, Isabel; Mercé, Juan; Duda, Joan L

    2012-01-01

    This study entailed a longitudinal test of basic psychological needs theory, a sub-theory in the self-determination framework (Deci & Ryan, 2000), in young soccer players. We examined whether changes in soccer players' perceptions of the coaches' interpersonal style (autonomy supportive and controlling) predicted changes in the players' need satisfaction/need thwarting, and in turn, variability in their reported subjective vitality and burnout over the course of a season. Young male soccer players (M = 12.58 ± 0.54 years) completed a questionnaire at two time points in the season [n(T1) = 725; n(T2) = 597]. Changes in the players' perceptions of an autonomy supportive environment significantly predicted changes in psychological need satisfaction (positively) and in psychological need thwarting (negatively). Changes in psychological need satisfaction positively predicted changes in subjective vitality and negatively related to cross-time variation in global burnout scores. In contrast, changes in the players' perceptions of a controlling coach-created environment were positively associated with changes in psychological need thwarting that corresponded to increases in player burnout. Finally, results provided support for the assumed mediational roles of psychological need satisfaction and need thwarting in the social environment to well- and ill-being relationships.

  19. Development of a virtual power market model to investigate strategic and collusive behavior of market players

    International Nuclear Information System (INIS)

    Shafie-khah, Miadreza; Parsa Moghaddam, Mohsen; Sheikh-El-Eslami, Mohamad Kazem

    2013-01-01

    In this paper, a virtual power market model is proposed to investigate the behavior of power market players from regulator's point of view. In this approach, strategic players are modeled in a multi-agent environment. These agents which are virtual representative of actual players forecast the prices and participate in the markets, exactly the same as real world situation. In addition, the role of ISO is encountered by using security constraint unit commitment (SCUC) and security constraint economic dispatch (SCED) solutions. Moreover, the interaction between market players is modeled using a heuristic dynamic game theory algorithm based on the supply function equilibria (SFE). In addition to the collusive behavior, using the proposed model, the short-term strategic behavior of players, which their effects will appear in long-term, can be simulated. The proposed model enables the market regulators to make decision before implementing new market rules with the confidence of their results. To represent the effectiveness of the proposed method, a case study including wind power plants is considered and the impact of various market rules on players’ behavior is simulated and discussed. Numerical studies indicate that simulating the strategic and collusive behavior prior to any change in the market rules is necessary. - Highlights: • A virtual power market model is proposed using a heuristic dynamic game theory. • The proposed model can simulate the behavior of market players in a certain period. • This model can evaluate the oligopoly, collusive and strategic behavior of players. • The price uncertainty and security constraint are considered. • Neglecting strategic behavior of players can cause adverse consequences

  20. Method for operating video game with back-feeding a video image of a player, and a video game arranged for practicing the method.

    NARCIS (Netherlands)

    2006-01-01

    In a video gaming environment, a player is enabled to interact with the environment. Further, a score and/or performance of the player in a particular session is machine detected and fed fed back into the gaming environment and a representation of said score and/or performance is displayed in visual

  1. The Anthropometric Characteristics of Futsal Players Compared with Professional Soccer Players

    Directory of Open Access Journals (Sweden)

    Burdukiewicz Anna

    2014-08-01

    Full Text Available Purpose. The aim of the study was to compare the morphological characteristics of experienced futsal players with professional soccer players. Methods. The research sample included 22 university futsal players and 22 professional soccer players. Parameters including body height and mass, skinfold thicknesses of the trunk and extremities, lower limb length, trunk width, humerus and femur bone breadths, and the circumferences of the chest, hips, thighs, and calves were used to calculate various somatic indices. Somatotyping was performed using the Heath–carter method. Differences in the characteristics between the futsal and soccer players were analyzed using Student’s t test. Intragroup analysis was also performed on futsal players depending on player position and compared with the arithmetic means and standard deviations of all variables of the entire sample. Results. compared with their soccer-playing peers, the futsal players were shorter, weighed less, had shorter lower limbs, narrower hips, and smaller hip circumference and bone breadth values. In contrast, higher levels of body fat and endomorphy were noted in this group. The proportion of mesomorphs and ectomorphs were similar in both groups. Futsal goalkeepers were differentiated by greater subcutaneous adiposity and body mass. Defenders had the slimmest body shape, with relatively narrower shoulders and hips, smaller bone breadths, and lower levels of adiposity. The body build of wingers was slightly larger. Pivoters were characterized by greater body height and larger values for the characteristics measuring the lateral trunk dimensions. Conclusions. The observed morphological differences between futsal and soccer players were mainly in body height and height-associated characteristics. This indicates that no specialized approach in futsal recruitment is currently used. This points to the need to develop a specialized approach in the player recruitment stage, as the tactical and

  2. Consistent analysis of collective level structure and neutron interaction data for 12C in the framework of the soft-rotator model

    International Nuclear Information System (INIS)

    Sukhovitskii, E.Sh.; Porodzinskii, Yu.V.; Iwamoto, Osamu; Chiba, Satoshi.

    1997-09-01

    A systematic analysis of nuclear structure and neutron interaction data for 12 C was carried out in the framework of the soft-rotator model. The model was firstly applied to analyze the low-lying collective level structure of the 12 C nucleus, which turned out to be very successful. The intrinsic wave function obtained in such an analysis was then used to construct the coupling potentials in the coupled-channels formalism to calculate the neutron total and scattering cross sections. The quadrupole deformation parameter obtained in the present analysis was 0.164, which was much smaller in the absolute sense than the value used in the symmetric-rotator, vibrator model employed frequently in the past, i.e., ≅0.6. When averaged over the β-vibration function, however, the present result yields an effective quadrupole strength of about the same scale as the previous studies due to softness of the 12 C wave function with respect to β 2 degree of freedom. The soft-rotator model was found to be very successful in reproducing both the structure and neutron scattering data consistently for the first time in this mass region. (author)

  3. The Explicit-Cloud Parameterized-Pollutant hybrid approach for aerosol-cloud interactions in multiscale modeling framework models: tracer transport results

    International Nuclear Information System (INIS)

    Jr, William I Gustafson; Berg, Larry K; Easter, Richard C; Ghan, Steven J

    2008-01-01

    All estimates of aerosol indirect effects on the global energy balance have either completely neglected the influence of aerosol on convective clouds or treated the influence in a highly parameterized manner. Embedding cloud-resolving models (CRMs) within each grid cell of a global model provides a multiscale modeling framework for treating both the influence of aerosols on convective as well as stratiform clouds and the influence of clouds on the aerosol, but treating the interactions explicitly by simulating all aerosol processes in the CRM is computationally prohibitive. An alternate approach is to use horizontal statistics (e.g., cloud mass flux, cloud fraction, and precipitation) from the CRM simulation to drive a single-column parameterization of cloud effects on the aerosol and then use the aerosol profile to simulate aerosol effects on clouds within the CRM. Here, we present results from the first component of the Explicit-Cloud Parameterized-Pollutant parameterization to be developed, which handles vertical transport of tracers by clouds. A CRM with explicit tracer transport serves as a benchmark. We show that this parameterization, driven by the CRM's cloud mass fluxes, reproduces the CRM tracer transport significantly better than a single-column model that uses a conventional convective cloud parameterization

  4. The Explicit-Cloud Parameterized-Pollutant hybrid approach for aerosol-cloud interactions in multiscale modeling framework models: tracer transport results

    Energy Technology Data Exchange (ETDEWEB)

    Jr, William I Gustafson; Berg, Larry K; Easter, Richard C; Ghan, Steven J [Atmospheric Science and Global Change Division, Pacific Northwest National Laboratory, PO Box 999, MSIN K9-30, Richland, WA (United States)], E-mail: William.Gustafson@pnl.gov

    2008-04-15

    All estimates of aerosol indirect effects on the global energy balance have either completely neglected the influence of aerosol on convective clouds or treated the influence in a highly parameterized manner. Embedding cloud-resolving models (CRMs) within each grid cell of a global model provides a multiscale modeling framework for treating both the influence of aerosols on convective as well as stratiform clouds and the influence of clouds on the aerosol, but treating the interactions explicitly by simulating all aerosol processes in the CRM is computationally prohibitive. An alternate approach is to use horizontal statistics (e.g., cloud mass flux, cloud fraction, and precipitation) from the CRM simulation to drive a single-column parameterization of cloud effects on the aerosol and then use the aerosol profile to simulate aerosol effects on clouds within the CRM. Here, we present results from the first component of the Explicit-Cloud Parameterized-Pollutant parameterization to be developed, which handles vertical transport of tracers by clouds. A CRM with explicit tracer transport serves as a benchmark. We show that this parameterization, driven by the CRM's cloud mass fluxes, reproduces the CRM tracer transport significantly better than a single-column model that uses a conventional convective cloud parameterization.

  5. Menstrual cycle disorders in female volleyball players.

    Science.gov (United States)

    Wodarska, M; Witkoś, J; Drosdzol-Cop, A; Dąbrowska, J; Dąbrowska-Galas, M; Hartman, M; Plinta, R; Skrzypulec-Plinta, V

    2013-07-01

    The aim of this study was to examine the relation between increased physical activity and menstrual disorders in adolescent female volleyball players. The study was conducted on 210 Polish female volleyball players, aged 13-17 years, the authorship questionnaire was used. The results of the study showed that irregular menstruation occurred in 19% of girls, spotting between menstrual periods in 27% and heavy menstruation was reported in 33% of girls. Out of all volleyball female players participating in the study, 94 girls (45%) declared absence of menstrual periods after regular cycles. Statistical analysis showed that the more training hours per week, the bigger probability of the occurrence of irregular menstruation. It was concluded that the number of hours of volleyball training per week affects regularity of menstrual cycles in female volleyball players. The absence of menstruation might be caused by the duration of training per week or years of training.

  6. Are squash players protecting their eyes?

    OpenAIRE

    Eime, R; Finch, C; Sherman, C; Garnham, A

    2002-01-01

    Methods: A survey of 303 players (aged ≥18 years) was conducted at three squash venues in Melbourne, Australia over a three week period in June 2000 to obtain information about protective eyewear use.

  7. High School Football Players Use Their Helmets to Tackle Other Players Despite Knowing the Risks.

    Science.gov (United States)

    Kuriyama, Andrew M; Nakatsuka, Austin S; Yamamoto, Loren G

    2017-03-01

    There is greater attention to head-related injuries and concussions in American football. The helmet's structural safety and the way that football players use their helmets are important in preventing head injuries. Current strategies include penalizing players for high-risk behavior such as leading with their helmet or hitting an opposing player above the shoulder. Passive strategies include helmet modification to better protect the head of the players or to change the playing style of the players. Hawai'i high school varsity football players were surveyed to determine how they use their helmets and how a new helmet design would affect their style of play. One hundred seventy-seven surveys were completed; 79% said that they used their helmet to hit an opposing player during a tackle and 46% said they made this contact intentionally. When asked about modifying helmets with a soft material on the outside, 48% said they thought putting a soft cover over a regular helmet would protect their head better. However, many participants said that putting a soft cover over their regular helmet was a bad idea for various reasons. Most young football players use their helmets to block or tackle despite being taught they would be penalized or potentially injured if they did so. By gaining a better understanding of why and how players use their helmets and how they would respond to new helmet designs, steps can be taken to reduce head injuries for all levels of play.

  8. Technical player profiles related to the physical fitness of young female volleyball players predict team performance.

    Science.gov (United States)

    Dávila-Romero, C; Hernández-Mocholí, M A; García-Hermoso, A

    2015-03-01

    This study is divided into three sequential stages: identification of fitness and game performance profiles (individual player performance), an assessment of the relationship between these profiles, and an assessment of the relationship between individual player profiles and team performance during play (in championship performance). The overall study sample comprised 525 (19 teams) female volleyball players aged 12-16 years and a subsample (N.=43) used to examine study aims one and two was selected from overall sample. Anthropometric, fitness and individual player performance (actual game) data were collected in the subsample. These data were analyzed through clustering methods, ANOVA and independence chi-square test. Then, we investigated whether the proportion of players with the highest individual player performance profile might predict a team's results in the championship. Cluster analysis identified three volleyball fitness profiles (high, medium, and low) and two individual player performance profiles (high and low). The results showed a relationship between both types of profile (fitness and individual player performance). Then, linear regression revealed a moderate relationship between the number of players with a high volleyball fitness profile and a team's results in the championship (R2=0.23). The current study findings may enable coaches and trainers to manage training programs more efficiently in order to obtain tailor-made training, identify volleyball-specific physical fitness training requirements and reach better results during competitions.

  9. Shoulder instability in professional football players.

    Science.gov (United States)

    Leclere, Lance E; Asnis, Peter D; Griffith, Matthew H; Granito, David; Berkson, Eric M; Gill, Thomas J

    2013-09-01

    Shoulder instability is a common problem in American football players entering the National Football League (NFL). Treatment options include nonoperative and surgical stabilization. This study evaluated how the method of treatment of pre-NFL shoulder instability affects the rate of recurrence and the time elapsed until recurrence in players on 1 NFL team. Retrospective cohort. Medical records from 1980 to 2008 for 1 NFL team were reviewed. There were 328 players included in the study who started their career on the team and remained on the team for at least 2 years (mean, 3.9 years; range, 2-14 years). The history of instability prior to entering the NFL and the method of treatment were collected. Data on the occurrence of instability while in the NFL were recorded to determine the rate and timing of recurrence. Thirty-one players (9.5%) had a history of instability prior to entering the NFL. Of the 297 players with no history of instability, 39 (13.1%) had a primary event at a mean of 18.4 ± 22.2 months (range, 0-102 months) after joining the team. In the group of players with prior instability treated with surgical stabilization, there was no statistical difference in the rate of recurrence (10.5%) or the timing to the instability episode (mean, 26 months) compared with players with no history of instability. Twelve players had shoulder instability treated nonoperatively prior to the NFL. Five of these players (41.7%) had recurrent instability at a mean of 4.4 ± 7.0 months (range, 0-16 months). The patients treated nonoperatively had a significantly higher rate of recurrence (P = 0.02) and an earlier time of recurrence (P = 0.04). The rate of contralateral instability was 25.8%, occurring at a mean of 8.6 months. Recurrent shoulder instability is more common in NFL players with a history of nonoperative treatment. Surgical stabilization appears to restore the rate and timing of instability to that of players with no prior history of instability.

  10. FREIDA (framework of resources for modeling energy/environmental/economic impacts of development and advancements) in ports”: A portfolio of interactive information resources, and an illustrative energy sector analysis

    Science.gov (United States)

    This paper presents preliminary results from our ongoing work on the development of “FREIDA in Ports”: an interactive information resource and modeling framework for port communities, that may be used to enhance resilience to climate change and enable sustainable deve...

  11. Intercomparison of aerosol measurements performed with multi-wavelength Raman lidars, automatic lidars and ceilometers in the framework of INTERACT-II campaign

    Science.gov (United States)

    Madonna, Fabio; Rosoldi, Marco; Lolli, Simone; Amato, Francesco; Vande Hey, Joshua; Dhillon, Ranvir; Zheng, Yunhui; Brettle, Mike; Pappalardo, Gelsomina

    2018-04-01

    Following the previous efforts of INTERACT (INTERcomparison of Aerosol and Cloud Tracking), the INTERACT-II campaign used multi-wavelength Raman lidar measurements to assess the performance of an automatic compact micro-pulse lidar (MiniMPL) and two ceilometers (CL51 and CS135) in providing reliable information about optical and geometric atmospheric aerosol properties. The campaign took place at the CNR-IMAA Atmospheric Observatory (760 m a. s. l. ; 40.60° N, 15.72° E) in the framework of ACTRIS-2 (Aerosol Clouds Trace gases Research InfraStructure) H2020 project. Co-located simultaneous measurements involving a MiniMPL, two ceilometers and two EARLINET multi-wavelength Raman lidars were performed from July to December 2016. The intercomparison highlighted that the MiniMPL range-corrected signals (RCSs) show, on average, a fractional difference with respect to those of CNR-IMAA Atmospheric Observatory (CIAO) lidars ranging from 5 to 15 % below 2.0 km a.s.l. (above sea level), largely due to the use of an inaccurate overlap correction, and smaller than 5 % in the free troposphere. For the CL51, the attenuated backscatter values have an average fractional difference with respect to CIAO lidars performance is similar to the CL51 below 2.0 km a. s. l. , while in the region above 3 km a. s. l. the differences are about ±40 %. The variability of the CS135 normalization constant is within ±47 %.Finally, additional tests performed during the campaign using the CHM15k ceilometer operated at CIAO showed the clear need to investigate the CHM15k historical dataset (2010-2016) to evaluate potential effects of ceilometer laser fluctuations on calibration stability. The number of laser pulses shows an average variability of 10 % with respect to the nominal power which conforms to the ceilometer specifications. Nevertheless, laser pulses variability follows seasonal behavior with an increase in the number of laser pulses in summer and a decrease in winter. This contributes to

  12. Understanding gaming floor influences on player behaviour

    OpenAIRE

    Griffiths, MD

    2009-01-01

    Efforts to entice and retain player activity within a casino gaming environment require bringing to bear a range of sensory and physical influences. The challenge is to accomplish the operators’ objectives while at the same time ensuring any potential negative effects on the player are minimised. How casinos keep this in balance is at the heart of how the gaming floor works, and assessing such matters is becoming a necessary part of social responsibility.

  13. Decomposition of Multi-player Games

    Science.gov (United States)

    Zhao, Dengji; Schiffel, Stephan; Thielscher, Michael

    Research in General Game Playing aims at building systems that learn to play unknown games without human intervention. We contribute to this endeavour by generalising the established technique of decomposition from AI Planning to multi-player games. To this end, we present a method for the automatic decomposition of previously unknown games into independent subgames, and we show how a general game player can exploit a successful decomposition for game tree search.

  14. Brain damage in former association football players

    International Nuclear Information System (INIS)

    Sortland, O.; Tysvaer, A.T.

    1989-01-01

    Thirty-three former football players from the National Football Team of Norway were examined by cerebral computer tomography (CT). The CT studies, evaluated for brain atrophy, visually and by linear measurements compared two different normal materials. One third of the players were found to have central cerebral atrophy. It is concluded that the atrophy probably was caused by repeated small head injuries during the football play, mainly in connection with heading the ball. (orig.)

  15. Clustering Professional Basketball Players by Performance

    OpenAIRE

    Patel, Riki

    2017-01-01

    Basketball players are traditionally grouped into five distinct positions, but these designationsare quickly becoming outdated. We attempt to reclassify players into new groupsbased on personal performance in the 2016-2017 NBA regular season. Two dimensionalityreduction techniques, t-Distributed Stochastic Neighbor Embedding (t-SNE) and principalcomponent analysis (PCA), were employed to reduce 18 classic metrics down to two dimensionsfor visualization. k-means clustering discovered four grou...

  16. Bridging Media with the Help of Players

    Science.gov (United States)

    Nitsche, Michael; Drake, Matthew; Murray, Janet

    We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.

  17. The audiological health of horn players.

    Science.gov (United States)

    Wilson, Wayne J; O'Brien, Ian; Bradley, Andrew P

    2013-01-01

    Among orchestral musicians, horn players are one of the most at-risk groups for noise-induced hearing loss (NIHL). To investigate this group further, pure tone audiometry and a 14-item questionnaire were used to assess the hearing health, as well as attitudes and practices regarding hearing conservation, among 142 French horn players attending an international horn conference in Brisbane, Australia. Of this study's French horn players, 11.1% to 22.2%, and 17.7% to 32.9% of those aged ≤40 years, showed some form of hearing loss (corrected for age and gender) typical of NIHL, using conservative versus lenient criteria, respectively. Stepwise multiple regression analyses showed no obvious predictor of hearing loss in this study's participants. Of the 18% of participants who reported using hearing protection, 81% used this protection "sometimes" and 50% used generic, foam, or other inferior forms of protection. Continued efforts to better manage the hearing health of horn players is warranted particularly as any hearing loss will affect a horn player's ability to perform and therefore his or her livelihood. Managing the hearing health of horn players will be challenging, however, with no simple predictor of NIHL loss being identified in this study's sample.

  18. Player Skill Decomposition in Multiplayer Online Battle Arenas

    OpenAIRE

    Chen, Zhengxing; Sun, Yizhou; El-nasr, Magy Seif; Nguyen, Truong-Huy D.

    2017-01-01

    Successful analysis of player skills in video games has important impacts on the process of enhancing player experience without undermining their continuous skill development. Moreover, player skill analysis becomes more intriguing in team-based video games because such form of study can help discover useful factors in effective team formation. In this paper, we consider the problem of skill decomposition in MOBA (MultiPlayer Online Battle Arena) games, with the goal to understand what player...

  19. eMZed: an open source framework in Python for rapid and interactive development of LC/MS data analysis workflows

    OpenAIRE

    Kiefer, P; Schmitt, U; Vorholt, J A

    2013-01-01

    Summary: The Python-based, open-source eMZed framework was developed for mass spectrometry (MS) users to create tailored workflows for liquid chromatography (LC)/MS data analysis. The goal was to establish a unique framework with comprehensive basic functionalities that are easy to apply and allow for the extension and modification of the framework in a straightforward manner. eMZed supports the iterative development and prototyping of individual evaluation strategies by providing a computing...

  20. Rules of engagement : influence of co-player presence on player involvement in digital games

    NARCIS (Netherlands)

    Gajadhar, B.J.; Kort, de Y.A.W.; IJsselsteijn, W.A.

    2009-01-01

    This article presents an empirical study of social setting as a determinant of player involvement in competitive play. We conceptualize player experience as comprising of components of involvement and enjoyment. Involvement relates to the attentional pull of games encompassing feelings of immersion,

  1. Prospective Player-Reported Injuries in Female Youth Fast-Pitch Softball Players.

    Science.gov (United States)

    Smith, Matthew V; Davis, Randi; Brophy, Robert H; Prather, Heidi; Garbutt, Jane; Wright, Rick W

    2015-01-01

    There is a scarcity of literature evaluating injuries in youth fast-pitch softball players. To perform a descriptive analysis of player-reported injuries in youth fast-pitch softball position players and pitchers during a single select-level season. Prospective observation cohort study. Level 3. Ninety-eight athletes (48 pitchers, 50 position players) were followed for a single select fast-pitch softball season. Study participants completed web-based surveys every 3 weeks reporting injuries related to participation in fast-pitch softball. Injury was defined as pain causing cessation of participation in the current game or practice that prevents the player's return to that session or any pain that causes cessation of a player's customary participation on the day after the day of onset. The median age of the study participants was 14 years (range, 9-18 years). There were 49 reported injuries in 98 athletes. The average age was 13 years for those not injured and 14 years for those who were injured (P softball players. Better off-season and preseason conditioning may be a key factor for reducing pitching injuries. Recognition of injury patterns in fast-pitch softball players is critical to developing strategies to keep these athletes competing safely. © 2015 The Author(s).

  2. A framework for inverse planning of beam-on times for 3D small animal radiotherapy using interactive multi-objective optimisation

    International Nuclear Information System (INIS)

    Balvert, Marleen; Den Hertog, Dick; Van Hoof, Stefan J; Granton, Patrick V; Trani, Daniela; Hoffmann, Aswin L; Verhaegen, Frank

    2015-01-01

    Advances in precision small animal radiotherapy hardware enable the delivery of increasingly complicated dose distributions on the millimeter scale. Manual creation and evaluation of treatment plans becomes difficult or even infeasible with an increasing number of degrees of freedom for dose delivery and available image data. The goal of this work is to develop an optimisation model that determines beam-on times for a given beam configuration, and to assess the feasibility and benefits of an automated treatment planning system for small animal radiotherapy.The developed model determines a Pareto optimal solution using operator-defined weights for a multiple-objective treatment planning problem. An interactive approach allows the planner to navigate towards, and to select the Pareto optimal treatment plan that yields the most preferred trade-off of the conflicting objectives. This model was evaluated using four small animal cases based on cone-beam computed tomography images. Resulting treatment plan quality was compared to the quality of manually optimised treatment plans using dose-volume histograms and metrics.Results show that the developed framework is well capable of optimising beam-on times for 3D dose distributions and offers several advantages over manual treatment plan optimisation. For all cases but the simple flank tumour case, a similar amount of time was needed for manual and automated beam-on time optimisation. In this time frame, manual optimisation generates a single treatment plan, while the inverse planning system yields a set of Pareto optimal solutions which provides quantitative insight on the sensitivity of conflicting objectives. Treatment planning automation decreases the dependence on operator experience and allows for the use of class solutions for similar treatment scenarios. This can shorten the time required for treatment planning and therefore increase animal throughput. In addition, this can improve treatment standardisation and

  3. A mechanistic framework for in vitro-in vivo extrapolation of liver membrane transporters: prediction of drug-drug interaction between rosuvastatin and cyclosporine.

    Science.gov (United States)

    Jamei, M; Bajot, F; Neuhoff, S; Barter, Z; Yang, J; Rostami-Hodjegan, A; Rowland-Yeo, K

    2014-01-01

    The interplay between liver metabolising enzymes and transporters is a complex process involving system-related parameters such as liver blood perfusion as well as drug attributes including protein and lipid binding, ionisation, relative magnitude of passive and active permeation. Metabolism- and/or transporter-mediated drug-drug interactions (mDDIs and tDDIs) add to the complexity of this interplay. Thus, gaining meaningful insight into the impact of each element on the disposition of a drug and accurately predicting drug-drug interactions becomes very challenging. To address this, an in vitro-in vivo extrapolation (IVIVE)-linked mechanistic physiologically based pharmacokinetic (PBPK) framework for modelling liver transporters and their interplay with liver metabolising enzymes has been developed and implemented within the Simcyp Simulator(®). In this article an IVIVE technique for liver transporters is described and a full-body PBPK model is developed. Passive and active (saturable) transport at both liver sinusoidal and canalicular membranes are accounted for and the impact of binding and ionisation processes is considered. The model also accommodates tDDIs involving inhibition of multiple transporters. Integrating prior in vitro information on the metabolism and transporter kinetics of rosuvastatin (organic-anion transporting polypeptides OATP1B1, OAT1B3 and OATP2B1, sodium-dependent taurocholate co-transporting polypeptide [NTCP] and breast cancer resistance protein [BCRP]) with one clinical dataset, the PBPK model was used to simulate the drug disposition of rosuvastatin for 11 reported studies that had not been used for development of the rosuvastatin model. The simulated area under the plasma concentration-time curve (AUC), maximum concentration (C max) and the time to reach C max (t max) values of rosuvastatin over the dose range of 10-80 mg, were within 2-fold of the observed data. Subsequently, the validated model was used to investigate the impact of

  4. Sports injuries in Plus League volleyball players.

    Science.gov (United States)

    Cieśla, E; Dutkiewicz, R; Mgłosiek, M; Nowak-Starz, G; Markowska, M; Jasiński, P; Dudek, J

    2015-06-01

    Although physical activity brings a range of lifelong health benefits, it may also lead to injuries that pose a significant threat to health. It is particularly noticeable in people involved in professional sports where sport-related injuries commonly occur and are associated with intense exercise which aims to improve physical fitness. The article attempts to determine incidence of sports injuries reported by Plus League volleyball players, as well as to identify their most common types and causes. The research project involved 90 Plus League volleyball players aged 18-37 with the average age of 25.11 (SD±5.378). A method of diagnostic survey was applied to collect empirical data by means of questionnaire developed by the authors (researchers). The results were statistically analysed and verified with the analysis of variance (ANOVA) and χ2 test at the significance level (or critical P-value) of P≤0.05. Over 87% of the respondents suffered from at least one sport-related injury. In total, 362 injuries occurred, on average 4.02 injuries per one volleyball player. The most common sports injuries involved ankle or talocrural joint (46 injuries), knee and lower leg muscles (30), interphalangeal articulations of fingers (30) as well as shoulder joint. More than half of the injuries (57%) occurred twice or three times. Volleyball players commonly sustain injuries through contact with an opposing player in competition. Sport-specific injuries may also occur due to exhaustion, lack of rest and undertreated injuries. The most common volleyball-related injuries are primarily talocrural joint, hand and shoulder injuries. Common types of injuries that can affect volleyball players include muscles, joints and ligaments injuries, sprains and strains as well as bruises. Most of these injuries are caused by exhaustion, contact with an opposing player during competition and fatigue. The incidence of sport-related injuries seems to be influenced by such factors as somatic

  5. Player Perspectives: What It Means to Be a Gamer

    Directory of Open Access Journals (Sweden)

    Aditya Deshbandhu

    2016-12-01

    Full Text Available The term gamer has been applied in various, often simplistic ways to anyone who plays video games as a preferred leisure activity. Being heavily value-laden both socially and culturally, the term has spawned fiery debates on a variety of issues ranging from perpetuation of stereotypes to gender inequality. This paper seeks to understand the gamer tag by charting and critically analysing the gaming journeys of three video game players in an everyday context. The paper uses an ethnographic approach, based on in-depth interviews with and observation of the gaming activity of three individuals over a year. Drawing from Nick Couldry’s Media as Practice approach the gaming practices of the players were examined in relation to how they themselves reflect upon their experience and its various components, and the ways in which they construct and express their gamer/gaming identity. The emergent themes from the analysis have been used to build a tentative framework that could enable a more holistic understanding of the gamer within the gaming world and more generally in popular culture.

  6. Strategy elimination in games with interaction structures

    NARCIS (Netherlands)

    Witzel, A.; Apt, K.R.; Zvesper, J.A.

    2009-01-01

    We study games in the presence of an interaction structure, which allows players to communicate their preferences, assuming that each player initially only knows his own preferences. We study the outcomes of iterated elimination of strictly dominated strategies (IESDS) that can be obtained in any

  7. Concussions are associated with decreased batting performance among Major League Baseball players.

    Science.gov (United States)

    Wasserman, Erin B; Abar, Beau; Shah, Manish N; Wasserman, Daniel; Bazarian, Jeffrey J

    2015-05-01

    Concussions impair balance, visual acuity, and reaction time--all of which are required for high-level batting performance--but the effects of concussion on batting performance have not been reported. The authors examined this relationship between concussion and batting performance among Major League Baseball (MLB) players. Batting performance among concussed MLB players will be worse upon return to play than batting performance among players missing time for noninjury reasons. Cohort study; Level of evidence, 3. The authors identified MLB players who sustained a concussion between 2007 and 2013 through league disabled-list records and a Baseball Prospectus database. For a comparison group, they identified players who went on paternity or bereavement leave during the same period. Using repeated-measures generalized linear models, the authors compared 7 batting metrics between the 2 groups for the 2 weeks upon return, as well as 4 to 6 weeks after return, controlling for pre-leave batting metrics, number of days missed, and position. The authors identified 66 concussions and 68 episodes of bereavement/paternity leave to include in the analysis. In the 2 weeks after return, batting average (.235 vs .266), on-base percentage (.294 vs .326), slugging percentage (.361 vs .423), and on-base plus slugging (.650 vs .749) were significantly lower among concussed players relative to the bereavement/paternity leave players (time×group interaction, Pperformance after concussion is adversely affected and to identify better measures to use for return-to-play decisions. © 2015 The Author(s).

  8. Basketball ability testing and category for players with mental retardation: 8-month training effect.

    Science.gov (United States)

    Franciosi, Emanuele; Gallotta, Maria Chiara; Baldari, Carlo; Emerenziani, Gian Pietro; Guidetti, Laura

    2012-06-01

    Although sport for athletes with mental retardation (MR) is achieving an important role, the literature concerning basketball tests and training is still poor. The aims of this study were to verify whether the basketball test battery could be an appropriate modality to classify the players in the Promotion (Pro) category, to assess basketball abilities before (PRE) and after (POST) an 8-month training in players with MR in relation to Competitive (Comp) and Pro categories, to analyze the variation of specific basketball abilities based on subjects' MR diagnosis. Forty-one male basketball players with MR (17 Comp and 24 Pro; age range 18-45 years; MR: 15% mild, 54% moderate, 29% severe, and 2% profound) were assessed PRE and POST training through the basketball test battery, which assessed 4 ability levels of increasing difficulty (from I to IV), each one characterized by the analysis of fundamental areas (ball handling, reception, passing, and shooting). Level I was significantly changed after the intervention period regardless of the Category, whereas shooting was affected by the interaction between Category and Intervention. The results showed significant differences between categories in the scores of individual global, level I, level II, level III, and in all fundamental areas. Individual global score in both categories significantly increased. The players of Comp significantly improved in level III, in ball handling, reception, passing, and shooting scores. The players of Pro improved significantly in level II, in ball handling, reception, and passing scores. Individual global, ability levels I-III, and fundamental area scores were negatively correlated to the MR level indicating that the players with a lower MR obtained higher ability scores. In conclusion, it was found that the basketball test battery could be useful for improving and monitoring training in both Comp and Pro players.

  9. Injuries in Spanish female soccer players

    Directory of Open Access Journals (Sweden)

    Juan Del Coso

    2018-04-01

    Full Text Available Background: Epidemiologic research to learn the incidence, type, location, and severity of female soccer injuries and the risk factors for sustaining a sport injury is the first step in developing preventive policies. The aim of this study was to analyze the incidence of injuries in the population of female soccer players in Spain. Methods: The injuries incurred by 25,397 female soccer players were registered by the medical staff of the Spanish Football Federation during 1 season. A standardized medical questionnaire was used to classify the injury according to type, severity, location, and injury mechanism. A total of 2108 injuries was reported with an incidence of 0.083 injuries per player per season. Most injuries were in the lower limbs (74.0%, mainly affecting knee (30.4% and ankle joints (17.9%. Results: The proportion of injuries derived from contact with another player was higher during matches (33.7% than during training (11.4%; p  0.05. Conclusion: Most female soccer injuries were located at the knee and ankle; the injury mechanism determined the playing time lost; and the player's age did not affect injury characteristics. Keywords: Ankle, Epidemiology, Knee, Sport injuries, Women

  10. Player Modeling for Intelligent Difficulty Adjustment

    Science.gov (United States)

    Missura, Olana; Gärtner, Thomas

    In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces of gameplay. An important ingredient of video games is to challenge players by providing them with tasks of appropriate and increasing difficulty. How this difficulty should be chosen and increase over time strongly depends on the ability, experience, perception and learning curve of each individual player. It is a subjective parameter that is very difficult to set. Wrong choices can easily lead to players stopping to play the game as they get bored (if underburdened) or frustrated (if overburdened). An ideal game should be able to adjust its difficulty dynamically governed by the player’s performance. Modern video games utilise a game-testing process to investigate among other factors the perceived difficulty for a multitude of players. In this paper, we investigate how machine learning techniques can be used for automatic difficulty adjustment. Our experiments confirm the potential of machine learning in this application.

  11. Game Performance Evaluation in Male Goalball Players

    Science.gov (United States)

    Molik, Bartosz; Morgulec-Adamowicz, Natalia; Kosmol, Andrzej; Perkowski, Krzysztof; Bednarczuk, Grzegorz; Skowroński, Waldemar; Gomez, Miguel Angel; Koc, Krzysztof; Rutkowska, Izabela; Szyman, Robert J

    2015-01-01

    Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg), body height (cm), the arm span (cm) and length of the body in the defensive position (cm). The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03) and the sum of good defense (p = 0.04). The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04), the sum of penalty defenses (p = 0.01), and fouls (p = 0.01). The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level. PMID:26834872

  12. Game Performance Evaluation in Male Goalball Players

    Directory of Open Access Journals (Sweden)

    Molik Bartosz

    2015-12-01

    Full Text Available Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg, body height (cm, the arm span (cm and length of the body in the defensive position (cm. The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03 and the sum of good defense (p = 0.04. The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04, the sum of penalty defenses (p = 0.01, and fouls (p = 0.01. The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level.

  13. Effects of 6 Weeks Psychological Skill Training on Team Cohesion, Self-Confidence & Anxiety: A Case of Youth Basketball Players

    Science.gov (United States)

    Miçoogullari, Bülent Okan; Kirazci, Sadettin

    2016-01-01

    The purpose of this study was to examine the impact of a six-week psychological skill training (PST) program that is based on a cognitive-behavioral conceptual framework on team cohesion, confidence, and anxiety of an intact team. Thirty-six male basketball players, 19 athletes for the experimental group and 17 athletes for the control group, aged…

  14. SOME DIFFERENCES IN SPORTS MOTIVATION OF YOUNG FOOTBALL PLAYERS FROM RUSSIA, SERBIA AND MONTENEGRO

    OpenAIRE

    Aleksandar Marjanović; Marijana Mladenović

    2011-01-01

    In accordance with the conceptual framework of self-determination theory, sports motivation in this research was operationalized as intrinsic motivation (to know, to accomplish and to experience stimulation), extrinsic motivation (by identification, introjection and external regulation) and amotivation for sport (Deci & Ryan, 2000). The aim of this exploratory research was to test such concept of sports motivation on a sample of young football players from different countries (Russia, Serbia,...

  15. PHP frameworks

    OpenAIRE

    Srša, Aljaž

    2016-01-01

    The thesis presents one of the four most popular PHP web frameworks: Laravel, Symfony, CodeIgniter and CakePHP. These frameworks are compared with each other according to the four criteria, which can help with the selection of a framework. These criteria are size of the community, quality of official support, comprehensibility of framework’s documentation and implementation of functionalities in individual frameworks, which are automatic code generation, routing, object-relational mapping and...

  16. Amorphous and crystalline aerosol particles interacting with water vapor: conceptual framework and experimental evidence for restructuring, phase transitions and kinetic limitations

    Directory of Open Access Journals (Sweden)

    T. Koop

    2009-12-01

    Full Text Available Interactions with water are crucial for the properties, transformation and climate effects of atmospheric aerosols. Here we present a conceptual framework for the interaction of amorphous aerosol particles with water vapor, outlining characteristic features and differences in comparison to crystalline particles. We used a hygroscopicity tandem differential mobility analyzer (H-TDMA to characterize the hydration and dehydration of crystalline ammonium sulfate, amorphous oxalic acid and amorphous levoglucosan particles (diameter ~100 nm, relative humidity 5–95% at 298 K. The experimental data and accompanying Köhler model calculations provide new insights into particle microstructure, surface adsorption, bulk absorption, phase transitions and hygroscopic growth. The results of these and related investigations lead to the following conclusions:

    (1 Many organic substances, including carboxylic acids, carbohydrates and proteins, tend to form amorphous rather than crystalline phases upon drying of aqueous solution droplets. Depending on viscosity and microstructure, the amorphous phases can be classified as glasses, rubbers, gels or viscous liquids.

    (2 Amorphous organic substances tend to absorb water vapor and undergo gradual deliquescence and hygroscopic growth at lower relative humidity than their crystalline counterparts.

    (3 In the course of hydration and dehydration, certain organic substances can form rubber- or gel-like structures (supramolecular networks and undergo transitions between swollen and collapsed network structures.

    (4 Organic gels or (semi-solid amorphous shells (glassy, rubbery, ultra-viscous with low molecular diffusivity can kinetically limit the uptake and release of water and may influence the hygroscopic growth and activation of aerosol particles as cloud condensation nuclei (CCN and ice nuclei (IN. Moreover, (semi-solid amorphous phases may influence the uptake of gaseous photo

  17. The stroller in the virtual city: Spatial practice of Hong Kong players in Sleeping Dogs

    Directory of Open Access Journals (Sweden)

    Ge Zhang

    2014-03-01

    Full Text Available Sleeping Dogs is an open-world role-playing game developed by United Front Games, a Canadian Studio based in Vancouver, in conjunction with Square Enix London Studios and released by Square Enix in 2012. The game features the city of Hong Kong and the society of Chinese Triads. While the game itself is mainly a representation of post-colonial Hong Kong targeting a transnational audience entrenched in similar gameplay mechanics of the genre, the native Hong Kong players react to these reconstructions of Hong Kong through their own gameplay and unique interpretations. The virtual city is not a static representation but a congruence of vigorous interactions between the originally designed space and gamic actions of the players. This paper seeks to explore the spatial and bodily practices of Sleeping Dogs players in the virtual terrain of Hong Kong through the lens of Lefebvre’s spatial theory.

  18. Mood states of soccer players in the english leagues: reflections of an increasing workload

    Directory of Open Access Journals (Sweden)

    R Thatcher

    2010-06-01

    Full Text Available The aim of this investigation was to assess whether the demands of the modern English competitive soccer season would be reflected in the mood states of professional soccer players. Sixty-nine male participants either activity competing in English soccer leagues or resident in England were recruited and grouped accordingly as professional soccer players, university level soccer players, Sunday league soccer players, or non-sporting controls. On three separate occasions; at the beginning, at the middle, and finally towards the end of the English soccer season, participants completed both the Profile of Mood States (POMS questionnaire as well as a questionnaire related to their teams’ performance in addition to their perceived life stress. Results showed the POMS scores to differ over the season in relation to the groups’ standard of competition. ANOVAs demonstrated this pattern to be significant for the dependent measures of tension, depression, and confusion with significant group by time interactions (95% level of confidence. At the outset of the season professionals had the most positive POMS profile, however, as the season progressed they showed the greatest change towards a negative profile. These results indicate that English soccer is placing professional players at a predisposition of demonstrating POMS commensurate with negative adaptation to training, having important implications for their long-term performance and health.

  19. Motivation and Sport Injuries in Handball Players

    Directory of Open Access Journals (Sweden)

    Laguna, María

    2010-12-01

    Full Text Available The aim of the study was to test whether different levels of motivation are related to the injuries suffered by elite athletes. The sample consists of 80 professional handball players of ASOBAL League, with a mean age of 24.83 years (+ 5.21. Motivation was assessed through the CPRD scale (Gimeno, Buceta & Pérez-Llantada; 1999 and a self-report questionnaire was used to register sports injuries. The results indicate that there is a relationship between motivational levels and the risk for injury. Specifically, players with high motivated players had a greater number of moderate injuries. Although it may seem paradoxical, it is possible that an excessively high motivation leads to overachievement and risk behaviors, which in turn facilitate the appearance of lesions.

  20. Cricket club looking for new players

    CERN Multimedia

    Cricket Club

    2016-01-01

    The CERN Cricket Club, having lost several key players, has had a very difficult season so far and is desperately in need of new players. Having qualified for the Cricket Switzerland semi-finals for the last two years (unfortunately losing both), this year we are bottom of the Western Pool, having played the last two league matches with only 10 players. If you are interested in playing cricket please join us at net practice, which takes place on the Prevessin site each Thursday evening from 18:00 to around 20:00 (weather permitting) or send me an e-mail (see below). Please have a look at the Cricket Club web site for more information: http://cern.ch/Club-Cricket/ Chris Onions, President of the CERN Cricket Club   (christopher.onions@gmail.com)

  1. Towards Player-Driven Procedural Content Generation

    DEFF Research Database (Denmark)

    Shaker, Noor

    Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved taken into account that players’ perceptions of the same game differ according to a number of factors including: players’ personality, playing styles, expertise and cultural background. One...... promising avenue towards optimizing the gameplay experience for individual game players - and thereby attempt to close the affective loop in games - is to automatically tailor the game content in real-time. To realize player-driven procedural content generation one needs to specify the aspects of the game...... that have a key influence on the gameplay experience, identify the relationship between these aspects and player experience and define a mechanism for tailoring the game content to each individual needs. In this dissertation we attempt to address the following research questions towards the aim...

  2. Big Data for Business Ecosystem Players

    Directory of Open Access Journals (Sweden)

    Perko Igor

    2016-06-01

    Full Text Available In the provided research, some of the Big Data most prospective usage domains connect with distinguished player groups found in the business ecosystem. Literature analysis is used to identify the state of the art of Big Data related research in the major domains of its use-namely, individual marketing, health treatment, work opportunities, financial services, and security enforcement. System theory was used to identify business ecosystem major player types disrupted by Big Data: individuals, small and mid-sized enterprises, large organizations, information providers, and regulators. Relationships between the domains and players were explained through new Big Data opportunities and threats and by players’ responsive strategies. System dynamics was used to visualize relationships in the provided model.

  3. How Two Players Negotiate Rhythm in a Shared Rhythm Game

    DEFF Research Database (Denmark)

    Hansen, Anne-Marie; Andersen, Hans Jørgen; Raudaskoski, Pirkko Liisa

    2012-01-01

    from each other. Video analysis of user interaction shines light upon how users engaged in a rhythmical relationship, and interviews give information about the user experience in terms of the game play and user collaboration. Based on the findings in this paper we propose design guidelines......In a design and working prototype of a shared music interface eleven teams of two people were to collaborate about filling in holes with tones and beats in an evolving ground rhythm. The hypothesis was that users would tune into each other and have sections of characteristic rhythmical...... relationships that related to the ground rhythm. Results from interaction data show that teams did find a mutual rhythm, and that they were able to keep this rhythm for a while and/or over several small periods. Results also showed that two players engaged in very specific rhythmical relationships that differed...

  4. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct...... control of the camera by the player increases the complexity of the interaction and reduces the designer's control on game storytelling. A completely designer-driven camera releases the player from the burden of controlling the point of view, but might generate undesired camera behaviours. Furthermore......, if the content of the game is procedurally generated, the designer might not have the necessary information to dene a priori the camera positions and movements. Automatic camera control aims to dene an abstraction layer that permits to control the camera using high-level and environment-independent rules...

  5. THE IMPACT OF MODERATE AND HIGH INTENSITY TOTAL BODY FATIGUE ON PASSING ACCURACY IN EXPERT AND NOVICE BASKETBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Mark Lyons

    2006-06-01

    Full Text Available Despite the acknowledged importance of fatigue on performance in sport, ecologically sound studies investigating fatigue and its effects on sport-specific skills are surprisingly rare. The aim of this study was to investigate the effect of moderate and high intensity total body fatigue on passing accuracy in expert and novice basketball players. Ten novice basketball players (age: 23.30 ± 1.05 yrs and ten expert basketball players (age: 22.50 ± 0.41 yrs volunteered to participate in the study. Both groups performed the modified AAHPERD Basketball Passing Test under three different testing conditions: rest, moderate intensity and high intensity total body fatigue. Fatigue intensity was established using a percentage of the maximal number of squat thrusts performed by the participant in one minute. ANOVA with repeated measures revealed a significant (F 2,36 = 5.252, p = 0.01 level of fatigue by level of skill interaction. On examination of the mean scores it is clear that following high intensity total body fatigue there is a significant detriment in the passing performance of both novice and expert basketball players when compared to their resting scores. Fundamentally however, the detrimental impact of fatigue on passing performance is not as steep in the expert players compared to the novice players. The results suggest that expert or skilled players are better able to cope with both moderate and high intensity fatigue conditions and maintain a higher level of performance when compared to novice players. The findings of this research therefore, suggest the need for trainers and conditioning coaches in basketball to include moderate, but particularly high intensity exercise into their skills sessions. This specific training may enable players at all levels of the game to better cope with the demands of the game on court and maintain a higher standard of play

  6. Player and Game Characteristics and Head Impacts in Female Youth Ice Hockey Players.

    Science.gov (United States)

    Reed, Nick; Taha, Tim; Greenwald, Richard; Keightley, Michelle

    2017-08-01

      Despite the growing popularity of ice hockey among female youth and interest in the biomechanics of head impacts in sport, the head impacts sustained by this population have yet to be characterized.   To describe the number of, biomechanical characteristics of, and exposure to head impacts of female youth ice hockey players during competition and to investigate the influences of player and game characteristics on head impacts.   Cohort study.   Twenty-seven female youth ice hockey players (mean age = 12.5 ± 0.52 years) wore instrumented ice hockey helmets during 66 ice hockey games over a 3-year period. Data specific to player, game, and biomechanical head impact characteristics were recorded. A multiple regression analysis identified factors most associated with head impacts of greater frequency and severity.   A total of 436 total head impacts were sustained during 6924 minutes of active ice hockey participation (0.9 ± 0.6 impacts per player per game; range, 0-2.1). A higher body mass index (BMI) significantly predicted a higher number of head impacts sustained per game (P = .008). Linear acceleration of head impacts was greater in older players and those who played the forward position, had a greater BMI, and spent more time on the ice (P = .008), whereas greater rotational acceleration was present in older players who had a greater BMI and played the forward position (P = .008). During tournament games, increased ice time predicted increased severity of head impacts (P = .03).   This study reveals for the first time that head impacts are occurring in female youth ice hockey players, albeit at a lower rate and severity than in male youth ice hockey players, despite the lack of intentional body checking.

  7. DETERMINATION OF CLINICALLY RELEVANT DIFFERENCES IN FRONTAL PLANE HOP TESTS IN WOMEN'S COLLEGIATE BASKETBALL AND SOCCER PLAYERS

    Science.gov (United States)

    Hardesty, Kelly; Hegedus, Eric J.; Ford, Kevin R.; Nguyen, Anh‐Dung

    2017-01-01

    Background ACL injury prevention programs are less successful in female basketball players than in soccer players. Previous authors have identified anthropometric and biomechanical differences between the athletes and different sport‐specific demands, including a higher frequency of frontal plane activities in basketball. Current injury risk screening and preventive training practices do not place a strong emphasis on frontal plane activities. The medial and lateral triple hop for distance tests may be beneficial for use in the basketball population. Hypothesis/Purpose To 1) establish normative values for the medial and lateral triple hop tests in healthy female collegiate athletes, and 2) analyze differences in test scores between female basketball and soccer players. It was hypothesized that due to the frequent frontal plane demands of their sport, basketball players would exhibit greater performance during these frontal plane performance tests. Study Design Cross‐sectional. Methods Thirty‐two NCAA Division‐1 female athletes (20 soccer, 12 basketball) performed three trials each of a medial and lateral triple hop for distance test. Distances were normalized to height and mass in order to account for anthropometric differences. Repeated measures ANOVAs were performed to identify statistically significant main effects of sport (basketball vs. soccer), and side (right vs. left), and sport x side interactions. Results After accounting for anthropometric differences, soccer players exhibited significantly better performance than basketball players in the medial and lateral triple hop tests (p jumped farther on their left (400.3 ± 41.5 cm) than right (387.9 ± 43.4 cm) limbs, but no side differences were identified in the lateral triple hop. No significant side x sport interactions were identified. Conclusions Women's basketball players exhibit decreased performance of frontal plane hop tests when compared to women's soccer players. Additionally

  8. A framework for evaluating the influence of climate, dispersal limitation, and biotic interactions using fossil pollen associations across the late Quaternary

    DEFF Research Database (Denmark)

    Blois, Jessica L.; Gotelli, Nicholas J.; Behrensmeyer, Anna K.

    2014-01-01

    Environmental conditions, dispersal lags, and interactions among species are major factors structuring communities through time and across space. Ecologists have emphasized the importance of biotic interactions in determining local patterns of species association. In contrast, abiotic limits, dis...

  9. Self-determined motivation in rehabilitating professional rugby union players

    OpenAIRE

    Carson, F.; Polman, Remco C.J.

    2017-01-01

    Background The aim of the present study was to explore the views of professional rugby union players during the early rehabilitation, late rehabilitation and return to play stages, following anterior cruciate ligament (ACL) injury. Methods A qualitative dominant, mixed methodological approach was utilized with five players who had suffered an ACL injury requiring reconstructive surgery. A longitudinal approach, concurrent with each player?s rehabilitation, consisting of twice monthly intervie...

  10. Effect of coach change on professional tennis players

    OpenAIRE

    Nekolová, Barbora

    2014-01-01

    Title: Effect of coach change on professional tennis players Objectives of work: The aim of the thesis is to analyze the impact of coach change on professional tennis players from the psychology perspective, social relationship and player's attitude to the sport itself. The impact of the coach change on player's approach to tennis, game results, personal life and interpersonal relationships will be examined. Method: The methods that will be used are narrative interviews - annotated transcript...

  11. Diffractive interactions

    International Nuclear Information System (INIS)

    Del Duca, V.; Marage, P.

    1996-08-01

    The general framework of diffractive deep inelastic scattering is introduced and reports given in the session on diffractive interactions at the international workshop on deep-inelastic scattering and related phenomena, Rome, April 1996, are presented. (orig.)

  12. Comparing technical proficiency of elite table tennis players with intellectual disability: simulation testing versus game play.

    Science.gov (United States)

    Van Biesen, Debbie; Mactavish, Jennifer J; Vanlandewijck, Yves C

    2014-04-01

    Technical skill proficiency among elite table tennis players with intellectual disabilities (ID) was investigated in this study using two approaches: an off-court simulation testing protocol and an on-court, standardized observational framework during game play. Participants included 24 players with ID (M age = 25 yr., SD = 6; M IQ = 61, SD = 9), the top 16 performers, 13 men and 11 women, at the International Federation for sport for para-athletes with an intellectual disability (Inas) World Championships. Self-reported table tennis training experience of the players was 13 +/- 5 yr. In the Simulation Testing condition, players were instructed to play five sets of basic and five sets of advanced skills, which were subsequently assessed by experts using a standardized and validated observational protocol. The same protocol was used to assess the same skills during Game Play. Ratings of overall technical proficiency were not significantly different between Simulation Testing and Game Play conditions. There was a strong positive correlation between technical proficiency measured during Game Play vs Simulation Testing for the variables flick, topspin forehand, and topspin backhand. No correlations were found for the variables contra, block, and push. Insight into this relationship is important for future development of classification systems for ID athletes in the Paralympic Games, because comparing competition observation with the athlete's potential shown during the classification session is essential information for classifiers to confirm the athlete's competition class.

  13. Experiences of time loss among videogame players: an empirical study.

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D; Parke, Adrian

    2007-02-01

    Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

  14. Assessment of Cardiovascular Risk in Collegiate Football Players and Nonathletes

    Science.gov (United States)

    Dobrosielski, Devon A.; Rosenbaum, Daryl; Wooster, Benjamin M.; Merrill, Michael; Swanson, John; Moore, J. Brian; Brubaker, Peter H.

    2010-01-01

    Collegiate American football players may be at risk for cardiovascular disease. Objective: To compare cardiovascular disease risk factors and cardiovascular structure and function parameters of football players, stratified by position, to a group of sedentary, nonathletes. Participants: Twenty-six collegiate football players and 13 nonathletes…

  15. Coping strategies of soccer players | Plaatjie | South African Journal ...

    African Journals Online (AJOL)

    This study focused on coping strategies used by soccer (football) players by exploring the role of the environment, ethnicity and culture in players' response to stressful situations. An interpretive-qualitative research methodology was applied with a sample of 33 professional soccer players. The subjects were representative ...

  16. Exploring Online Game Players' Flow Experiences and Positive Affect

    Science.gov (United States)

    Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng

    2011-01-01

    The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…

  17. High School Rugby Players' Perception of Coaching Effectiveness

    Science.gov (United States)

    Broodryk, Retief; van den Berg, Pieter Hendrick

    2011-01-01

    The aims of this study were firstly to determine the players' perceptions of their respective coaches' coaching effectiveness and secondly, determine the difference between big and small schools of the players' perceptions of their respective coaches' coaching effectiveness. Four hundred and seventy six players from 22 schools were asked to fill…

  18. Morphological evolution of Springbok rugby players: Implications for ...

    African Journals Online (AJOL)

    The physique of rugby players has evolved over the course of the Twentieth Century. A novel morphological dataset was constructed of all Springbok rugby players until 2014. Although most of the change in body structure, particularly body weight, occurs during the era of professionalism, white Springbok rugby players ...

  19. Training Patterns of Wheelchair Basketball Players in Turkey

    Science.gov (United States)

    Tatar, Yasar

    2008-01-01

    The aim of this study was to analyze technical drills, warm-up and cool-down exercises used by wheelchair basketball players of the Turkish league in relation to training sessions. 33 male wheelchair basketball players participated in the study (mean age 26.6[plus or minus]5,95 years). All players reported that they used warm-up exercises before…

  20. Foot morphology of Turkish football players according to foot ...

    African Journals Online (AJOL)

    Football is the most popular sport in the world. Foot morphology and foot preference are important factors in football player's performance. The aim of this cross-sectional study was to evaluate the foot morphology of elite football players with different foot preferences. 407 male football players participated in this study. 328 of ...

  1. Injury prevention for adult male soccer players

    NARCIS (Netherlands)

    van Beijsterveldt, A.M.C.

    2013-01-01

    Soccer causes the largest number of injuries each year (18% of all sports injuries) in the Netherlands. The aim of this dissertation is to contribute to the body of evidence on injury prevention for adult male soccer players. Chapter 1 is a general introduction and presents the “sequence of

  2. The players in the French photovoltaic sector

    International Nuclear Information System (INIS)

    Houot, G.

    2011-01-01

    This article reviews all the players of the photovoltaic industry in France (silicon producers, electrical component manufacturers, solar system manufacturers, design offices, solar system wholesalers, installers, and solar farm operators). For each company the following is reported: name, activity sector, historical background, staff, turnover, achievement and projects. (A.C.)

  3. Body composition of italian female hockey players

    Directory of Open Access Journals (Sweden)

    P Pavan

    2009-07-01

    Full Text Available Objective: In this work the anthropometric features and the body composition of Italian hockey players, members of the Female National team, were analysed. The purpose of the research was to verify if morphological features could influence the performance of different positional groups. Materials and Methods: Each player was measured for her total and sitting height, weight, 9 skinfolds thickness and bioelectrical impedance analysis. Different equations were used to calculate the Fat% from skinfolds thickness. Results: Average height is not a crucial advantage for this sport. On the contrary the proportion trunk-limb seems to play an important role for the performance of the midfield players. Percentage of body fat of the hockey players was lower than the Fat% of the non-athletes women of the same age. Significant differences were found between Fat% determined by skinfolds thickness and Fat% obtained by bioelectrical impedance analysis. Conclusions: The results of this study indicate that there are significant differences in anthropometric features and in body composition between positional groups, stressing the importance of a specific training program. Keywords: field hockey, bioelectrical impedance, skinfolds thickness, anthropometry.

  4. Are squash players protecting their eyes?

    Science.gov (United States)

    Eime, R M; Finch, C F; Sherman, C A; Garnham, A P

    2002-09-01

    To determine factors associated with adult squash players' protective eyewear behaviours. A survey of 303 players (aged >or =18 years) was conducted at three squash venues in Melbourne, Australia over a three week period in June 2000 to obtain information about protective eyewear use. Of 303 participants the response rate was 98.1%; 66.1% were males, with a mean age of 40.5 years. The majority (68.4%) had played squash for 10 years or more. Although 18.8% of players reported using protective eyewear, only 8.9% reported wearing approved eyewear. Both age group (peye injuries (50.0%) and knowledge of eye injury risk (33.9%). A commonly reported barrier was restriction of vision (34.2%). These findings demonstrate a low prevalence of voluntary use of appropriate protective eyewear. Future prevention strategies incorporating education campaigns should focus on increasing players' knowledge of risks. The barriers to use and misconceptions about which types of eyewear is most protective need to be addressed as a priority.

  5. Acromioclavicular disruption in first class rugby players.

    OpenAIRE

    Webb, J; Bannister, G

    1992-01-01

    In a random sample of 105 first class rugby players, 45% gave a history of injury of the acromioclavicular joint. All continued to play at the highest level. The effects of the injury appeared to be minimal. Supraspinatus impingement syndrome commonly associated with acromioclavicular pathology was sought, but not found.

  6. Kinanthropometric characteristics in teenager basketball players

    Directory of Open Access Journals (Sweden)

    Maria Abella del Campo

    2015-12-01

    Full Text Available Introduction: Basketball is a sport with a high heterogeneity anthropometric as playing position. Point guard is usually the lowest player but also the fastest. Guard is similar to point guard, faster and more agile than the others. Small forward has an intermediate height between the inside and outside players and it combines height with velocity. And center (pivot has a physical role, it has the highest and more muscle mass. The aim of this study is to describe the kinanthropometric profile of male cadet “Valencia Basket Club”. Material and Methods: A total of 20 male cadet basketball players were evaluated (15.35±0.59 years old. An anthropometrist level 1 took anthropometric measures according to the methodology of the International Society for the Advancement of Kinanthropometry (ISAK. Body composition was calculated according to the kinanthropometry consensus of the Kinanthropometry Spanish Group (GREC, somatotype with Heath-Carter’s method and adiposemuscular and cardiovascular risk index. Results: Differences in values of weight, height, skinfold and body composition from variables of sample and position were observed. Lower values were from point guard position and higher values were from center position. An increasing trend of these parameters was established in the following order: point guard, guard, small forward and center. Conclusions: The Valencia Basket Club cadet player overall somatotype is balance ectomorph. To know kinanthropometric profile may be beneficial to develop specific training and nutrition plans as well as to see evolution and characteristics for optimal performance

  7. Modeling attacking of high skills volleyball players

    Directory of Open Access Journals (Sweden)

    Vladimir Gamaliy

    2014-12-01

    Full Text Available Purpose: to determine the model indicators of technical and tactical actions in the attack highly skilled volleyball players. Material and Methods: the study used statistical data of major international competitions: Olympic Games – 2012 World Championships – 2010, World League – 2010–2014 European Championship – 2010–2014. A total of 130 analyzed games. Methods were used: analysis and generalization of scientific and methodological literature, analysis of competitive activity highly skilled volleyball players, teacher observation, modeling technical and tactical actions in attacking highly skilled volleyball players. Results: it was found that the largest volume application of technical and tactical actions in the attack belongs to the group tactics «supple movement», whose indicator is 21,3%. The smallest amount of application belongs to the group tactics «flight level» model whose indicators is 5,4%, the efficiency of 3,4%, respectively. It is found that the power service in the jump from model parameters used in 51,6% of cases, the planning targets – 21,7% and 4,4% planning to reduce. Attacks performed with the back line, on model parameters used in the amount of 20,8% efficiency –13,7%. Conclusions: we prove that the performance of technical and tactical actions in the attack can be used as model in the control system of training and competitive process highly skilled volleyball players

  8. eMZed: an open source framework in Python for rapid and interactive development of LC/MS data analysis workflows.

    Science.gov (United States)

    Kiefer, Patrick; Schmitt, Uwe; Vorholt, Julia A

    2013-04-01

    The Python-based, open-source eMZed framework was developed for mass spectrometry (MS) users to create tailored workflows for liquid chromatography (LC)/MS data analysis. The goal was to establish a unique framework with comprehensive basic functionalities that are easy to apply and allow for the extension and modification of the framework in a straightforward manner. eMZed supports the iterative development and prototyping of individual evaluation strategies by providing a computing environment and tools for inspecting and modifying underlying LC/MS data. The framework specifically addresses non-expert programmers, as it requires only basic knowledge of Python and relies largely on existing successful open-source software, e.g. OpenMS. The framework eMZed and its documentation are freely available at http://emzed.biol.ethz.ch/. eMZed is published under the GPL 3.0 license, and an online discussion group is available at https://groups.google.com/group/emzed-users. Supplementary data are available at Bioinformatics online.

  9. Supply chain management: a framework of understanding

    OpenAIRE

    Du Toit, Deirdre; Vlok, Pieter-Jan

    2014-01-01

    The topic of supply chain management (SCM) is complex to understand because it encompasses many different flows of activities, components, functions, and role-players. The literature is scattered across multiple functions, varies in scope, and is often confined to certain elements within SCM. This article aims to provide a literature overview of SCM. It is explained with the aid of a newly-developed framework of understanding that offers a graphical representation of the term. It unifies and ...

  10. Football players, asset management & the unexploited potential of enhanced player engagement in football management & marketing

    DEFF Research Database (Denmark)

    Cortsen, Kenneth

    2016-01-01

    This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives.......This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives....

  11. Football players, asset management & the unexploited potential of enhanced player engagement in football management & marketing

    DEFF Research Database (Denmark)

    Cortsen, Kenneth

    2014-01-01

    This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives.......This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives....

  12. Impact locations and concussion outcomes in high school football player-to-player collisions.

    Science.gov (United States)

    Kerr, Zachary Y; Collins, Christy L; Mihalik, Jason P; Marshall, Stephen W; Guskiewicz, Kevin M; Comstock, R Dawn

    2014-09-01

    Little research has examined concussion outcomes in terms of impact location (ie, the area on the head in which the impact occurred). This study describes the epidemiology of concussions resulting from player-to-player collision in high school football by impact location. National High School Sports-Related Injury Surveillance Study data (2008/2009-2012/2013) were analyzed to calculate rates and describe circumstances of football concussion (eg, symptomology, symptom resolution time, return to play) resulting from player-to-player collisions by impact location (ie, front-, back-, side-, and top-of-the-head). Most concussions resulting from player-to-player collisions occurred from front-of-the-head (44.7%) and side-of-the-head (22.3%) impacts. Number of symptoms reported, prevalence of reported symptoms, symptom resolution time, and length of time to return to play were not associated with impact location. However, a larger proportion of football players sustaining concussions from top-of-the-head impacts experienced loss of consciousness (8.0%) than those sustaining concussions from impacts to other areas of the head (3.5%) (injury proportion ratio 2.3; 95% confidence interval 1.2-4.2; P = .008). Players had their head down at the time of impact in a higher proportion of concussions caused by top-of-the-head impacts (86.4%) than concussions from impacts to other areas of the head (24.0%) (injury proportion ratio 3.6; 95% confidence interval 3.2-4.0; P impact location. Recommended strategies for reducing the proportion of top-of-the-head impacts include improved education regarding tackling with proper "head-up" technique. Copyright © 2014 by the American Academy of Pediatrics.

  13. Interaction times change evolutionary outcomes: Two-player matrix games

    Czech Academy of Sciences Publication Activity Database

    Křivan, Vlastimil; Cressman, R.

    2017-01-01

    Roč. 416, MAR 07 (2017), s. 199-207 ISSN 0022-5193 EU Projects: European Commission(XE) 690817 - FourCmodelling Institutional support: RVO:60077344 Keywords : evolutionary game theory * Hawk-Dove game * pair formation Subject RIV: EH - Ecology, Behaviour OBOR OECD: Ecology Impact factor: 2.113, year: 2016 http://www.sciencedirect.com/science/article/pii/S0022519317300103

  14. The architecture of the chess player's brain.

    Science.gov (United States)

    Hänggi, Jürgen; Brütsch, Karin; Siegel, Adrian M; Jäncke, Lutz

    2014-09-01

    The game of chess can be seen as a typical example for an expertise task requiring domain-specific training and experience. Despite intensive behavioural studies the neural underpinnings of chess performance and expertise are not entirely understood. A few functional neuroimaging studies have shown that expert chess players recruit different psychological functions and activate different brain areas while they are engaged in chess-related activities. Based on this functional literature, we predicted to find morphological differences in a network comprised by parietal and frontal areas and especially the occipito-temporal junction (OTJ), fusiform gyrus, and caudate nucleus. Twenty expert chess players and 20 control subjects were investigated using voxel-based and surface-based morphometry as well as diffusion tensor imaging. Grey matter volume and cortical thickness were reduced in chess players compared with those of control men in the OTJ and precunei. The volumes of both caudate nuclei were not different between groups, but correlated inversely with the years of chess playing experience. Mean diffusivity was increased in chess players compared with that of controls in the left superior longitudinal fasciculus and the Elo score (a chess tournament ranking) was inversely related to mean diffusivity within the right superior longitudinal fasciculus. To the best of our knowledge we showed for the first time that there are specific differences in grey and white matter morphology between chess players and control subjects in brain regions associated with cognitive functions important for playing chess. Whether these anatomical alterations are the cause or consequence of the intensive and long-term chess training and practice remains to be shown in future studies. Copyright © 2014 Elsevier Ltd. All rights reserved.

  15. Body Image Amongst Elite Rugby Union Players.

    Science.gov (United States)

    Gibson, Claire; Hindle, Chloe; McLay-Cooke, Rebecca; Slater, Joanne; Brown, Rachel; Smith, Brett; Baker, Dane; Healey, Philip; Black, Katherine

    2017-11-16

    There is limited information on the risk of eating disorders and body image of elite male athletes. However, research suggests there are some athletes who have poor body image and they may be at increased risk of developing eating disorders. Therefore, the current study investigated risk of eating disorders, body image, and the relationship with age, in elite rugby union players during their pre-season training period.This cross-sectional study was undertaken at the start of the pre-season amongst elite rugby union players in New Zealand. Twenty-six professional rugby union players completed a 49-item questionnaire on body image and disordered eating. A 'body image score' was calculated from questionnaire subscales including 'drive for thinness', 'bulimia' and 'body dissatisfaction', with total scores above twenty indicative of poor body image.Body image scores varied from 8-39 out of a possible 0-100. Disordered eating behaviours were reported, including binge eating at least once a week (15%, n=4/26), pathogenic weight control use (4%, n=1/26) and avoidance of certain foods (77%, n=20/26). There was a statistically significant inverse association between the bulimia subscale and age (P = 0.034).At the start of the pre-season training period, many elite rugby union players experience disturbances in body image. The prevalence of disordered eating behaviours is of concern, and needs to be minimised due to the negative impact on health and performance. A focus on assessment and education of younger male rugby players may be required in order to reduce disordered eating patterns.

  16. Physiological characteristics of elite soccer players.

    Science.gov (United States)

    Tumilty, D

    1993-08-01

    Soccer is one of the most popular sports in the world. There is still much uncertainty and debate surrounding its physiological requirements because emphasis is on skills to the neglect of fitness, conservative training methods and the difficulty of studying the sport scientifically. The frequently found values for total distance covered in a game of about 10 km and an above-average, though not outstanding, maximum oxygen uptake of 60 ml/kg/min suggest a moderate overall aerobic demand. A comparison of top teams and players with less able participants indicates that the components of anaerobic fitness-speed, power, strength and the capacity of the lactic acid system may differentiate better between the 2 groups. Generally, there is a reduction in the level of activity in the second half of games compared with the first. There is some evidence that increased aerobic fitness may help counteract this. Progressively lower muscle glycogen stores are one likely cause of reduction in activity, and nutrition also appears to be a key factor in minimising performance deterioration, both in terms of overall diet and, more particularly, the ingestion of carbohydrates immediately before, during and after a game. There are evolutionary trends in the sport such as greater frequency of games, changes in the roles of players, and new strategies and tactics which are placing increasing demands on the all-round fitness of players. Many studies indicate scope for improvement in player fitness. The challenge for coaches and players is to meet these fitness requirements without sacrificing the skill work which makes the sport unique.

  17. Prospective Player-Reported Injuries in Female Youth Fast-Pitch Softball Players

    Science.gov (United States)

    Smith, Matthew V.; Davis, Randi; Brophy, Robert H.; Prather, Heidi; Garbutt, Jane; Wright, Rick W.

    2015-01-01

    Background: There is a scarcity of literature evaluating injuries in youth fast-pitch softball players. Purpose: To perform a descriptive analysis of player-reported injuries in youth fast-pitch softball position players and pitchers during a single select-level season. Study Design: Prospective observation cohort study. Level of Evidence: Level 3. Methods: Ninety-eight athletes (48 pitchers, 50 position players) were followed for a single select fast-pitch softball season. Study participants completed web-based surveys every 3 weeks reporting injuries related to participation in fast-pitch softball. Injury was defined as pain causing cessation of participation in the current game or practice that prevents the player’s return to that session or any pain that causes cessation of a player’s customary participation on the day after the day of onset. Results: The median age of the study participants was 14 years (range, 9-18 years). There were 49 reported injuries in 98 athletes. The average age was 13 years for those not injured and 14 years for those who were injured (P softball players. Better off-season and preseason conditioning may be a key factor for reducing pitching injuries. Clinical Relevance: Recognition of injury patterns in fast-pitch softball players is critical to developing strategies to keep these athletes competing safely. PMID:26502442

  18. Framework of product experience

    NARCIS (Netherlands)

    Desmet, P.; Hekkert, P.

    2007-01-01

    In this paper, we introduce a general framework for product experience that applies to all affective responses that can be experienced in human-product interaction. Three distinct components or levels of product experiences are discussed: aesthetic experience, experience of meaning, and emotional

  19. A holistic image segmentation framework for cloud detection and extraction

    Science.gov (United States)

    Shen, Dan; Xu, Haotian; Blasch, Erik; Horvath, Gregory; Pham, Khanh; Zheng, Yufeng; Ling, Haibin; Chen, Genshe

    2013-05-01

    Atmospheric clouds are commonly encountered phenomena affecting visual tracking from air-borne or space-borne sensors. Generally clouds are difficult to detect and extract because they are complex in shape and interact with sunlight in a complex fashion. In this paper, we propose a clustering game theoretic image segmentation based approach to identify, extract, and patch clouds. In our framework, the first step is to decompose a given image containing clouds. The problem of image segmentation is considered as a "clustering game". Within this context, the notion of a cluster is equivalent to a classical equilibrium concept from game theory, as the game equilibrium reflects both the internal and external (e.g., two-player) cluster conditions. To obtain the evolutionary stable strategies, we explore three evolutionary dynamics: fictitious play, replicator dynamics, and infection and immunization dynamics (InImDyn). Secondly, we use the boundary and shape features to refine the cloud segments. This step can lower the false alarm rate. In the third step, we remove the detected clouds and patch the empty spots by performing background recovery. We demonstrate our cloud detection framework on a video clip provides supportive results.

  20. Prospective study of injury in volleyball players: 6 year results.

    Science.gov (United States)

    Pastor, M F; Ezechieli, M; Classen, L; Kieffer, O; Miltner, O

    2015-01-01

    The volleyball game has a high complexity and thus entails a lot of strain to the players. Due to this high and different training and competition strain comprehensive and individual training plans should be developed with competing training objectives in order to prevent injuries. The aim of the study was to analyse prospectively over six seasons the acute and overuse injuries of a German male professional volleyball team. The study included 34 male national league players from season the 2007/08 to 2012/13. All players received a sport medicine examination and a functional diagnosis before each season. Based on the results the players received an individual training plan. The players suffered 186 injuries. The prevalence of acute injuries was 1.94 per player and overuse injuries 0.64 per player. The incidence of acute injuries was 3.3/1000 h volleyball and overuse injuries 1.08/1000 h volleyball. The largest number of injuries was found in the spine. The players had most likely minor injuries. The players had significantly fewer injuries in their second season (1.92) than in their first season (3.25; p= 0.004). It could be concluded that volleyball is a sport with a relative low prevalence of injuries compared to other team sports. The prevalence of injury is 2.58 per player. Due to an injury a player dropped out 16.91 days per season. An individual training program seems to reduce the incidence of injury.

  1. THE EFFECT OF MODERATE AND HIGH-INTENSITY FATIGUE ON GROUNDSTROKE ACCURACY IN EXPERT AND NON-EXPERT TENNIS PLAYERS

    Directory of Open Access Journals (Sweden)

    Mark Lyons

    2013-06-01

    Full Text Available Exploring the effects of fatigue on skilled performance in tennis presents a significant challenge to the researcher with respect to ecological validity. This study examined the effects of moderate and high-intensity fatigue on groundstroke accuracy in expert and non-expert tennis players. The research also explored whether the effects of fatigue are the same regardless of gender and player's achievement motivation characteristics. 13 expert (7 male, 6 female and 17 non-expert (13 male, 4 female tennis players participated in the study. Groundstroke accuracy was assessed using the modified Loughborough Tennis Skills Test. Fatigue was induced using the Loughborough Intermittent Tennis Test with moderate (70% and high-intensities (90% set as a percentage of peak heart rate (attained during a tennis-specific maximal hitting sprint test. Ratings of perceived exertion were used as an adjunct to the monitoring of heart rate. Achievement goal indicators for each player were assessed using the 2 x 2 Achievement Goals Questionnaire for Sport in an effort to examine if this personality characteristic provides insight into how players perform under moderate and high-intensity fatigue conditions. A series of mixed ANOVA's revealed significant fatigue effects on groundstroke accuracy regardless of expertise. The expert players however, maintained better groundstroke accuracy across all conditions compared to the novice players. Nevertheless, in both groups, performance following high-intensity fatigue deteriorated compared to performance at rest and performance while moderately fatigued. Groundstroke accuracy under moderate levels of fatigue was equivalent to that at rest. Fatigue effects were also similar regardless of gender. No fatigue by expertise, or fatigue by gender interactions were found. Fatigue effects were also equivalent regardless of player's achievement goal indicators. Future research is required to explore the effects of fatigue on

  2. I Fought the Law: Transgressive Play and The Implied Player

    DEFF Research Database (Denmark)

    Aarseth, Espen J.

    2007-01-01

    This paper is an attempt to understand Game Studies through the contested notion of the “player” both inside and outside “the game object” – that is the object that game users perceive and respond to when they play. Building on Hans-Georg Gadamer’s notion of games as a subject that “masters...... the players”, the paper will go beyond the traditional split between the social sciences’ real players and the aesthetics/humanities critical author-as-player, and present a theory of the player and player studies that incorporates the complex tensions between the real, historical player and the game’s human...... components. Since games are both aesthetic and social phenomena, a theory of the player must combine both social and aesthetic perspectives to be successful. The tension between the humanities and the social sciences over who controls the idea of the player can be found mirrored also in the struggle between...

  3. Identification af explosive power factors as predictors of player quality in young female volleyball players.

    Science.gov (United States)

    Grgantov, Zoran; Milić, Mirjana; Katić, Ratko

    2013-05-01

    With the purpose of determining the factor structure of explosive power, as well as the influence of each factor on situational efficiency, 56 young female volleyball players were tested using 14 tests for assessing nonspecific and specific explosive power. By factor analysis, 4 significant factors were isolated which explained the total of over 80% of the common variability in young female volleyball players. The first factor was defined as volleyball-specific jumping, the second factor as nonspecific jumping and sprinting, the third factor as throwing explosive power, while the fourth factor was interpreted as volleyball-specific throwing and spiking speed from the ground. Results obtained by regression analysis in the latent space of explosive power indicate that the identified factors are good predictors of player quality in young female volleyball players. The fourth factor defined as throwing and spiking speed from the ground had the largest influence on player quality, followed by volleyball-specific jumping and nonspecific jumping and sprinting, and to a much lesser extent, by throwing explosive power The results obtained in this age group bring to the fore the ability of spiking and serving a ball of high speed, which hinders the opponents from playing those balls in serve reception and field defence. This ability, combined with a high standing vertical jump reach and spike approach vertical jump reach (which is the basis of the 1st varimax factor) enables successful performance of all volleyball elements by which points are won in complex 1 (spike) and complex 2 (serve and block). Even though the 2nd factor (nonspecific jumping and sprinting) has a slightly smaller impact on situational efficiency in young players, this ability provides preconditions i.e. preparation for successful realisation of all volleyball elements, so greater attention must be paid to perfecting it in young female volleyball players.

  4. Insights into relationships between body mass, composition and bone: findings in elite rugby players.

    Science.gov (United States)

    Hind, Karen; Gannon, Lisa; Brightmore, Amy; Beck, Belinda

    2015-01-01

    Recent reports indicate that bone strength is not proportional to body weight in obese populations. Elite rugby players have a similar body mass index (BMI) to obese individuals but differ markedly with low body fat, high lean mass, and frequent skeletal exposure to loading through weight-bearing exercise. The purpose of this study was to determine relationships between body weight, composition, and bone strength in male rugby players characterized by high BMI and high lean mass. Fifty-two elite male rugby players and 32 nonathletic, age-matched controls differing in BMI (30.2 ± 3.2 vs 24.1 ± 2.1 kg/m²; p = 0.02) received 1 total body and one total hip dual-energy X-ray absorptiometry scan. Hip structural analysis of the proximal femur was used to determine bone mineral density (BMD) and cross-sectional bone geometry. Multiple linear regression was computed to identify independent variables associated with total hip and femoral neck BMD and hip structural analysis-derived bone geometry parameters. Analysis of covariance was used to explore differences between groups. Further comparisons between groups were performed after normalizing parameters to body weight and to lean mass. There was a trend for a positive fat-bone relationship in rugby players, and a negative relationship in controls, although neither reached statistical significance. Correlations with lean mass were stronger for bone geometry (r(2): 0.408-0.520) than for BMD (r(2): 0.267-0.293). Relative to body weight, BMD was 6.7% lower in rugby players than controls (p Rugby players were heavier than controls, with greater lean mass and BMD (p rugby players (p rugby players was reduced in proportion to body weight and lean mass. However, their superior bone geometry suggests that overall bone strength may be adequate for loading demands. Fat-bone interactions in athletes engaged in high-impact sports require further exploration. Copyright © 2015. Published by Elsevier Inc.

  5. A comparison of static near stereo acuity in youth baseball/softball players and non-ball players.

    Science.gov (United States)

    Boden, Lauren M; Rosengren, Kenneth J; Martin, Daniel F; Boden, Scott D

    2009-03-01

    Although many aspects of vision have been investigated in professional baseball players, few studies have been performed in developing athletes. The issue of whether youth baseball players have superior stereopsis to nonplayers has not been addressed specifically. The purpose of this study was to determine if youth baseball/softball players have better stereo acuity than non-ball players. Informed consent was obtained from 51 baseball/softball players and 52 non-ball players (ages 10 to 18 years). Subjects completed a questionnaire, and their static near stereo acuity was measured using the Randot Stereotest (Stereo Optical Company, Chicago, Illinois). Stereo acuity was measured as the seconds of arc between the last pair of images correctly distinguished by the subject. The mean stereo acuity score was 25.5 +/- 1.7 seconds of arc in the baseball/softball players and 56.2 +/- 8.4 seconds of arc in the non-ball players. This difference was statistically significant (P softball players had significantly better static stereo acuity than non-ball players, comparable to professional ball players.

  6. Aesthetic interaction

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Iversen, Ole Sejer; Krogh, Peter

    2004-01-01

    , as it promotes aesthetics of use, rather than aesthetics of appearance. We coin this approach in the perspective of aesthetic interaction. Finally we make the point that aesthetics is not re-defining everything known about interactive systems. We provide a framework placing this perspective among other...

  7. Common Injuries of Collegiate Tennis Players

    Directory of Open Access Journals (Sweden)

    Christian Wisdom Magtajas Valleser

    2017-09-01

    Full Text Available The purpose of this study is to determine the common injuries of Filipino collegiate tennis players; 110 varsity tennis players with a mean of 20 years old (SD ± 1.7 with an average playing experience of 12 years participated in the study. There was a 100% occurrence of at least one injury with an average rate of 5.98 injuries per person. The authors observed that the most commonly injured anatomical region is the lower extremity; ankles were recorded as the most commonly injured part. Other commonly injured areas included the shoulders and lower back. Furthermore, the most common injury type is tendinitis, sprains, and strains. The recorded injuries were mostly associated with overuse injuries, and the findings were similar to those of most other studies on tennis injuries. A larger sample size may provide more conclusive findings on tennis injuries, particularly in different levels of competition, such as recreational or professional athletes.

  8. Predicting Player Churn In the Wild

    DEFF Research Database (Denmark)

    Hadiji, Fabian; Sifa, Rafet; Drachen, Anders

    2014-01-01

    Free-to-Play or "freemium" games represent a fundamental shift in the business models of the game industry, facilitated by the increasing use of online distribution platforms and the introduction of increasingly powerful mobile platforms. The ability of a game development company to analyze...... a crucial value, allowing developers to obtain data-driven insights to inform design, development and marketing strategies. One of the key challenges is modeling and predicting player churn. This paper presents the first cross-game study of churn prediction in Free-to-Play games. Churn in games is discussed...... and derive insights from behavioral telemetry is crucial to the success of these games which rely on in-game purchases and in-game advertising to generate revenue, and for the Company to remain competitive in a global marketplace. The ability to model, understand and predict future player behavior has...

  9. The potential risk of personal stereo players

    DEFF Research Database (Denmark)

    Hammershøi, Dorte; Ordoñez, Rodrigo Pizarro; Reuter, Karen

    2010-01-01

    The technological development within personal stereo systems,such as MP3 players, e. g. iPods, has changed music listening habits from home entertainment to everyday and everywhere use. The technology has developed considerably, since the introduction of cassette players and CD walkmen. High......-level low-distortion music is produced by minimal devices which can play for long periods. In this paper, the existing literature on effects of personal stereo systems is reviewed, incl. studies of exposure levels, and effects on hearing. Generally, it is found that the levels being used are of concern......, which in one study is demonstrated to relate to the specific use in situations with high levels of background noise. Another study demonstrates that the effect of using personal stereo is comparable to that of being exposed to noise in industry. The results are discussed in view of the measurement...

  10. Telemetry and Communication IP Video Player

    Science.gov (United States)

    OFarrell, Zachary L.

    2011-01-01

    Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.

  11. Management Of The Critically Injured Football Player

    OpenAIRE

    Feld, Francis

    1993-01-01

    Evaluation and treatment of a football player who has sustained life-threatening injuries is a rare but significant challenge for the sports medicine team. Early recognition and intervention in these injuries is crucial. Helmets and shoulder pads complicate management of these patients. In this article, I present a rapid and simple assessment method used by paramedics for trauma patients. Treatment focuses on when football equipment should be removed and how the equipment complicates Advanced...

  12. Do economic players shape up fashion trends?

    OpenAIRE

    Hasan, Syed Akif; Subhani, Muhammad Imtiaz; Osman, Ms. Amber

    2012-01-01

    The behavior of following the most in vogue and admired styles of dressing has been there since the ancient times. With time, people have moved on with the rapid change in the surroundings. Both the genders acknowledge fashion. Fashion is an extension of regular clothing. This paper investigates the role of economical players which includes per capita income and inflations in shaping up the various trends/ fashion trends/ trends in clothing and their consumptions for Pakistan, India, United S...

  13. Does Digital Game Interactivity Always Promote Self-Efficacy?

    Science.gov (United States)

    Lee, Yu-Hao

    2015-11-01

    Interactive digital games can promote self-efficacy by engaging players in enactive and observational learning. However, interactivity does not always lead to greater self-efficacy. Important constructs in social cognitive theory, such as performance outcome and perceived similarity, are often not accounted for in studies that have tested the effect of digital game interactivity on self-efficacy. This study assessed the effects of interactive digital games compared with passive digital games based on video comparison, a common experimental design used to test the effect of digital game interactivity on self-efficacy. In addition, this study also evaluated player performance and measured perceived similarity to the observed player. Findings suggested that in general, digital game interactivity predicted higher self-efficacy compared with noninteractive passive games. However, in the noninteractive conditions, the effects of performance on self-efficacy were moderated by perceived similarity between the observer and the observed player. When the observed player was perceived to be similar to the observer, the effects of performance on self-efficacy were comparable to the interactive game, but when the observed player was perceived as dissimilar to the observer, observing the dissimilar player failed to increase observer self-efficacy. Implications for interactivity manipulations and game developers are discussed.

  14. The El Dorado of Handball? Foreign Female Players Stay, while Domestic Players Return from Abroad

    Science.gov (United States)

    Topič, Mojca Doupona; Šibila, Marko

    2016-01-01

    Abstract The main purpose of this research was to study the characteristics of migration in European women’s handball based on the Slovenian example and to find the differences between the foreigners coming to Slovenia and the Slovenians transferring to foreign clubs. The research was based on 16 open face-to-face semi-structured interviews (8 Slovenians (age 29.5 ± 6.2 years) and 8 foreigners (age 35.5 ± 8.7 years)). We found out that the most powerful factor in foreigners was the financial one, while within Slovenian players it was their personal desire for progression within their sport, the club’s reputation and poor conditions in their previous club. The results confirm that when making a decision on transfer, all players had the support of family and friends, while the clubs of foreign players were not as supportive. Most interviewees considered their careers successful and did not regret going abroad. The research indicates that the largest differences discovered between Slovenians and foreigners were that foreign female players chose to stay in the new country (Slovenia), while domestic players returned home after few years playing abroad. In conclusion, the results show that in top-level handball there are important differences between migration models which are based on nationality and also that the migration models change throughout time, which is largely connected with the socioeconomic events in the country of origin or transfer. PMID:28149349

  15. The El Dorado of Handball? Foreign Female Players Stay, while Domestic Players Return from Abroad

    Directory of Open Access Journals (Sweden)

    Bon Marta

    2016-04-01

    Full Text Available The main purpose of this research was to study the characteristics of migration in European women’s handball based on the Slovenian example and to find the differences between the foreigners coming to Slovenia and the Slovenians transferring to foreign clubs. The research was based on 16 open face-to-face semi-structured interviews (8 Slovenians (age 29.5 ± 6.2 years and 8 foreigners (age 35.5 ± 8.7 years. We found out that the most powerful factor in foreigners was the financial one, while within Slovenian players it was their personal desire for progression within their sport, the club’s reputation and poor conditions in their previous club. The results confirm that when making a decision on transfer, all players had the support of family and friends, while the clubs of foreign players were not as supportive. Most interviewees considered their careers successful and did not regret going abroad. The research indicates that the largest differences discovered between Slovenians and foreigners were that foreign female players chose to stay in the new country (Slovenia, while domestic players returned home after few years playing abroad. In conclusion, the results show that in top-level handball there are important differences between migration models which are based on nationality and also that the migration models change throughout time, which is largely connected with the socioeconomic events in the country of origin or transfer.

  16. Verbal Communication of Story Facilitators in Multi-player Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Brolund, Thea; Hitchens, Michael

    2008-01-01

    Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study, the ver......Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study......, the verbal communication of game masters in a series of role-playing game sessions is categorized and analyzed depending on form and content, using protocol analysis, establishing a model for the verbal communication of game masters....

  17. Transaction-Based Building Controls Framework, Volume 1: Reference Guide

    Energy Technology Data Exchange (ETDEWEB)

    Somasundaram, Sriram [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Pratt, Robert G. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Akyol, Bora A. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Fernandez, Nicholas [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Foster, Nikolas AF [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Katipamula, Srinivas [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Mayhorn, Ebony T. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Somani, Abhishek [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Steckley, Andrew C. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Taylor, Zachary T. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2014-12-01

    This document proposes a framework concept to achieve the objectives of raising buildings’ efficiency and energy savings potential benefitting building owners and operators. We call it a transaction-based framework, wherein mutually-beneficial and cost-effective market-based transactions can be enabled between multiple players across different domains. Transaction-based building controls are one part of the transactional energy framework. While these controls realize benefits by enabling automatic, market-based intra-building efficiency optimizations, the transactional energy framework provides similar benefits using the same market -based structure, yet on a larger scale and beyond just buildings, to the society at large.

  18. Resting ECG findings in elite football players.

    Science.gov (United States)

    Bohm, Philipp; Ditzel, Roman; Ditzel, Heribert; Urhausen, Axel; Meyer, Tim

    2013-01-01

    The purpose of the study was to evaluate ECG abnormalities in a large sample of elite football players. Data from 566 elite male football players (57 of them of African origin) above 16 years of age were screened retrospectively (age: 20.9 ± 5.3 years; BMI: 22.9 ± 1.7 kg · m(-2), training history: 13.8 ± 4.7 years). The resting ECGs were analysed and classified according to the most current ECG categorisation of the European Society of Cardiology (ESC) (2010) and a classification of Pelliccia et al. (2000) in order to assess the impact of the new ESC-approach. According to the classification of Pelliccia, 52.5% showed mildly abnormal ECG patterns and 12% were classified as distinctly abnormal ECG patterns. According to the classification of the ESC, 33.7% showed 'uncommon ECG patterns'. Short-QT interval was the most frequent ECG pattern in this group (41.9%), followed by a shortened PR-interval (19.9%). When assessed with a QTc cut-off-point of 340 ms (instead of 360 ms), only 22.2% would have had 'uncommon ECG patterns'. Resting ECG changes amongst elite football players are common. Adjustment of the ESC criteria by adapting proposed time limits for the ECG (e.g. QTc, PR) should further reduce the rate of false-positive results.

  19. Hip and Groin Injuries in Baseball Players.

    Science.gov (United States)

    Mlynarek, Ryan A; Coleman, Struan H

    2018-03-01

    To discuss the clinical significance of the most common hip and groin injuries in baseball players, as well as an algorithmic approach to diagnosis and treatment of these injuries. (a) Limitations in throwing velocity, pitch control, and bat swing speed may be secondary to decreased mobility and strength within the proximal kinetic chain, which must harness power from the lower extremities and core. (b) Approximately 5.5% of all baseball injuries per year involve the hip/groin and may lead to a significant amount of time spent on the disabled list. Injuries involving the hip and groin are relatively common in baseball players. Our knowledge of the mechanics of overhead throwing continues to evolve, as does our understanding of the contribution of power from the lower extremities and core. It is paramount that the team physician be able to accurately diagnose and treat injuries involving the hip/groin, as they may lead to significant disability and inability to return to elite levels of play. This review focuses on hip- and groin-related injuries in the baseball player, including femoroacetabular impingement, core muscle injury, and osteitis pubis.

  20. Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors.

    Science.gov (United States)

    Przybylski, Andrew K; Deci, Edward L; Deci, Edward; Rigby, C Scott; Ryan, Richard M

    2014-03-01

    [Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory-that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature. (PsycINFO Database Record (c) 2014 APA, all rights reserved).

  1. Comparative analysis of the physique of volleyball players selected from different volleyball clubs

    Directory of Open Access Journals (Sweden)

    Adrian Sieroń

    2017-12-01

    Full Text Available In recent years we have seen a steady increase in interest in sport among the public. This is due primarily to the deepening of knowledge about the health-promoting aspects for people who practice it regularly. Considerable interest primarily characterized by team games, which due to their accessibility, clearly defined rules, the variety of forms of movement, or finally, the interaction between human are the most popular sport disciplines. In Poland, one of the most popular team sports of football is next to volleyball. From year to year, this form of recreation is more and more supporters.  For many years, extremely important for researchers from around the world was to find the factors that determine the achievement of high results volleyball. This problem is steadily gaining in importance, because modern training methods contribute to maximizing the potential of each player. Many researchers believe that making attempts to find factors that are of potential players is one of the few areas where you can find the reserves to increase results. The aim of this study is to compare intergroup somatic athletes practicing volleyball, playing and trainees in four different teams in Lower Silesia. The study enrolled 54 men aged 12-15 years with a group of four volleyball players representing the same level of sports preparation. The study used data measuring 17 somatic features. The results show that the somatic features of individual players in all four teams are similar and homogeneous.

  2. Developmental activities and the acquisition of superior anticipation and decision making in soccer players.

    Science.gov (United States)

    Roca, André; Williams, A Mark; Ford, Paul R

    2012-01-01

    We examined whether soccer players with varying levels of perceptual-cognitive expertise can be differentiated based on their engagement in various types and amounts of activity during their development. A total of 64 participants interacted with life-size video clips of 11 versus 11 dynamic situations in soccer, viewed from the first-person perspective of a central defender. They were required to anticipate the actions of their opponents and to make appropriate decisions as to how best to respond. Response accuracy scores were used to categorise elite players (n = 48) as high- (n = 16) and low-performing (n = 16) participants. A group of recreational players (n = 16) who had lower response accuracy scores compared to the elite groups acted as controls. The participation history profiles of players were recorded using retrospective recall questionnaires. The average hours accumulated per year during childhood in soccer-specific play activity was the strongest predictor of perceptual-cognitive expertise. Soccer-specific practice activity during adolescence was also a predictor, albeit its impact was relatively modest. No differences were reported across groups for number of other sports engaged in during development, or for some of the key milestones achieved. A number of implications for talent development are discussed.

  3. Supply chain management: a framework of understanding

    Directory of Open Access Journals (Sweden)

    Du Toit, Deirdre

    2014-11-01

    Full Text Available The topic of supply chain management (SCM is complex to understand because it encompasses many different flows of activities, components, functions, and role-players. The literature is scattered across multiple functions, varies in scope, and is often confined to certain elements within SCM. This article aims to provide a literature overview of SCM. It is explained with the aid of a newly-developed framework of understanding that offers a graphical representation of the term. It unifies and condenses different components within SCM and shows the relationship between them. The framework was developed by identifying the main themes in the definitions for SCM, examining existing categorisations and frameworks in SCM, and analysing frameworks in other disciplines. The outcome of this article can be used as a guide to explain and orientate researchers and practitioners in the field.

  4. Psychological skills, state anxiety and coping of South African rugby players : a cognitive perspective / Pieter Kruger

    OpenAIRE

    Kruger, Pieter

    2005-01-01

    Objectives: The main objective of the research in this thesis was to investigate the psychological skills, state anxiety and coping of senior rugby players in South Africa. Methodology: The first manuscript (Chapter 2) was a literature review that investigated whether the coping model suggested by Moos and Shaefer (1993) could be applied to investigate the interaction between various psychological factors involved in the coping process, within a sports context. The model was ev...

  5. Java online monitoring framework

    International Nuclear Information System (INIS)

    Ronan, M.; Kirkby, D.; Johnson, A.S.; Groot, D. de

    1997-10-01

    An online monitoring framework has been written in the Java Language Environment to develop applications for monitoring special purpose detectors during commissioning of the PEP-II Interaction Region. PEP-II machine parameters and signals from several of the commissioning detectors are logged through VxWorks/EPICS and displayed by Java display applications. Remote clients are able to monitor the machine and detector performance using graphical displays and analysis histogram packages. In this paper, the design and implementation of the object-oriented Java framework is described. Illustrations of data acquisition, display and histograming applications are also given

  6. Comparison of Angiotensin Converting Enzyme (ACE gene polymorphisms elite basketball players and volleyball players

    Directory of Open Access Journals (Sweden)

    Emin Süel

    2015-09-01

    Full Text Available Aim: The purpose of this study is to research the differences of genotype polymorphism between the elite male and elite female basketball player, volleyball player and control group. Material and Methods: 58 basketball players (ages 24.25±4.99 years, height 188.22±12.31 cm and weight 80.62±16.34 kg, 64 volleyball players (ages 22.82±5.40 years, height 188.67±9.69 cm and weight 77.82±12.14 kg and 122 sedentary subjects (control group were participated randomly in the study. 5cc blood was taken control and control groups for measuring the ACE gene polymorphism. Chi-square and analysis of variance (ANOVA, Levene’s Tests, and frequencies of allele were used for statistical evaluation at significance level p0.05, basketball, volleyball and control group (p>0.05, male basketball, volleyball and control group (p>0.05, female basketball, volleyball and control group (p>0.05 and male and female athletes (p>0.05 respectively. There were no significance differences in male athletes between the genotype distribution and physical performance tests, such as 20m shuttle-run (F=1.31, vertical jump (F=0.22, and 20m sprint test (F=0.44. There were also no significance differences in female athletes between the genotype distribution and physical performance tests, such as 20m shuttle-run (F=2.03, vertical jump (F=0.10, and 20m sprint test (F=1.17. Conclusion: ACE polymorphism genotype distribution in terms of elite female and male volleyball players with elite female and male basketball players are the same.

  7. Vascular Health in American Football Players: Cardiovascular Risk Increased in Division III Players

    Directory of Open Access Journals (Sweden)

    Deborah L. Feairheller

    2016-01-01

    Full Text Available Studies report that football players have high blood pressure (BP and increased cardiovascular risk. There are over 70,000 NCAA football players and 450 Division III schools sponsor football programs, yet limited research exists on vascular health of athletes. This study aimed to compare vascular and cardiovascular health measures between football players and nonathlete controls. Twenty-three athletes and 19 nonathletes participated. Vascular health measures included flow-mediated dilation (FMD and carotid artery intima-media thickness (IMT. Cardiovascular measures included clinic and 24 hr BP levels, body composition, VO2 max, and fasting glucose/cholesterol levels. Compared to controls, football players had a worse vascular and cardiovascular profile. Football players had thicker carotid artery IMT (0.49 ± 0.06 mm versus 0.46 ± 0.07 mm and larger brachial artery diameter during FMD (4.3±0.5 mm versus 3.7±0.6 mm, but no difference in percent FMD. Systolic BP was significantly higher in football players at all measurements: resting (128.2±6.4 mmHg versus 122.4±6.8 mmHg, submaximal exercise (150.4±18.8 mmHg versus 137.3±9.5 mmHg, maximal exercise (211.3±25.9 mmHg versus 191.4±19.2 mmHg, and 24-hour BP (124.9±6.3 mmHg versus 109.8±3.7 mmHg. Football players also had higher fasting glucose (91.6±6.5 mg/dL versus 86.6±5.8 mg/dL, lower HDL (36.5±11.2 mg/dL versus 47.1±14.8 mg/dL, and higher body fat percentage (29.2±7.9% versus 23.2±7.0%. Division III collegiate football players remain an understudied population and may be at increased cardiovascular risk.

  8. Study of Λ-production in target fragmentation region from rhorho interactions at 360 GeV/c in the triple regge framework

    International Nuclear Information System (INIS)

    Aziz, T.; Banerjee, S.; Ganguli, S.N.; Malhotra, P.K.; Raghavan, R.; Bailly, J.L.; Herquet, P.; Bruyant, F.; Caso, C.; Hrubec, J.; Marin, J.C.; Montanet, L.; Chiba, Y.; Epp, B.; Girtler, P.; Fontanelli, F.; Squarcia, S.; Trevisan, U.; Gemesy, T.; Pinter, G.; Matsumoto, S.; Mittra, I.S.; Singh, J.B.; Takahashi, K.; Tikhonova, L.A.

    1985-01-01

    A study of Λ production has been made in the target fragmentation region from pp interactions at 360 GeV/c. The triple Regge analysis of the double differential distribution d 2 N/d(M 2 /s)dt led to an estimate of the kaon trajectory intercept as approx.=-0.6. Comparison of the double and single inclusive distributions supports the idea of Pomeron factorization. The charged multiplicities and moments from virtual 'K + 'p interactions have been studied as a function of M, the c.m. energy of the virtual 'K + 'p system. The results agree reasonably well with the on shell K + p data. (orig.)

  9. The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception

    NARCIS (Netherlands)

    Klimmt, C.; Hefner, D.; Vorderer, P.A.

    2009-01-01

    This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or

  10. Vitamin D and exercise performance in professional soccer players.

    Directory of Open Access Journals (Sweden)

    Nikolaos E Koundourakis

    Full Text Available The current study had two aims. The primary purpose was to examine the association between serum vitamin D levels and the ergometric evaluation of muscle strength, aerobic capacity, and speed in professional soccer players. The secondary aim was to evaluate the effects of the soccer off-season period on serum vitamin D levels.Sixty-seven Caucasian male soccer players (age 25.6 ± 6.2 and height 1.81 ± 0.08 m, members of two Greek Superleague Soccer teams and one Football-league championship team participated in this study. Exercise performance testing for the determination of squat jump (SJ, countermovement jump (CMJ, 10 (10 m and 20 meters (20 m sprint performance, maximal oxygen consumption (VO2max, anthropometry, and blood sampling were performed before (pre and after (post the six-week off-season period.Analysis of our results showed the following: (a a significant correlations between serum vitamin D levels and performance parameters in both pre (SJ; P < 0.001, CMJ; P < 0.001, VO2max; P < 0.001, 10 m; P < 0.001, and 20 m; P < 0.001 and post (SJ; P < 0.001, CMJ; P<0.001, VO2max; P = 0.006, 10 m; P < 0.001, and 20 m; P < 0.001 experimental sessions. (b Vitamin D concentration increased significantly (P < 0.001 following the six-week off-season period compared to baseline, while at the same time all measured performance parameters decreased (SJ; P < 0.001, CMJ; P < 0.001, 10 m; P < 0.001, 20 m; P < 0.001, VO2max; P<0.001.Our findings suggest that vitamin D levels are associated with the ergometric evaluation of muscle strength, as expressed by SJ and CMJ, sprinting capacity, and VO2max in professional soccer players, irrespective the levels of performance. Furthermore, our data reaffirm the importance of UVB on serum vitamin D levels. Moreover, reductions in exercise training stress may also have beneficial effects on vitamin D levels, suggesting a possible association of its levels and the training-induced stress. Our results indicate a

  11. How Players Lose Interest in Playing a Game

    DEFF Research Database (Denmark)

    Bauckhage, Christian; Kersting, Kristian; Sifa, Rafet

    2012-01-01

    introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players......Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem...... in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we...

  12. Decreased shoulder function and pain common in recreational badminton players.

    Science.gov (United States)

    Fahlström, M; Söderman, K

    2007-06-01

    The aim of this study was to describe the prevalence and consequences of painful conditions in the shoulder region in recreational badminton players. A questionnaire study was performed on 99 players, of whom 57 were also assessed with Constant score. Previous or present pain in the dominant shoulder was reported by 52% of the players. Sixteen percent of the players had on-going shoulder pain associated with badminton play. A majority of these players reported that their training habits were affected by the pain. Total Constant score was lower in the painful shoulders. Furthermore, range of active pain-free shoulder abduction was decreased. However, isometric shoulder strength test showed no differences when compared with pain-free shoulders. Even though the pain caused functional problems, the players were still playing with on-going symptoms. The diagnoses were mostly unknown, although history and clinical tests indicate problems resembling subacromial impingement.

  13. A Survey on Common Injuries in Recreational Badminton Players

    Directory of Open Access Journals (Sweden)

    A Muttalib

    2009-11-01

    Full Text Available The aim of this descriptive study is to determine the incidence of injuries among recreational badminton players. We evaluated 86 recreational badminton players in the city of Malacca; 35 were excluded for fitting the exclusion criteria. The average recreational badminton player was 36.13 years old and had been playing badminton for the past 17.84 years at a frequency of 2.11 times per week. 39.21% of the recreational badminton players complained of recent injuries in relation to playing badminton. Our data showed that the most common injury sustained by recreational badminton players was pain and stiffness at the shoulder joint. None of the injuries sustained by the players in our data were serious enough to warrant any form of surgical intervention. We conclude that badminton is a sport of relatively low risk and that the majority of related injuries were chronic overuse injuries.

  14. Leadership in Education Abroad Office: A Case Study Based on the Interactional Framework of Leadership and the Transformational-Transactional Leadership Theory

    Science.gov (United States)

    Deng, Jie

    2017-01-01

    This case study explored the unique context and dynamics of leadership in an education abroad office. The focus was on how leadership took place in the synergistic interactions among the leader, the followers, and specific situations in such an office. Interviews, observations, and document review were used to collect data. Hughes, Ginnett, and…

  15. Interaction of Vietnamese teachers with a social constructivism-based primary science curriculum in a framework appropriate for a Confucian heritage culture

    NARCIS (Netherlands)

    Vu Thu Hang, N.; Bulte, A.M.W.; Pilot, A.

    2017-01-01

    This paper describes the perception of a social constructivist approach to teaching and learning among Vietnamese teachers in a Confucian heritage culture and the changes these teachers undergo through their interaction with a new science curriculum that was designed culturally appropriate. A

  16. Final report for the 'Melt-Vessel Interactions' Project. European Union R and TD Program 4th Framework. MVI project final research report

    Energy Technology Data Exchange (ETDEWEB)

    Sehgal, B.R.; Dinh, T.N.; Nourgaliev, R.R.; Bui, V.A.; Green, J.; Kolb, G.; Karbojian, A.; Theerthan, S.A.; Gubaidulline, A. [Royal Inst. of Tech., Stockholm (Sweden). Div. of Nuclear Power Safety; Helle, M.; Kymaelaeinen, O.; Tuomisto, H. [IVO Power Engineering Ltd., Vantaa (Finland); Bonnet, J.M.; Rouge, S.; Narcoux, M.; Liegeois, A. [CEA - Grenoble (France); Turland, B.D.; Dobson, G.P. [AEA Technology plc, Dorchester (United Kingdom); Siccama, A. [ECN Nuclear Research, Petten (Netherlands); Ikonen, K. [VTT Energy, Helsinki (Finland); Parozzi, F. [ENEL - SRI/PAM/GRA, Segrate, MI (Italy); Kolev, N. [Siemens AG, Erlangen (Germany); Caira, M. [Univ. of Roma (Italy)

    1999-04-01

    The Melt Vessel Interaction (MVI) project is concerned with the consequences of the interactions that a core melt, generated during a postulated severe accident in a light water reactor, may have with the pressure vessel. In particular, the issues concerned with the failure of the vessel bottom head are the focus of the research. The specific objectives of the project are to obtain data and develop validated models, which could be applied to prototypic plants, and accident conditions, for resolution of issues related to the melt vessel interactions. The project work has been performed by nine partners having varied responsibility. The work included a large number of experiments, with simulant materials, whose observations and results are employed, respectively, to understand the physical mechanisms and to develop validated models. Applications to the prototypic geometry and conditions have also been performed. This report is volume 1 of the Final Report for the Project, in which a summary of the progress achieved in the experimental program is provided. We have, however, included some aspects of the modeling activities. Volume 2 of the Final report describes the progress achieved in the modeling program. The progress achieved in the experimental and modeling parts of the Project has led to the resolution of some of the issues of melt vessel interaction. Considerable progress was also achieved towards resolution of the remaining issues.

  17. Theoretical analysis of the total cross section of hyper-triton-nucleus interaction in the framework of the three-cluster diffraction model

    International Nuclear Information System (INIS)

    Evlanov, M.V.; Sokolov, A.M.; Tartakovskij, V.K.

    1998-01-01

    Using numerical calculations the investigation of the influence of triple scattering, finite-range of nuclear Λd and np forces and general structure of the hyper-triton on the total cross section of diffraction interaction of Λ 3 H with different nuclei at high energies is performed. It is shown that the factors mentioned above can noticeably influence the cross section

  18. Final report for the 'Melt-Vessel Interactions' Project. European Union R and TD Program 4th Framework. MVI project final research report

    International Nuclear Information System (INIS)

    Sehgal, B.R.; Dinh, T.N.; Nourgaliev, R.R.; Bui, V.A.; Green, J.; Kolb, G.; Karbojian, A.; Theerthan, S.A.; Gubaidulline, A.; Bonnet, J.M.; Rouge, S.; Narcoux, M.; Liegeois, A.; Turland, B.D.; Dobson, G.P.; Siccama, A.; Ikonen, K.; Parozzi, F.; Kolev, N.; Caira, M.

    1999-04-01

    The Melt Vessel Interaction (MVI) project is concerned with the consequences of the interactions that a core melt, generated during a postulated severe accident in a light water reactor, may have with the pressure vessel. In particular, the issues concerned with the failure of the vessel bottom head are the focus of the research. The specific objectives of the project are to obtain data and develop validated models, which could be applied to prototypic plants, and accident conditions, for resolution of issues related to the melt vessel interactions. The project work has been performed by nine partners having varied responsibility. The work included a large number of experiments, with simulant materials, whose observations and results are employed, respectively, to understand the physical mechanisms and to develop validated models. Applications to the prototypic geometry and conditions have also been performed. This report is volume 1 of the Final Report for the Project, in which a summary of the progress achieved in the experimental program is provided. We have, however, included some aspects of the modeling activities. Volume 2 of the Final report describes the progress achieved in the modeling program. The progress achieved in the experimental and modeling parts of the Project has led to the resolution of some of the issues of melt vessel interaction. Considerable progress was also achieved towards resolution of the remaining issues

  19. How to know and choose online games: differences between current and potential players.

    Science.gov (United States)

    Teng, Ching-I; Lo, Shao-Kang; Wang, Pe-Cheng

    2007-12-01

    This study investigated how different adolescent players acquire game information and the criteria they use in choosing online games and found that (1) current players generally use comprehensive information sources more than potential players do; (2) current players rely on free trials and smooth display of motion graphics as choice criteria more than potential players do; (3) potential players rely on the look of advertisements more than current players do; (4) both current and potential players most likely use word-of-mouth and gaming programs on TV as information sources; and (5) endorser attractiveness is ranked the least important among six choice criteria by both current and potential players.

  20. Sex-specific differences in injury types among basketball players

    OpenAIRE

    Ito E; Iwamoto J; Azuma K; Matsumoto H

    2014-01-01

    Eri Ito, Jun Iwamoto, Koichiro Azuma, Hideo MatsumotoInstitute for Integrated Sports Medicine, Keio University School of Medicine, Tokyo, JapanAbstract: The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females) consulted our sports medicine clinic; in total, 1,414 injuries in basketball player...

  1. Nutritional Habits & Knowledge in the Division I Collegiate Football Player

    OpenAIRE

    Hale, Mallory

    2013-01-01

    Objectives: Athlete’s nutritional habits and knowledge can directly affect their performance. The purpose of this study is to investigate the nutritional habits and knowledge of the Division I collegiate football player. Methods: The participants of this study are male Division I college football players at Utah State University. The athletes included 45 players ranging from 18-26 and include freshman through seniors. Results: Over eighty six percent of the athletes were unaware that a ...

  2. Analyzing In-Game Movements of Soccer Players at Scale

    OpenAIRE

    Gyarmati, Laszlo; Hefeeda, Mohamed

    2016-01-01

    It is challenging to get access to datasets related to the physical performance of soccer players. The teams consider such information highly confidential, especially if it covers in-game performance.Hence, most of the analysis and evaluation of the players' performance do not contain much information on the physical aspect of the game, creating a blindspot in performance analysis. We propose a novel method to solve this issue by deriving movement characteristics of soccer players. We use eve...

  3. Arthroscopic rotator cuff repair in elite rugby players

    OpenAIRE

    Tambe, Amol; Badge, Ravi; Funk, Lennard

    2009-01-01

    Background: Rugby is an increasingly popular collision sport. A wide spectrum of injuries can be sustained during training and match play. Rotator cuff injury is uncommon in contact sports and there is little published literature on the treatment of rotator cuff tears in rugby players. Aims: We therefore reviewed the results and functional outcomes of arthroscopic rotator cuff repair in elite rugby players. Materials and Methods: Eleven professional rugby players underwent arthroscopic ...

  4. Heart rate and activity profile for young female soccer players

    OpenAIRE

    Barbero Álvarez, José Carlos; Gómez López, Maite; Barbero Álvarez, Verónica; Granda Vera, Juan; Castagna, Carlo

    2008-01-01

    The physical and physiological demands of high-level male soccer have been studied extensively, while few studies have investigated the demands placed on females during match-play, however, there is no information available about the heart rate and activity profile of young female soccer players during match play. Therefore, the aim of this study was to examine cardiovascular (heart-rates HR) and physical demands of young female soccer players during a match. Players were observed during a fr...

  5. Online Game Elements, Players and the Bond Between Them

    OpenAIRE

    Schweizer, Sandra

    2017-01-01

    The results are guidelines for game developers to improve their game design. Through using the guidelines of the paper, developers know how to implement appealing online game elements which appeal to the player and draw them in. The result of the thesis are socializing, achievements and immersion are motivated the player to play online games, as well as the way online games stimulate the player's brain.

  6. Energy and macronutrient intakes of professional football (soccer) players.

    OpenAIRE

    Maughan, R J

    1997-01-01

    OBJECTIVE: To examine the dietary habits of professional soccer players at two Scottish Premier League clubs during the competitive season. METHODS: A study of the dietary intake of 51 professional soccer players with two different clubs was carried out by the seven day weighed intake method. RESULTS: Physical characteristics of the two groups of players were similar, with only small differences in age and body mass but no difference in height and body fat. Mean (SD) daily energy intake for c...

  7. Higher Drop in Speed during a Repeated Sprint Test in Soccer Players Reporting Former Hamstring Strain Injury

    Science.gov (United States)

    Røksund, Ola D.; Kristoffersen, Morten; Bogen, Bård E.; Wisnes, Alexander; Engeseth, Merete S.; Nilsen, Ann-Kristin; Iversen, Vegard V.; Mæland, Silje; Gundersen, Hilde

    2017-01-01

    Aim: Hamstring strain injury is common in soccer. The aim of this study was to evaluate the physical capacity of players who have and have not suffered from hamstring strain injury in a sample of semi-professional and professional Norwegian soccer players in order to evaluate characteristics and to identify possible indications of insufficient rehabilitation. Method: Seventy-five semi-professional and professional soccer players (19 ± 3 years) playing at the second and third level in the Norwegian league participated in the study. All players answered a questionnaire, including one question about hamstring strain injury (yes/no) during the previous 2 years. They also performed a 40 m maximal sprint test, a repeated sprint test (8 × 20 m), a countermovement jump, a maximal oxygen consumption (VO2max) test, strength tests and flexibility tests. Independent sample t-tests were used to evaluate differences in the physical capacity of the players who had suffered from hamstring strain injury and those who had not. Mixed between-within subject's analyses of variance was used to compare changes in speed during the repeated sprint test between groups. Results: Players who reported hamstring strain injury during the previous two years (16%) had a significantly higher drop in speed (0.07 vs. 0.02 s, p = 0.007) during the repeated sprint test, compared to players reporting no previous hamstring strain injury. In addition, there was a significant interaction (groups × time) (F = 3.22, p = 0.002), showing that speed in the two groups changed differently during the repeated sprint test. There were no significant differences in relations to age, weight, height, body fat, linear speed, countermovement jump height, leg strength, VO2max, or hamstring flexibility between the groups. Conclusion: Soccer players who reported hamstring strain injury during the previous 2 years showed significant higher drop in speed during the repeated sprint test compared to players with no hamstring

  8. An Innovative Framework for Delivering Psychotherapy to Patients With Treatment-Resistant Posttraumatic Stress Disorder: Rationale for Interactive Motion-Assisted Therapy

    Directory of Open Access Journals (Sweden)

    Marieke J. van Gelderen

    2018-05-01

    Full Text Available Despite an array of evidence-based psychological treatments for patients with a posttraumatic stress disorder (PTSD, a majority of patients do not fully benefit from the potential of these therapies. In veterans with PTSD, up to two-thirds retain their diagnosis after psychotherapy and often their disorder is treatment-resistant, which calls for improvement of therapeutic approaches for this population. One of the factors hypothesized to underlie low response in PTSD treatment is high behavioral and cognitive avoidance to traumatic reminders. In the current paper we explore if a combination of personalized virtual reality, multi-sensory input, and walking during exposure can enhance treatment engagement, overcome avoidance, and thereby optimize treatment effectiveness. Virtual reality holds potential to increase presence and in-session attention and to facilitate memory retrieval. Multi-sensory input such as pictures and music can personalize this experience. Evidence for the positive effect of physical activity on fear extinction and associative thinking, as well as embodied cognition theories, provide a rationale for decreased avoidance by literally approaching cues of the traumatic memories. A dual-attention task further facilitates new learning and reconsolidation. These strategies have been combined in an innovative framework for trauma-focused psychotherapy, named Multi-modular Motion-assisted Memory Desensitization and Reconsolidation (3MDR. In this innovative treatment the therapeutic setting is changed from the face-to-face sedentary position to a side-by-side activating context in which patients walk toward trauma-related images in a virtual environment. The framework of 3MDR has been designed as a boost for patients with treatment-resistant PTSD, which is illustrated by three case examples. The intervention is discussed in context of other advancements in treatment for treatment-resistant PTSD. Novel elements of this approach are

  9. An Innovative Framework for Delivering Psychotherapy to Patients With Treatment-Resistant Posttraumatic Stress Disorder: Rationale for Interactive Motion-Assisted Therapy.

    Science.gov (United States)

    van Gelderen, Marieke J; Nijdam, Mirjam J; Vermetten, Eric

    2018-01-01

    Despite an array of evidence-based psychological treatments for patients with a posttraumatic stress disorder (PTSD), a majority of patients do not fully benefit from the potential of these therapies. In veterans with PTSD, up to two-thirds retain their diagnosis after psychotherapy and often their disorder is treatment-resistant, which calls for improvement of therapeutic approaches for this population. One of the factors hypothesized to underlie low response in PTSD treatment is high behavioral and cognitive avoidance to traumatic reminders. In the current paper we explore if a combination of personalized virtual reality, multi-sensory input, and walking during exposure can enhance treatment engagement, overcome avoidance, and thereby optimize treatment effectiveness. Virtual reality holds potential to increase presence and in-session attention and to facilitate memory retrieval. Multi-sensory input such as pictures and music can personalize this experience. Evidence for the positive effect of physical activity on fear extinction and associative thinking, as well as embodied cognition theories, provide a rationale for decreased avoidance by literally approaching cues of the traumatic memories. A dual-attention task further facilitates new learning and reconsolidation. These strategies have been combined in an innovative framework for trauma-focused psychotherapy, named Multi-modular Motion-assisted Memory Desensitization and Reconsolidation (3MDR). In this innovative treatment the therapeutic setting is changed from the face-to-face sedentary position to a side-by-side activating context in which patients walk toward trauma-related images in a virtual environment. The framework of 3MDR has been designed as a boost for patients with treatment-resistant PTSD, which is illustrated by three case examples. The intervention is discussed in context of other advancements in treatment for treatment-resistant PTSD. Novel elements of this approach are activation

  10. Childhood football play and practice in relation to self-regulation and national team selection; a study of Norwegian elite youth players.

    Science.gov (United States)

    Erikstad, Martin K; Høigaard, Rune; Johansen, Bjørn Tore; Kandala, Ngianga-Bakwin; Haugen, Tommy

    2018-03-09

    Childhood sport participation is argued to be important to understand differences in self-regulation and performance level in adolescence. This study sought to investigate if football-specific activities in childhood (6-12 years of age) is related to self-regulatory skills and national under 14- and 15-team selection in Norwegian elite youth football. Data of practice histories and self-regulatory skills of 515 youth football players selected at Norwegian regional level were collected and further analysed using multilevel analyses. The results revealed that high self-regulated players were more likely to be selected for national initiatives, and increased their involvement in peer-led football practice and adult-led football practice during childhood, compared to players with lower levels of self-regulation. While national level players reported higher levels of peer-led football play in childhood, the interaction effect suggest that the regional level players increased their involvement in peer-led play during childhood compared to national level players. In conclusion, the findings indicate that childhood sport participation may contribute to later differences in self-regulation, and highlights the importance of childhood engagement in football-specific play and practice in the development of Norwegian youth football players.

  11. Towards Player Adaptivity in a Serious Game for Conflict Resolution

    DEFF Research Database (Denmark)

    Grappiolo, C.; Cheong, Yun-Gyung; Togelius, J.

    2011-01-01

    to resolve this type of conflict, the underlying system generates level content automatically which adapts to player experience and behaviour. Preliminary results demonstrate the efficiency of the procedural content generation mechanism in guiding the training of players towards targeted learning objectives.......We present a technology demonstrator for an adaptive serious game for teaching conflict resolution and discuss the research questions associated with the project. The prototype is a single-player 3D mini-game which simulates a resource management conflict scenario. In order to teach the player how...

  12. Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts.

    Science.gov (United States)

    Kaye, Linda K; Gresty, Claire E; Stubbs-Ennis, Natasha

    2017-12-01

    Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established. Overall, player competence was perceived to be highest when male avatars were used, specifically when female players were depicted in this way. Study 2 explored the relationships between male social identity and gender-role beliefs, with sexist attitudes in gaming, and whether this varied by gaming context (massively multiplayer online [MMO] vs. first-person shooter [FPS]). Male online gamers (N = 193) were recruited, of which 112 were MMO players, and 81 were FPS players. It was found that identifying as male social identity was not related to sexist attitudes in either gaming context. However, more general gender-role beliefs were related to sexist attitudes. The findings indicate that although certain stereotypes exist (e.g., competence perceptions), these are not necessarily harvested by players' identities within communities, but may derive through more operational functions such as avatar gender.

  13. Profiling in basketball: physical and physiological characteristics of elite players.

    Science.gov (United States)

    Ostojic, Sergej M; Mazic, Sanja; Dikic, Nenad

    2006-11-01

    The purpose of this study was to describe structural and functional characteristics of elite Serbian basketball players and to evaluate whether players in different positional roles have different physical and physiological profiles. Five men's basketball teams participated in the study and competed in the professional First National League. Physiological measurements were taken of 60 players during the final week of their preparatory training for competition. According to positional roles, players were categorized as guards (n = 20), forwards (n = 20), and centers (n = 20). Guards were older (p Vertical jump power was significantly higher in centers (p basketball.

  14. Head Impact Exposure in Junior and Adult Australian Football Players

    Directory of Open Access Journals (Sweden)

    Mark Hecimovich

    2018-01-01

    Full Text Available This study measured and compared the frequency, magnitude, and distribution of head impacts sustained by junior and adult Australian football players, respectively, and between player positions over a season of games. Twelve junior and twelve adult players were tracked using a skin-mounted impact sensor. Head impact exposure, including frequency, magnitude, and location of impacts, was quantified using previously established methods. Over the collection period, there were no significant differences in the impact frequency between junior and adult players. However, there was a significant increase in the frequency of head impacts for midfielders in both grades once we accounted for player position. A comparable amount of head impacts in both junior and adult players has implications for Australian football regarding player safety and medical coverage as younger players sustained similar impact levels as adult players. The other implication of a higher impact profile within midfielders is that, by targeting education and prevention strategies, a decrease in the incidence of sports-related concussion may result.

  15. Exactly solvable model of transitional nuclei based on dual algebraic structure for the three level pairing model in the framework of sdg interacting boson model

    Science.gov (United States)

    Jafarizadeh, M. A.; Ranjbar, Z.; Fouladi, N.; Ghapanvari, M.

    2018-01-01

    In this paper, a successful algebraic method based on the dual algebraic structure for three level pairing model in the framework of sdg IBM is proposed for transitional nuclei which show transitional behavior from spherical to gamma-unstable quantum shape phase transition. In this method complicated sdg Hamiltonian, which is a three level pairing Hamiltonian is determined easily via the exactly solvable method. This description provides a better interpretation of some observables such as BE (4) in nuclei which exhibits the necessity of inclusion of g boson in the sd IBM, while BE (4) cannot be explained in the sd boson model. Some observables such as Energy levels, BE (2), BE (4), the two neutron separation energies signature splitting of the γ-vibrational band and expectation values of the g-boson number operator are calculated and examined for 46 104 - 110Pd isotopes.

  16. Kinesthetic Interaction

    DEFF Research Database (Denmark)

    Fogtmann, Maiken Hillerup; Fritsch, Jonas; Kortbek, Karen Johanne

    2008-01-01

    Within the Human-Computer Interaction community there is a growing interest in designing for the whole body in interaction design. The attempts aimed at addressing the body have very different outcomes spanning from theoretical arguments for understanding the body in the design process, to more...... practical examples of designing for bodily potential. This paper presents Kinesthetic Interaction as a unifying concept for describing the body in motion as a foundation for designing interactive systems. Based on the theoretical foundation for Kinesthetic Interaction, a conceptual framework is introduced...... to reveal bodily potential in relation to three design themes – kinesthetic development, kinesthetic means and kinesthetic disorder; and seven design parameters – engagement, sociality, movability, explicit motivation, implicit motivation, expressive meaning and kinesthetic empathy. The framework is a tool...

  17. Racism in soccer? Perception of challenges of black and white players by white referees, soccer players, and fans.

    Science.gov (United States)

    Wagner-Egger, Pascal; Gygax, Pascal; Ribordy, Farfalla

    2012-02-01

    This experiment investigated challenge evaluations in soccer and their relation to prejudice: more precisely, whether skin colour may influence judgments of soccer tackles. Three groups of participants (soccer players, referees,and soccer fans) were asked to evaluate challenges, featuring Black and White players as aggressors and victims in a mixed-design study. Results showed that participants made some differentiations between Black and White players in a challenge evaluation task. Participants were more likely to consider within-group challenges as fouls and were faster to consider challenges made by Black players as fouls. On the other hand, fouls made by White players were seen as more severe. There were no major differences between the participating groups, suggesting that the observed effects were independent of how good players were or whether the participants were referees or not.

  18. Making star teams out of star players.

    Science.gov (United States)

    Mankins, Michael; Bird, Alan; Root, James

    2013-01-01

    Top talent is an invaluable asset: In highly specialized or creative work, for instance, "A" players are likely to be six times as productive as "B" players. So when your company has a crucial strategic project, why not multiply all that firepower and have a team of your best performers tackle it? Yet many companies hesitate to do this, believing that all-star teams don't work: Big egos will get in the way. The stars won't be able to work with one another. They'll drive the team Leader crazy. Mankins, Bird, and Root of Bain & Company believe it's time to set aside that thinking. They have seen all-star teams do extraordinary work. But there is a right way and a wrong way to organize them. Before you can even begin to assemble such a team, you need to have the right talent management practices, so you hire and develop the best people and know what they're capable of. You have to give the team appropriate incentives and leaders and support staffers who are stars in their own right. And projects that are ill-defined or small scale are not for all-star teams. Use them only for critical missions, and make sure their objectives are clear. Even with the right setup, things can still go wrong. The wise executive will take steps to manage egos, prune non-team-players, and prevent average coworkers from feeling completely undervalued. She will also invest a lot of time in choosing the right team Leader and will ask members for lots of feedback to monitor how that leader is doing.

  19. Does ovulation affect performance in tennis players?

    Science.gov (United States)

    Otaka, Machiko; Chen, Shu-Man; Zhu, Yong; Tsai, Yung-Shen; Tseng, Ching-Yu; Fogt, Donovan L; Lim, Boon-Hooi; Huang, Chih-Yang; Kuo, Chia-Hua

    2018-01-01

    Scientific data on the performance of collegiate female tennis players during the menstrual phases are scarce. Double-blind, counter-balanced, crossover trials were conducted to examine whether tennis performance was affected during menstruation, with and without dehydroepiandrosterone sulfate (DHEA-S) supplementation. Ten Division 1 collegiate tennis players (aged 18-22 years) were evenly assigned into placebo-supplemented and DHEA-supplemented (25 mg/day) trials. Treatments were exchanged among the participants after a 28-day washout. Tennis serve performance was assessed on the first day of menstrual bleeding (day 0/28) and on days 7, 14 and 21. Mood state was unaltered during the menstrual cycles in both trials. The lowest tennis serve performance score (speed times accuracy) occurred on day 14 (P=0.06 vs day 0; P=0.01 vs day 21) in both placebo and DHEA trials. Decreased performance on day 14 was explained by decreased accuracy (P=0.03 vs day 0/28; P=0.01 vs day 21), but not velocity itself. Isometric hip strength, but not quadriceps strength, was moderately lower on day 14 (P=0.08). Increasing plasma DHEA-S (by ~65%) during the DHEA-supplemented trial had no effects on mood state, sleep quality or tennis serve performance. We have shown that menses does not affect serve performance of collegiate tennis players. However, the observed decrement in the accuracy of serve speed near ovulation warrants further investigation.

  20. The Importance of Vitaminsfor Soccer Players.

    Science.gov (United States)

    Eskici, Günay

    2015-12-01

    Soccer is one of the most widely played and complex sports in the world, where success depends on technical, tactical and physical skills of the players. Studies to improve performance in soccer have often focused on technique and tactics. However, nutrition is one of the most important factors influencing athletic performance of the players. The duration of matches is long and the training is intense. This leads to increased requirements for energy and nutrients, as well as increased reactive oxygen radicals and hence increased muscle damage. Vitamins are micronutrients that a living organism requires in trace quantities for health. As these assume crucial functions in the body, the performance of the player is negatively affected particularly during long-term deficiency. Beta-carotene, C and E vitamins are antioxidants that protect against oxygen radicals. In case of their deficiency, oxidative stress and muscle fatigue increases. Vitamin D is involved in maintaining mineral balance, and it increases absorption of dietary calcium and phosphorus. In case of vitamin D deficiency, injuries resulting from the musculoskeletal system might increase. B Vitamins (B1, B2, niacin, B6, B12, biotin, folic acid and pantothenic acid) perform duties such as energy production, absorption and transport of iron and blood cell production. Athletes who follow an energy-restricted and imbalanced diet might develop vitamin deficiency. In such a case, supplements can be used as recommended by the doctor/dietician. It is further reported that supplement use by athletes who have an adequate and balanced nutrition does not increase performance.

  1. Payoff Shares in Two-Player Contests

    Directory of Open Access Journals (Sweden)

    Samuel Häfner

    2016-09-01

    Full Text Available In imperfectly discriminating contests with symmetric valuations, equilibrium payoffs are positive shares of the value of the prize. In contrast to a bargaining situation, players’ shares sum to less than one because a residual share of the value is lost due to rent dissipation. In this paper, we consider contests with two players and investigate the relationship between these equilibrium shares and the parameters of a class of asymmetric Tullock contest success functions. Our main finding is that any players’ shares that sum up to less than one can arise as the unique outcome of a pure-strategy Nash equilibrium for appropriate parameters.

  2. [International cooperation on aging: areas and players].

    Science.gov (United States)

    Sidorenko, A V; Mikhaĭlova, O N

    2014-01-01

    This review article is devoted to the issues of international cooperation on ageing. It aims at describing the basic areas of cooperation and introducing its major players. Within the limited length of a journal article it is hardly possible to offer an exhaustive presentation of all available information; thus the article strives to provide a general orientation within the selected themes. The authors are hopeful that the presented materials will be of interest to the policy oriented researchers, policy makers and professionals working in the field of ageing and related areas such as social security, health and social services etc., as well as to the activists of non-governmental organizations.

  3. Intermittent claudication in a professional rugby player.

    Science.gov (United States)

    Bray, A E; Lewis, W A

    1992-04-01

    Intermittent claudication in a professional rugby player is described. The typical features of a delayed and difficult diagnosis of an external iliac artery stenosis were found. The noninvasive diagnostic protocol used to investigate this young patient with a minimal arterial lesion enabled accurate localization and angioplasty to be performed at the same time as diagnostic angiography. The patient was symptom free with normal arterial pressures on follow-up. It is suggested that appropriate noninvasive investigations should be performed before angiography in young people with minimal lesions.

  4. DIFFERENCES IN FUNCTIONAL AND MOTOR ABILITIES OFYOUNG FOOTBALL PLAYERS, BASKETBALL AND VOLLEYBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Franja Fratrić

    2009-11-01

    Full Text Available The main goal of this research is to determine whether and what differences exist between the three groups of subjects (high-quality football, volleyball and basketball cadets and youth age, in the motoric and functional abilities, as well as to identify dif- ferences between subgroups within each sport. The sample consists of 61 volleyball, 31 basketball player and football player 31 (total n = 123 male, cadet and youth age are members of local clubs. Subjects were born between 01.01.1991 and 12.12.1994. The sample of variables are the values of 17 tests for the evaluation of functional and mobile status. The Motor-functional status on the basis of the results of secondary value of foot- ball, basketball and volleyball make a clear conclusion that the football players showed the best results in almost all the tests and that they had the smallest disbalance in the power of certain groups of muscles.The football players hve the highest homogeneity.

  5. Comparison of Shoulder Strength in Routinely Trained Badminton Players and Non-Badminton Players

    Directory of Open Access Journals (Sweden)

    Wong Zhen Feng

    2017-06-01

    Full Text Available Background: Shoulder pain is a common reason for patients to seek medical help in any healthcare center. Shoulder pain is influenced by a few factors such as gender, posture during daily activities, aging and psychological factors. Based on the study of Epidemiology of Injuries and Prevention Strategies in Competitive Swimmers, shoulder pain due to shoulder injuries can be reduced by strengthening the shoulder muscle. Badminton has become one of the most popular sports in Asia, especially in Indonesia. This study was conducted to determine if badmintonis able to strengthen the shoulder muscle group. Methods: A cross-sectional analytic experimental study was conducted on September 2015 at Lodaya Badminton Training Center and Bale Padjadjaran of Universitas Padjadjaran. Subjects were 30 healthy male routinely trained badminton players and 30 non-badminton players who voluntarily follow the rstudy procedures. Strength measurement procedures were provided to the subjects after getting informed consent.  Data analysis was performed using T-test. Results: The shoulder strength  in routinely trained badminton players was significantly different from  non-badminton players (P<0.05. Conclusions: Shoulder strength can be improved through routine training of badminton to reduce risk of shoulder injury.   DOI: 10.15850/amj.v4n2.1083

  6. EM Transition Sum Rules Within the Framework of sdg Proton-Neutron Interacting Boson Model, Nuclear Pair Shell Model and Fermion Dynamical Symmetry Model

    Science.gov (United States)

    Zhao, Yumin

    1997-07-01

    By the techniques of the Wick theorem for coupled clusters, the no-energy-weighted electromagnetic sum-rule calculations are presented in the sdg neutron-proton interacting boson model, the nuclear pair shell model and the fermion-dynamical symmetry model. The project supported by Development Project Foundation of China, National Natural Science Foundation of China, Doctoral Education Fund of National Education Committee, Fundamental Research Fund of Southeast University

  7. The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience

    OpenAIRE

    Bostan , Barbaros; Marsh , Tim

    2010-01-01

    International audience; In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by...

  8. Writing Game Center Apps in iOS Bringing Your Players Into the Game

    CERN Document Server

    Nahavandipoor, Vandad

    2011-01-01

    Now that Apple has introduced the GameKit framework to its iOS SDK, you can integrate Game Center features directly into your iPhone and iPad apps. This concise cookbook shows you how it's done, with 18 targeted recipes for adding leaderboards, user authentication, achievements, multiplayer games, and many other features. How do you display players' scores and achievements? How do you create Game Center accounts and add friends? Each recipe in this book includes a simple code solution you can put to work immediately, along with a detailed discussion that offers insight into why and how the r

  9. iCub-HRI: A Software Framework for Complex Human–Robot Interaction Scenarios on the iCub Humanoid Robot

    Directory of Open Access Journals (Sweden)

    Tobias Fischer

    2018-03-01

    Full Text Available Generating complex, human-like behavior in a humanoid robot like the iCub requires the integration of a wide range of open source components and a scalable cognitive architecture. Hence, we present the iCub-HRI library which provides convenience wrappers for components related to perception (object recognition, agent tracking, speech recognition, and touch detection, object manipulation (basic and complex motor actions, and social interaction (speech synthesis and joint attention exposed as a C++ library with bindings for Java (allowing to use iCub-HRI within Matlab and Python. In addition to previously integrated components, the library allows for simple extension to new components and rapid prototyping by adapting to changes in interfaces between components. We also provide a set of modules which make use of the library, such as a high-level knowledge acquisition module and an action recognition module. The proposed architecture has been successfully employed for a complex human–robot interaction scenario involving the acquisition of language capabilities, execution of goal-oriented behavior and expression of a verbal narrative of the robot’s experience in the world. Accompanying this paper is a tutorial which allows a subset of this interaction to be reproduced. The architecture is aimed at researchers familiarizing themselves with the iCub ecosystem, as well as expert users, and we expect the library to be widely used in the iCub community.

  10. Comparative characteristics of psychophysiological features skilled basketball players-women with hearing and skilled basketball players healthy

    Directory of Open Access Journals (Sweden)

    Kozina Zh.L.

    2013-06-01

    Full Text Available A comparative analysis of the psychophysiological features of skilled basketball players with normal hearing and impaired hearing aid. The study involved two women's basketball team to 12 people each. The study used a complex computer psychodiagnosis. The complex includes 20 psychophysiological and 18 personal psychological tests. The indicators of the time simple and complex reaction and average tapping test healthy skilled basketball players and basketball players are hearing impaired. There was a significant higher rates of visual-motor speed and reaction-tapping test in basketball players with hearing compared to healthy athletes. This is explained by compensatory mechanisms that occur in connection with the violation of the audition.

  11. Comparative characteristics of psychophysiological features skilled basketball players-women with hearing and skilled basketball players healthy

    Directory of Open Access Journals (Sweden)

    Zh.L. Kozina

    2013-07-01

    Full Text Available A comparative analysis of the psychophysiological features of skilled basketball players with normal hearing and impaired hearing aid. The study involved two women's basketball team to 12 people each. The study used a complex computer psychodiagnosis. The complex includes 20 psychophysiological and 18 personal psychological tests. The indicators of the time simple and complex reaction and average tapping test healthy skilled basketball players and basketball players are hearing impaired. There was a significant higher rates of visual-motor speed and reaction-tapping test in basketball players with hearing compared to healthy athletes. This is explained by compensatory mechanisms that occur in connection with the violation of the audition.

  12. Voluntary limit setting and player choice in most intense online gamblers: an empirical study of gambling behaviour.

    Science.gov (United States)

    Auer, Michael; Griffiths, Mark D

    2013-12-01

    Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).

  13. ANALYSIS AND COMPARISON OF ADOLESCENT ATHLETES' MOTIVATION: BASKETBALL PLAYERS VS. FOOTBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Bartolom\\u00E9 J. Almagro

    2009-01-01

    Full Text Available The motivation of an athlete is determinant for the athletic engagement of the adolescent. The present study attempts to analyze the motivation of adolescent basketball and football players from the perspectives of Achievement Goal Theory (Nicholls, 1989 and Self-Determination Theory (Deci & Ryan, 1985. The study's sample was composed of 248 athletes from 12 to 17 years of age. Half were from basketball and half were from football. The instruments that were utilized were: the Spanish version of the Sport Motivation Scale (SMS (Núñez, Martín-Albo, Navarro, & González, 2006, the Spanish version of the Perceived Motivational Climate in Sport Questionnaire-2 (PMSCQ-2 (Balaguer, Mayo, Atienza, & Duda, 1997, and the adapted Spanish translation (Moreno, Moreno, & Cervelló, 2007 of the Intention to be Physically Active Scale (IPAS by Hein, Müür, and Koka (2004. The comparison of the means of the variables between football and basketball players was done utilizing the student t-test for independent samples. Significant differences were found for variables such as: intrinsic motivation (IM toward accomplishment, external regulation, amotivation, task, ego, and Self-Determination Index (SDI. Basketball players obtained higher values in the SDI, in task, and in IM toward accomplishment than football players. The search for premature performance in football and coaches' educations can help to explain these differences. The importance of these differences reside in the relationship between these motivational variables and the adherence to athletic practice. In conclusion, basketball demonstrated better values in motivational variables, which demonstrates that training sessions are more oriented toward task than ego, that players have more intrinsic and self-determined motivation, and therefore, the adherence of the young athletes will be greater in this sport.

  14. Expectancy effects in tennis: the impact of opponents' pre-match non-verbal behaviour on male tennis players.

    Science.gov (United States)

    Buscombe, Richard; Greenlees, Iain; Holder, Tim; Thelwell, Richard; Rimmer, Matt

    2006-12-01

    In this study, we examined the impact of a male opponent's pre-match body language and clothing (general vs. sports-specific) on how his performances were judged by an observer. Forty male tennis players viewed videos of a male target tennis player warming up and then observed playing footage of the target. Each participant viewed the target player warming up displaying one of four combinations of body language and clothing (positive body language/tennis-specific clothing; positive body language/general sportswear; negative body language/tennis-specific clothing; negative body language/general sportswear). Participants rated the performance of the tennis player and gave their perceptions of the likely outcome of a tennis match with the target player. Analyses of variance indicated that clothing and body language had an interactive effect on both outcome expectations and ratings of performance. The findings support the contention that the initial impressions athletes form of their opponents can influence the way in which they judge the performances of opponents and their perceived likelihood of success against the same opponents.

  15. Sex-specific differences in injury types among basketball players.

    Science.gov (United States)

    Ito, Eri; Iwamoto, Jun; Azuma, Koichiro; Matsumoto, Hideo

    2015-01-01

    The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females) consulted our sports medicine clinic; in total, 1,414 injuries in basketball players (729 injuries in males and 685 injuries in females) were recorded. The mean age of patients was 19.6 years. The most common injury site was the knee, followed by the foot and ankle, lower back, and upper extremities. There was a higher proportion of female players presenting with a knee injury, compared with male players (50.4% vs 41.7%), and a lower proportion of female players presenting with an upper extremity injury (5.1% vs 9.7%). The proportion of anterior cruciate ligament injury in the 10-19-year-old age group was higher among female players than among male players (45.9% vs 22.1%), while the proportions of Osgood-Schlatter disease in the 10-19-year-old age group and jumper's knee (patellar and femoral tendinopathy) in the 20-29-year-old age group were higher among male players than among female players (12.5% vs 1.8% and 14.6% vs 3.7%, respectively). However, the proportions of other injuries did not differ significantly between male and female players. The present observational study, which was performed using a retrospective case-series design, showed the existence of sex-specific differences in knee injuries sustained while participating in basketball.

  16. Sex-specific differences in injury types among basketball players

    Directory of Open Access Journals (Sweden)

    Ito E

    2014-12-01

    Full Text Available Eri Ito, Jun Iwamoto, Koichiro Azuma, Hideo MatsumotoInstitute for Integrated Sports Medicine, Keio University School of Medicine, Tokyo, JapanAbstract: The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females consulted our sports medicine clinic; in total, 1,414 injuries in basketball players (729 injuries in males and 685 injuries in females were recorded. The mean age of patients was 19.6 years. The most common injury site was the knee, followed by the foot and ankle, lower back, and upper extremities. There was a higher proportion of female players presenting with a knee injury, compared with male players (50.4% vs 41.7%, and a lower proportion of female players presenting with an upper extremity injury (5.1% vs 9.7%. The proportion of anterior cruciate ligament injury in the 10–19-year-old age group was higher among female players than among male players (45.9% vs 22.1%, while the proportions of Osgood–Schlatter disease in the 10–19-year-old age group and jumper's knee (patellar and femoral tendinopathy in the 20–29-year-old age group were higher among male players than among female players (12.5% vs 1.8% and 14.6% vs 3.7%, respectively. However, the proportions of other injuries did not differ significantly between male and female players. The present observational study, which was performed using a retrospective case-series design, showed the existence of sex-specific differences in knee injuries sustained while participating in basketball.Keywords: sports injury, sex, anterior cruciate ligament injury, Osgood–Schlatter disease, basketball

  17. Strength asymmetry of the shoulders in elite volleyball players.

    Science.gov (United States)

    Hadzic, Vedran; Sattler, Tine; Veselko, Matjaž; Markovic, Goran; Dervisevic, Edvin

    2014-01-01

    Volleyball players are reported to have shoulder strength imbalances. Previous authors have primarily investigated small samples of male players at a single skill level, without considering playing position, and with inconsistent findings. To evaluate shoulder strength asymmetry and a history of shoulder injury in a large sample of professional volleyball players of both sexes across different playing positions and skill levels. Descriptive laboratory study. A sample of 183 volleyball players (99 men, 84 women). We assessed shoulder internal-rotator and external-rotator concentric strength at 60°/s using an isokinetic dynamometer and dominant-nondominant differences in shoulder strength and strength ratios using repeated-measures analyses of variance. Peak torque was normalized for body mass and external-rotation/internal-rotation concentric strength. Internal-rotation strength was asymmetric in favor of the dominant side in both sexes, regardless of previous shoulder injury status. Male volleyball players had a lower shoulder strength ratio on the dominant side, regardless of previous shoulder injury status. However, this finding was valid only when hand dominance was taken into account. Female volleyball players playing at a higher level (ie, first versus second division) were 3.43 times more likely to have an abnormal strength ratio. Playing position was not associated with an abnormal shoulder strength ratio or strength asymmetry. In male volleyball players, the external-rotation/internal-rotation strength ratio of the dominant shoulder was lower, regardless of playing position, skill level, or a previous shoulder injury. In female players, the ratio was less only in those at a higher skill level. Although speculative, these findings generally suggest that female volleyball players could have a lower risk of developing shoulder-related problems than male volleyball players. Isokinetic shoulder testing may reveal important information about the possible risk

  18. Leadership Preferences of Adolescent Players in Sport: Influence of Coach Gender.

    Science.gov (United States)

    Cruz, Angelita B; Kim, Hyun-Duck

    2017-06-01

    The authors investigated the coaching behavior preferences and the relationships of these preferences with variables such as gender, type of sport, playing experience, competitive level, and coach gender among young athletes in the national badminton league. Participants were 167 elementary and high school badminton players (91 girls and 76 boys; age range = 9-18 years; M = 13.5 (SD = 2.22) years) competing in the badminton event of a national league. Players' preferences for coaching behavior were measured using athlete preference version of the LSS to evaluate the five dimensions of leadership behavior in a sporting context. Notably, young athletes strongly preferred training and instruction, followed by positive feedback, democratic behavior, social support, and autocratic behavior. An interaction effect of athlete and coach gender on the leadership dimensions of democratic behavior, autocratic behavior, and social support was found. Male athletes with female coaches preferred more democratic behavior, autocratic behavior, and social support behavior than did those with male coaches. Conversely, female players with male coaches favored more democratic behavior, autocratic behavior, and social support than did those with female coaches. This study provides valuable insight into understanding the dynamics of sport leadership environments among young athletes, and how crucial is the role of coach's gender in the athlete-coach dyad interaction.

  19. Improving neuromuscular performance in young basketball players: plyometric vs. technique training.

    Science.gov (United States)

    Attene, G; Iuliano, E; Di Cagno, A; Calcagno, G; Moalla, W; Aquino, G; Padulo, J

    2015-01-01

    The aim of this study was to compare the effects of plyometric training versus basketball technique training on improving neuro-muscular performance. Thirty-six (age 14.9±0.9 years, body height 164.0±7.6 cm, body weight 54.0±8.7 kg, BMI 20.1±2.4 kg·m-2) basketball players girls were randomly allocated to 2 groups: Basketball Plyometric Training (BPT, N.=18) and Basketball Technique Training (BTT, N.=18). The players were tested by two specific tests: counter movement jump (CMJ) and squat jump (SJ) before and after 6 training weeks. The jump height, as dependent variable, showed a different trend as an effect of the different training protocols, in contrast with the current knowledge. Manova did not show significant interactions between the two groups for the height of jumps, while significant differences were found for interaction time × training (Ptraining, the BPT group increased significantly CMJ performance by 11.3% (Ptraining protocols proposed in this study improved vertical jump performance. However, a combination of the two protocols, plyometric training and sport-specific-exercises, could be useful to optimize performance by an easy transition from controlled a-specific to sport-specific performance requirements. In conclusion, BPT is a safe and effective method of achieving a favourable neuro-muscular performance than BTT in female basketball players.

  20. Crucial role of strategy updating for coexistence of strategies in interaction networks

    NARCIS (Netherlands)

    Zhang, Jianlei; Zhang, Chunyan; Cao, Ming; Weissing, Franz J.

    2015-01-01

    Network models are useful tools for studying the dynamics of social interactions in a structured population. After a round of interactions with the players in their local neighborhood, players update their strategy based on the comparison of their own payoff with the payoff of one of their